first SG2 game

2 posts ยท Oct 5 2000 to Oct 5 2000

From: Barclay, Tom <tomb@b...>

Date: Thu, 5 Oct 2000 11:45:08 -0400

Subject: first SG2 game

Well, first I'd like to thank Flynn for a wonderful AAR. Well described for
the most part:)

Second, welcome to the fold. SG2 is a wonderful game. Many more options,
alternatives, and decisions (IMO) than in FT though the game sometimes takes a
bit longer.

Third, Brass Tacks:

1) What was the exact force mix? Sounds like two-three squads vs. the
same number. 8 men to a squad? If that's the case, you just can't match UN
Fast d12 PA vs. PzGd. It just isn't fair to the poor Teutons. Firepower plays
a big role in the game, but the fast movement of PA and the devastation of a
PA close assault really change the dynamics. PA should (IMO) be rated at
somewhere between 1.5 and 2 normal figures (depending on the figures in
question). If you were using the UNSC Marine TO&E off the net, I'd say they're
a pretty potent adversary.

2) Dummy counters. I'm not sure what the "OFFICIAL" rule is (don't recall,
don't much worry about that anymore because I'm comfortable with the rules as
we play them) but I generally allow dummies to move in these kind of
situations.

3) One way I find to give more flexibility to forces (though it makes them a
bit more brittle, best done with REG or better troops - actually can be
justified by superior training allowing greater articularion) is to setup a
platoon roughly as follows: (example) a) Cmd Sqd (3 or 4 guys) b) First Sqd,
Fireteam A (4 guys) c) First Sqd, Fireteam B (4 guys) etc. for the other two
squads. This ends you up with 2 manouvre and fire elements per 8 man squad.
They take casualties worse, their fire is less concentrated (but more
efficient, given the falloff in the efficacy of small arms in large numbers in
SG2 rules), but they suffer suppressions better (more units to suppress) and
they give you more tactical flexibility. Something you might think of trying
down the road. More manouvre units do slow the game a bit though.

Enjoyed hearing your exploits, look forward to more.

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

Date: 5 Oct 2000 12:48:48 -0700

Subject: Re: first SG2 game

> On Thu, 05 October 2000, "Barclay, Tom" wrote:

> 1) What was the exact force mix? Sounds like two-three squads vs. the

Yep, my thoughts exactly!

> 2) Dummy counters. I'm not sure what the "OFFICIAL" rule is (don't

The rules technically don't allow dummy markers to move. Moving requires an
act ivation. I usually handle this with scenario specific rules.

> 3) One way I find to give more flexibility to forces (though it makes

I only do this for special scenarios. I find that the morale rules are a bit
fo rgiving as it is. With small fireteams you end up with the entire fireteam
most ly wiped out before they have a chance to lose morale levels.

Small fireteams of 4 guys against squads of 8 guys have a distinct advantage.
I only allow it in scenarios with small, elite forces or for specific
scenarios (my dust off scenario at GenCon had the Japanese broken up this way,
but that w as because they had to extract guys off the battlefield).

I haven't "costed" it out, but like SG2 squad formations have a big effect on
h ow the game is played and should have an effect on play balance. I'd suggest
th at two 4 man squads is closer to 10 "points" while an 8 man squad would be
equi valent to 8 "points" (and a 10 man squad would be closer to 9 "points").

This is one of those areas where I'd like to see more formal guidelines.