Squad Leader - Weaknesses

Weaknesses

Some of the weaknesses that keep Squad Leader from being a true simulation of the decisions that a World War Two commander would make are well known and attempts have been made to address them; others were simply ignored for the sake of "playability". Some of these include the following:

  • Despite some rules for "concealment" and "hidden initial placement", most of the game is played where each player can always see what forces the enemy has and precisely where they are placed, even if out of LOS of his own units. There is little "fog of war." Attempts to redress this - some have suggested using multiple copies of the game and a third party to act as "umpire" - are cumbersome and in some cases book-keeping intensive.
  • Play is not simultaneous but done in predictable turn sequence, one player getting a turn, and then the other. An attempt to redress this was the use of "track" counters introduced in the first section of the rulebook, and the optional rule of "semi-simultaneous movement and defensive fire" which later became standardized in Advanced Squad Leader.
  • There are no partial casualties to either men or vehicles. Squads are considered to be at full strength until destroyed, and vehicles suffer no damage aside from weapons malfunctions or immobilizations; partial penetrations, panicked crews, and other battlefield phenomena are not directly depicted in Squad Leader. (However, the concept of the "half squad" was introduced in Crescendo of Doom, though not as a battlefield result, and further developed with the introduction of special half squad counters in GI: Anvil of Victory).

Nick Stasnopolis, writing in Fire & Movement Magazine (Number 73, May/June 1991) made the following comparison:

Few tactical games during this period (mid 1970s) are comparable to Squad Leader,...which is quite popular and is of a similar scale (to Search & Destroy (SPI, 1975) and Firefight (SPI, 1976)), but has a needlessly complex combat system, leadership rules that would be more appropriate for 18th century combat and ridiculously simplistic casualty rules. It also displays the typical American fascination with gadgets while ignoring war's social, political, and logistical aspects. The wargame industry has basically ignored the more accurate portrayal of company level combat in (Search & Destroy) for the more glamorous version portrayed in Squad Leader.

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