Beginner's SG

3 posts ยท Jun 5 2002 to Jun 5 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 5 Jun 2002 12:40:01 -0400

Subject: Beginner's SG

the poster said: I wanted to suggest the following data values: Regular
quality, veteran for the power armour guys. Assault rifle: FP2 IMP D10 Laser:
FP D12 IMP D8 Heavy Laser: FP D12 IMP D8*

--> Having a FP of D6 + 2D12 is fairly powerful.

--> Lasers justify these stats if they are "sniper weapons" in the hands
of sniper trained marksmen. If not, FP 2 or 3, IMP D8 might be appropriate.
You will find rolling QD
+ D6 + 2D12 will give lots of death.
First shot will matter more. The AGL will just exacerbate this situation.
Enemy using D4 armour will get pretty beat up.

--> As you have the same number of manouver units on each side, giving
one side 6 EW chits will basically ensure the other side never succeeds in a
comms roll.

--> Similarly adding Marksmen and Snipers (Snipers particularly are
overblown... 1 sniper can tie down almost an entire enemy platoon because of
the mechanics of sniper fire) will also augment firepower over the "norm". If
you plan to use marksmen, do it sparingly. I never allow more than one per
squad, and more than one or two per platoon really starts to show itself. And
even then, I only use the rules on
marksmen at http://www.stargrunt.ca/rules/sg2_marksmen/sg2_marksmen.htm
because they are not as powerful as snipers.

Things to consider:

In SG2, you have to look at the FP dice being thrown. A typical squad
might have D10-12 FP from rifles, D8-D12 from a support weapon. Adding
extra dice starts to affect the gameplay fairly fast. Casualties occur more
often, as do suppressions. Cover and first shot both become more important.

EW can really screw up an enemy's battle plan. If throwing it in, which I
wouldn't advise in my first game, I'd be careful to see that each side has
only ONE EW figure. Or leave it out until you get a feel for the rest of the
game as it can be fairly disruptive. (Extreme example from
experienced player: 24 GMS/P of 27 fired in a 3 platoon size game
resulted in misses - many due to jamming - and lots of orders also did
not make it).

Also, get Allan Goodall's Index to help you find things.

And take a look in the FAQs section here for errata and other rules
commentaries that might help out.
http://www.stargrunt.ca/ref_info/ref_info_index.htm

T.

From: Laserlight <laserlight@q...>

Date: Wed, 5 Jun 2002 13:20:54 -0400

Subject: RE: Beginner's SG

--> Similarly adding Marksmen and Snipers (Snipers particularly are
overblown... 1 sniper can tie down almost an entire enemy platoon

Given a choice between three green squads and one orange sniper team (sniper,
spotter, carrying a few command detonated mines just in case), I'd take the
sniper every time. Or three blue squads and give the sniper half a mortar
battery on call.

From: Allan Goodall <agoodall@a...>

Date: Wed, 05 Jun 2002 12:57:48 -0500

Subject: Re: Beginner's SG

On Wed, 5 Jun 2002 13:20:54 -0400, "laserlight@quixnet.net"
> <laserlight@quixnet.net> wrote:

> Given a choice between three green squads and one orange sniper team

Yes, but I wouldn't recommend using a sniper in the very first game. I'd keep
things simple first time out.