[DS/SG]Strategic Dirtside/Stargrunt

1 posts ยท May 31 2000

From: Denny Graver <den_den_den@t...>

Date: Wed, 31 May 2000 16:14:43 +0100

Subject: [DS/SG]Strategic Dirtside/Stargrunt

Subject: Re: [DS/SG]Strategic Stargrunt

> Jon Davis wrote:

True. As long as each unit has a finite position I'm happy. Although you could
quite happily play without a hex grid using the clock face or compass
directions for movement.

> These games have not lent themselves

Thats what I intend to do:).

DS seems to be the most easily adapted, although SG could work as well.

The way I see it, to reflect the tabletop game you would need to play one
unit/element activation at a time.  It would be slow in some ways as the
enemy can react with opportunity fire, but if executed well would be a good
game  - assuming players responded with turns quickly that is.  Dealing
with one unit at a time would be GM friendly and allow the battle to pan out
in the same way as a tabletop game. I would also avoid reams of contingency
orders.

> Robert W. Hofrichter

Thanks, page now book marked - Mine... All mine Bwaha ha haaa! :)

> Indy wrote:

Yup.  When I looked at the idea back in 98' I figured each squad/section
would be centred on the commander with all squad members plotted relative to
he/she/it
This could be varied by unit configuration, column, line, wide open order,
etc. so exact position could be worked out at a moments notice.

> Needs more tweaking/thought, but I don't have time right at the

Its the flares we all look for in life;D