Core formations
The concept is that the CO would split the fireteams between her/himself and the DCO when formulating the mission plan, or even task a fireteam with independent action. The intent is maximum flexibility, without sacrificing the really useful small-unit formation of the 4-person fireteam, as well as creating lots of opportunities for players to lead.Commander (CO)
|-- Medic
Deputy Commander (DCO)
|-- Medic
Alpha Fireteam Leader (FTL)
|-- Automatic Rifleman (AR)
|-- Assistant Automatic Rifleman (AAR)
|-- RPG Gunner (RPG)
Note: Bravo, Charlie, Delta, Echo and Fox fireteams as per Alpha
Optional attachments
In keeping with the irregular forces theme, we might avoid really heavy weapons as a rule, and keep support weapon teams down to just 2 players each. Again, the emphasis is on doing more with fewer players.MMG Gunner
|-- MMG Ammo Bearer
MAT Gunner
|-- MAT Ammo Bearer
Player movement between groups
The current F2 JIP functionality includes a simple menu that allows JIP players to select a loadout and become part of any existing group. To maximise flexibility, I was thinking we could leave the group re-assignment functionality open to all players, all the time. So that as we take casualties we can consolidate fireteams, or merge attachments into regular fireteams to create special groups on the fly. My assumption is that the kind of players we'll have in folk sessions are mature enough not to abuse this.
What do people think?