08-16-2017, 10:32 PM | #1 |
Join Date: Sep 2004
Location: The North American Combine
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Raid scenario variant
I've been giving this some thought, and figured I'd finally get around to posting it here. I've got an idea for a variant of the basic Raid scenario. The Defending PE player would set up as the standard scenario, with the following exception. He'd get 4 Heavy Weapons teams, and 12 points of standard infantry. The Attacking force would remain the same. I'd really like for someone other than me to give this a try and see how it works out for them. I've got some very specific ideas on how I'd deploy the HW teams.
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"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
08-17-2017, 07:00 AM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Raid scenario variant
Even shooting in pairs the HW teams suck because they can't chase down a max range D result.
Hence my Missile Infantry: 1/3, D1, M2, 4VPs. (Can combine with up to two other squads of their own or other types of infantry as normal. Not doubled in overruns due to rate of fire limitations. Otherwise treated as normal infantry.)
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-HJC |
08-17-2017, 05:36 PM | #3 | |
Join Date: May 2012
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Re: Raid scenario variant
Quote:
I'm not sure how good they are in that role, either; they worked for me once or twice, but that's no ringing endorsement. |
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08-17-2017, 11:18 PM | #4 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Raid scenario variant
Doing the math:
3xHW in a town: 12 VPs Attacker is doubled due to concentration of force against a static defense and what not. 4xGEVs 3xGEVs fire for a 1-2 attack on the inf: 16% all gone, 16% reduced. 16% chance that the town is damaged. GEVs scatter and HWs follow out into the clear. If all 3 squads survived they get three 1-1s giving one X and one D. Two GEVs fire giving 33% X and 33% D. Even if two squads survive to this point that only gives them a 67% chance of Xing the disabled GEV. So the final result is a 5/6th x 2/3rds x 5/6th = 46% chance that the Heavy Weapons actually inflict their own 12 VPs in damage before all dying. Conclusion: Heavy Weapon Squads can't pay for themselves.
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-HJC Last edited by hcobb; 08-17-2017 at 11:28 PM. Reason: Math error Cobb, always dropping a critical term. |
08-18-2017, 07:12 AM | #5 |
Join Date: May 2012
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Re: Raid scenario variant
That's actually better odds than I was thinking; which still isn't great. I always forget that if you throw enough dice at 1-2 odds, something will get through.
How about vs infantry in terrain? I think the defensive multipliers are still going ot make this a losing game for the HWINF. |
08-18-2017, 07:35 AM | #6 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Raid scenario variant
What's your tactics for combining HW with regular grunts?
Two hexes behind? Reg Inf gets GEV sniped w/o retaliation. One hex behind? Reg Inf can't respond to snipes on the HW. Same hex? See my scenario above. As I've said for decades, HW squads do not work.
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-HJC |
08-18-2017, 09:36 AM | #7 | |
Join Date: May 2012
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Re: Raid scenario variant
Quote:
The really useful scenarios that I can think of are foreclosed by them having to "set up" after dismounting, so a transport can't deliver them to where they are needed when they are needed. Everything else requires special circumstances that are out of the hands of the player to develop. |
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08-22-2017, 02:52 PM | #8 |
Join Date: Sep 2004
Location: The North American Combine
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Re: Raid scenario variant
So, just out of curiosity, has anyone here given this a go?
__________________
"There is no such thing as a dangerous weapon, only dangerous men." "Death is certain, life is not." "No one assails me without punishment" |
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