Wednesday, August 1, 2012

Squads, Fireteams, and Binoms

This is something I had worked up regarding firepower dice using Tomorrow's War within the Traveller setting, based on some discussions with The G Dog.  Because of the massive firepower of some of the higher tech weapons, using squads or fireteams just didn't seem to "work" as it was punishing high tech units for having such great weaponry.

Typically in Tomorrow’s War, most infantry fire is resolved by fireteam (occasionally by squad for lower tech troops).  However, with the ten dice cap that is a part of the firepower rules, and the lack of great differences in tech levels say between a tech level 14 force vs. a tech level 8 one, I propose some changes to the way both firepower and weapons are handled for our Fifth Frontier War setting.

In Traveller/Striker, weapons such as fusion and plasma guns are fairly powerful when compared to advanced combat and Gauss rifles.  However, within Tomorrow’s War, these differences are not as devastating when compared to the Traveller world.  Certainly there are some considerations within Tomorrow’s War for using a higher tech level support weapon, but again with the ten dice firepower cap, these differences are not a prominent as I feel they probably should be.

Going back to Ray’s original ratings for Traveller/Striker weapons, one sees firepower dice increased within higher tech level fireteams, with those fireteams hitting the ten dice cap quickly.  Therefore I say the smallest unit, based on tech level and weapons mix, that can fire as an individual unit is the binom of two figures.  This is not a change to the thought process, within Force on Force there can be specialized two man teams.  Since higher tech level troops have far superior ability to communicate (based on helmet installed communication devices), operating in two man teams should be fairly common place.

Here are some weapons ratings Ray developed (from Book 4: Mercenary)
Dice
Type
TL
Assault Rifle
1
SA
7
Advanced Combat Rifle
1
SA
10
Gauss Rifle
1
SA
12
PGMP-12
3
MSW
12
PGMP-13
3
MSW
13
PGMP-14
3
MSW
14
FGMP-14
4
HSW
14
FGMP-15
4
HSW
15
Taking the Imperial Marines, a squad is organized along the following lines:

Squad
                Squad Leader with laser rifle
                Fireteam A
                                Team leader with FGMP-14 (4)
                                Trooper with FGMP-14 (4)
                                Trooper with FGMP-14 (4)
                                Trooper with FGMP-14 (4)
              Fireteam B
                                Team leader with FGMP-14 (4)
                                Trooper with FGMP-14 (4)
                                Trooper with FGMP-14 (4)
                                Trooper with FGMP-14 (4)

The number in parenthesis is the number of firepower dice each figure would throw.  With the ten dice cap, a fireteam actually loses its potential overwhelming firepower, because while the four figures have sixteen firepower dice available, only ten can be used, before any penalties are applied.

Using binoms, two troopers would start with eight firepower dice, and then apply modifiers as needed.

It is suggested that binoms can only be used in this manner with higher tech level troops that have MSW or HSW weapons within both members of the binom.  Therefore, the following unit could not use binom teams:

Marine Boarding Party
Squad
                Squad leader with snub pistol (1)
                Assistant squad leader with Gauss rifle (1)
                Fireteam A
                                Team leader with RAM GL (2)
                                Private with Gauss rifle (1)
                                Private with Gauss rifle (1)
                                Private with Gauss rifle (1)
              Fireteam B
                                Team leader with RAM GL (2)
                                Private with Gauss rifle (1)
                                Private with Gauss rifle (1)
                                   Private with Gauss rifle (1)

3 comments:

  1. YMMV, but I think the plasma/fusion weapons are over-rated with TW firepower of three/four dice AP. Remember that in TW rules for support weapons, TL2/3 EWS (which these are) will ignore defender armour dice every time. Hence, I'd go with one less firepower dice for each type of energy weapon as a base rating (that is PGMP=2AP and FGMP=3AP).
    As it is now I fear you've turned them into rather more effective weapons than they are in Striker (remembering that in Striker they suffer by not being rapidfire weapons, as compared with say a Gauss Rifle which normally scores multiple hits).

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  2. Valid points re: the rates of fire on this weapons. However, they are man portable, and with power armor serve more as personal weapons as opposed to support weapons. Guess it depends on point ot view. Also, I need to realize that a SAW is a support weapon within Tomorrow's War, and perhaps treat the plasma and fusion weapons as such, as you mention.

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  3. Also plasma gets other extras as well.

    ReplyDelete

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