From: Michael Brown <mwbrown@s...>
Date: Sun, 1 Nov 1998 11:35:47 -0800
Subject: [DS] Scenario cards
Prototype Scenario cards for DS http://www.wco.com/~mkkabrow/projects/DScards.htm Let me know what you think
From: Michael Brown <mwbrown@s...>
Date: Sun, 1 Nov 1998 11:35:47 -0800
Subject: [DS] Scenario cards
Prototype Scenario cards for DS http://www.wco.com/~mkkabrow/projects/DScards.htm Let me know what you think
From: Brian Burger <yh728@v...>
Date: Mon, 2 Nov 1998 09:56:32 -0800 (PST)
Subject: Re: [DS] Scenario cards
> On Sun, 1 Nov 1998, Michael Brown wrote: > Prototype Scenario cards for DS I like the cards - they're an interesting idea, and better for pickup games than the "shovel all the forces you brought onto the table, and blow the other guy away" games. We've been playing a lot of those here, and I'm getting a bit tired of the... OK, some suggestions to think about: - The differences between the command/control setups in DS2 & SG2 are such that having more than one command team on-table seems to be a waste of time in DS2. Commanders (in my experience, anyway) have less to do in DS2- just occasionally rallying troops, and even less frequently spotting for artillery. In most of the DS2 games I've played, the command units hung out in some solid cover all game...The assumption is, I assume, that the very important command functions played out in SG2 happen below the detail level of DS2 games. YMMV, but two command teams on one side is pointless except in special circumstances - in one recent very large game, we had an independant PA company, with intrinsic commander, drop ahead of the mechanized battalion. The PA & batt were controlled by different players, and having independant commanders made sense. Two for a homogeneous force seems odd. (I know these cards started out as a SG2 thing. I gather the 2 command level thing is a holdover from the SG2 versions of the cards) -You might want to consider PA/para drop raid/attack cards as well, as variants of the regular Raid/Advance/etc cards. I've gamed a bunch of PA orbital assault scenarios, and they're different enough from regular fights to merit their own cards, I think. As I said, these're a good idea. Keep everyone posted on additions/modifications/etc to the cards.