Q: What does Generation Kill, Green Zone and Battle for Los Angeles have in common?
A: They are all movies I have watched recently with my wife, and have prompted thoughts about suppression/AoE in wargames.
Here are a few shower thoughts. I reserve the right to add to/edit this post as I "concrete" my thinking so apologies if this post changes a bit vs what is in the comments. Also all my wargame books are boxed up for my shift so I can't check details.
What does pinned and suppressed even mean? Which is better/worse? Are we using the right terms?
I kinda presumed pinned means "can't move" and suppressed means "can't shoot." But definitions seem vague in wargames. I'd be interested to know what the correct usage is.
Usually in wargames pinned is a worse result (frozen in place, unable to return fire); but should it be? If a unit is "pinned" in cover it could presumably return fire (maybe at a reduced effectiveness). Something that is "suppressed" is rendered ineffective, right? So... no shooting? And no moving either? Or is it merely "degraded" enemy shooting/observation? I also read "suppressing fire" "pins down" the enemy and stops them from moving but "covering fire" stops them from shooting and allows you to move. Ugh, confusing.
I'm not sure if this is semantics but do wargames actually treat this the right way? The terms seem to be two different effects in wargames or two "levels" of impact. I'd be interested to know the proper usage. I'm pretty sure my various army rellies used the word "neutralise" but I think it's just the Aussie term for "suppress?"
Are there two stages of suppression? And if so, what effects should they have to best mimic real life?
I'd like a lot more clarity as to the correct terminology... are wargames even using the words right?
Are wargames too lethal? Is aimed fire too lethal? Does this diminish the value of suppression?
Should you need to suppress first to reliably kill?
I have 0 real world experience, but in milsim PC gaming, the ones getting kills are the ones who are not being suppressed; or the unspotted ones/ambushers with the leisure to aim carefully. When both sides are suppressing each other/spraying fire from cover there is less casualties then if one side has "won" the lead-slinging contest. I'd presume this is even more so when there is real life risk involved. Aimed fire tends to be close range or when there is less risk to the shooter.
Should it almost be a sequence where you have to suppress first / make yourself safe from return fire (can include first turn of an ambush), THEN your chance of getting an actual kill say ...doubles?
Ambush Alley has units "defend" with a pool of dice that represents their active return fire etc; and as a unit takes fire it looses dice from this defensive pool; making it more liable to actually take more losses.
Rolling a 4+ (50%) on a d6 to hit is crazy high, even for a burst of fire. Heck, even 6+ (17%) is high. It almost infers for modern games we need d10, d12 or d20 to allow the low probabilities and allow modifiers.
Should suppression always include the chance to kill?
Quite a few games have "suppression" effect as merely a morale roll. But shouldn't the suppression actually include danger? Having no chance at all to be harmed (however small) seems a bit contradictory.
Should being suppressed/pinned be a choice?
Should units be able to voluntarily "pin" themselves? Maybe units can choose to override the pin at risk of casualties? (risk vs reward) I.e. WW2 USSR troops would probably push through fire that would pin say US troops - but would certainly take more casualties. (I think Zona Alfa does this?)
Suppression - should it be an AoE marker?
A bullet suppresses ~1m or so; a artillery shell/bomb might suppress to 100x that...
Should suppression be an "area" i.e. a high RoF weapon like a SAW might suppress a 6" diameter circle but an assault rifle a maximum of 3" - representing the volume of fire. (And even then the AR may need to do some sort of reload afterwards). A .50 cal mount on a vehicle might suppress 9-12" due to the bigger rounds... How long will suppression linger (before cease fire/enemies recover)? Can you place a "suppression" marker as a sorta hazardous terrain token?
I've always liked AoE effects which I've explored more here already...
Squad/Platoon vs Individual Minis - Different Mechanics for Different Scales?
I feel a game that operates on the Bolt Action/40K level (you move clumps/squads of 4-10 men) will probably need very different mechanics to games where you move and fire individual minis (a la Infinity or Necromunda) - i.e. the effect of suppression on a group vs an individual. This would probably also effect the infliction of suppression; 10 squaddies with semiautomatic rifles could probably "suppress" an area or enemy squad; whereas a single guy's semiauto rifle probably would not be viewed as "suppressive" weapon; whereas a single SAW/LMG might...
Suppression/Covering Fire: Should it effect the move sequence?
Wargames nearly always move then shoot; maybe you must shoot (or suppress) then move; or indeed need to suppress to be allowed to move. Can a successful suppression shift the initiative or change unit activation sequences? I.e. the "flow" of battle.
Gaining fire superiority is often a precursor to maneuver... so shoot, check, THEN move/flank somehow?
Also... should we allow some sort of joint activation, where one unit covers/suppresses a target and the other unit moves in a single action/activation?
Games like Infinity have reactive/suppressive fire that can stop miniatures dead; but it does not interfere with the move sequence. I think Crossfire did swap the initiative when an action was hindered by enemy fire?
It's very late so I'm off to bed; but I'll probably return to expand upon, and add questions.(And hopefully some solutions - I'm just a bit handicapped due to my move not allowing me to experiment. This topic probably links with other posts; on morale/willpower, activation and lethality.
EDIT #1 - Further Thoughts: As you can see from the comments, there isn't a lot of consensus of what a term exactly entails.
In my googling I realize we may be rehashing a debate from TMP - who also didn't properly define the terms!
-Looking at the AAP6 NATO terms recommended, suppression "degrades" (limited fire and/or move?) as long as the fire lasts*; neutralisation is the next level up; it renders a target temporarily ineffective/unusable (no fire or move?). I kinda like this as the two main "levels" of effect.
-Wikipedia is not ideal but it is a 'common source' and is suggests "pinned" is a colloquialism like "keeping their heads down" - it's just suppression, rebadged. Relation to cover probably differentiates suppression from pinned; most movement of a suppressed unit is going to be towards cover; once it arrives it'll be 'pinned' there? I'm wondering if pinning = suppressed; and the idea of pinning > suppression or pinning > suppression may be more from our wargaming rulebooks than 'real life.'
Pinning may just be one aspect of being suppressed; suppression fire by nature isn't too precise - your minis are relatively safe unless they try to move or shoot back. So allowing a risk/reward choice mechanic (stay put and be safe vs try something and risk death/penalties to hit) might be available to better troops. These options could vary - fanatics may be allowed to move/charge despite enemy fire; while trained militia might only be able to return fire and not move, for example.
-Suppression is temporary and limited by ammo. HE/grenades can be used by suppressed units to "counter suppress" ('win the firefight?'); smoke/flares can technically be used to suppress nonlethally through giving/denying concealment.... ....So should these be factored into a wargame? I.e. a single model using suppressive fire with a non-belt weapon may need to reload - a squad may have reduced attack dice etc in the next turn etc? And you can throw grenades and (if it breaks LOS) next turn you squad gets bonuses to "unsuppress" themselves etc.
-The use of marksman/snipers to suppress interests me; I think I mentally classed it as "aimed/directed fire" - intentional killshots the opposite of "mad minute" sprays and AoE blasts; but they are listed as a suppressive weapons and it does kinda make sense. Didn't the USMC ditch its SAWs altogether?
-Suppressing enemies seems integral in doctrine to allowing allies to move freely - so I am increasingly thinking, yes - suppression in a wargame should be linked to activation; i.e. successfully suppressing a unit may allow a 'free' move to an ally nearby, or allow joint activations between supporting units; anything to control the "flow" of the game; not just a penalty on the target.