Marc sums up my thoughts exactly - not only do you ned to balance gear to allow the specific player character (PC) to do their job ,but to ensure "progression" they should start at a basic level and work their way up .From Hummer to Bradley is quite a ways to go imho.
Also - as a GM it pays to introduce the more advanced gear at a paced rate .The first firefigtht you run can quickly get bogged down and turn unpredictable if suddenly players who do not know the rules well saturate the map with MK 19 shells from three directions ,bursting constantly ,using IFR rules and having as much ammo as they like..Thats like 400 dices to roll pr phase ! (the to hit roll/shot ,deviation,deviation range + calculation ,damage ( C.:2D6 B: 10 with another round of D10 rolls to determine shrapnel hits )
Also as a GM it pays to set up the shop the way you like to run business.If you prefer a scenario where a hostile encounter rolled up from the tables in the book take say 1 -2 hours real life playing time ,then a basic load of limited ammo,weapons and vehicles is your ticket .If you have the party in several APCs with GLs,autocannons and a flatbed with ammo following them ,most encounters will last 4 phases.
1.detection
2.aiming ( some just burst away from here)
3. barrage of all calibers
4. the last spent cartridges hit the dirt.
Having a limited amount of gear means that the party must rely more on themselves.They need eachother to pull through.They need to use the noggin more than the gun .Also it gives them prizes to salivate after -and thats a very useful motivation method for a GM.
All this in my humble opinion and of course just suggestions .And in the end its all relative.As General Pain says -just add amother zero behind the number of everything on the enemy sheet and let me keep my custom T-90 with coa-ax 14,5 mm KPV, specially mounted MK19 on turret top ,proximity defence disposable RPO flamethrower unit ,ground surveillance radar,thermal imaging and elite all female Ukranian mercenary tank crew from the Red Army Beautician Commando Brigade no.1 .
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Originally Posted by Marc
Well, I suppose that all this questions will depend on your planned initial situation of the group and, of course, your own personal criteria. The type of characters will be important, too. In general terms, my personal tendency would be to answer affirmatively to all of the three questions asked by you. I’m a little stingy with my players in the first games. But I have my reasons.
One important reason is pragmatism. If some of the players are newbies with the Twilight rules, I prefer to start with the basic equipment before entering in more complicated aspects of the game. The same could be said about the referre. If you are eager to begin a new game but you are not well familiarized with the rules regarding vehicle combat and maintenance, make a first session as confortable as you can, for you and your players.
Another reason is a kind of “Dungeons and Dragons” syndrome. I know I’m not being realistic but in a game without levels, magic items or poweful spells, equipment and supplies are a good reward. And a reward demands a previous work. I like to put them in a miserable initial situation...
One important consideration is the type of characters. Every character will be defined with time by his/her player. But in the first sessions, certain equipment helps to define the character (the sniper, the machinegunner, the driver, the sapper). If your expert driver has nothing to drive the experience for he player can be frustrating. So, at least, give them what they need to start doing what they know to do.
Anyway, most probably if you give them all what they want and you are strict with the rules, they will have a true logistical nightmare...
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