DYO Squad, Basic Version

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
Design your squad using the following system.

You have 30 Design Points to spend on the squad's Firepower, Range and Morale. Each Capability can have a value from zero to ten. The cost in Design Points for each is as follows:

Firepower = 1 Design Point

Range = 2 Design Points

Morale = 3 Design Points

A unit with zero for Morale automatically fails any action requiring Morale.

A unit with zero Range can only attack in it's own Location.

A unit with zero Firepower cannot make any attack.

Just a thought exercise to see what MMC Capability is most desired.

FYI I haven't really thought this through so forgive and please point out any grievous errors.
 

A_T_Great

Senior Member
Joined
Oct 15, 2011
Messages
808
Reaction score
581
Location
Maine
Country
llUnited States
Design your squad using the following system.

You have 30 Design Points to spend on the squad's Firepower, Range and Morale. Each Capability can have a value from zero to ten. The cost in Design Points for each is as follows:

Firepower = 1 Design Point

Range = 2 Design Points

Morale = 3 Design Points

A unit with zero for Morale automatically fails any action requiring Morale.

A unit with zero Range can only attack in it's own Location.

A unit with zero Firepower cannot make any attack.

Just a thought exercise to see what MMC Capability is most desired.

FYI I haven't really thought this through so forgive and please point out any grievous errors.
Are you allowed to spend points on inherent smoke,wp, or sw?
 

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
Are you allowed to spend points on inherent smoke,wp, or sw?
I was pondering such things over coffee this morning. I started writing down different Capabilities and decided it wasn't a task to be undertaken on only one cup of javeine.

Determining all the MMC Capabilities and then assigning relative values seems like a very educational undertaking but one I am not prepared or qualified to do. As I said in the Importance of Capabilities thread feel free to throw out ideas and suggestions or develop it yourself. I really would be interested.
 

buser333

Senior Member
Joined
Jun 24, 2013
Messages
940
Reaction score
419
Location
central WI
Design your squad using the following system.

You have 30 Design Points to spend on the squad's Firepower, Range and Morale. Each Capability can have a value from zero to ten. The cost in Design Points for each is as follows:

Firepower = 1 Design Point

Range = 2 Design Points

Morale = 3 Design Points

A unit with zero for Morale automatically fails any action requiring Morale.

A unit with zero Range can only attack in it's own Location.

A unit with zero Firepower cannot make any attack.

Just a thought exercise to see what MMC Capability is most desired.

FYI I haven't really thought this through so forgive and please point out any grievous errors.
Obviously much would depend on the scenario, but I'd go with an 8-2-6
Very interesting concept!
 

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
Obviously much would depend on the scenario, but I'd go with an 8-2-6
Very interesting concept!
Thanks! One of the things I was thinking of for DYO Advanced was giving a choice of board the squad would be used on. Such as boards 1 through 5. Then what about PTO? I decided to just try Basic and see if there was any interest and what bugs there were.

I like an 8-8-2.🤔
 
Last edited:

Philippe D.

Elder Member
Joined
Jul 1, 2016
Messages
2,139
Reaction score
1,395
Location
Bordeaux
Country
llFrance
It's so situation dependent it's not even funny...

In a very open board, 10-10-0 is a killer; each squad has an inherent HMG so you'd better not come into LOS.
 

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
2-8-4 is almost like an actual sniper. 5-8-3 even more so. Such units HIP or in good cover could really inhibit your opponent's movement in a situation with open terrain.
 

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
It's so situation dependent it's not even funny...

In a very open board, 10-10-0 is a killer; each squad has an inherent HMG so you'd better not come into LOS.
Precisely situational dependent! I like the way you think with the 10-10-0.

I was contemplating the 10 range when designing my squad. Would a Leader be required for Long Range fire?
 

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
It's so situation dependent it's not even funny...

In a very open board, 10-10-0 is a killer; each squad has an inherent HMG so you'd better not come into LOS.
It does make an interesting gedankenexperiment though.
 

Actionjick

Forum Guru
Joined
Apr 23, 2020
Messages
7,588
Reaction score
5,080
Location
Kent, Ohio
First name
Darryl
Country
llUnited States
In an Advanced Squad DYO the option should be available to buy multiple cheap units instead of one really good unit.

We would do both in our DYO scenarios. Sometimes buying ridiculously expensive units, ski equipped cavalry assault engineers for example, or hordes of conscripts. It was fun either way.
 
Last edited:
Top