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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lHello all,
I played some Dirtside 2 this weekend for the first time in quite a while, It
had probably been 8 years or so, although I did play in one of the DS3 demos
at ECC (thanks Indy and John!).
One of the things that struck me is that I really dislike all of the counters
on the board for leadership and morale. Has anyone come up with a more elegant
way to handle this without the counters? I like the mechanics of how it works,
but I'd prefer not to have the counters cluttering up the battlefield.
Also, I've heard that there are some house rules to replace the damage chits
in DS2. Is there a link somewhere to the alternate system?
> Hello all,
The simplest solution to this is to have a a sheet of paper with a box marked
on it for each unit, and put the relevant counters for that unit on the unit's
box. The downside is that of course you have
to keep cross-referring between the unit on the table and the sheet,
but that's true of any system that does not use on-table markers
(which is of course exactly why we use them in the rules!) ;-)
Jon (GZG)
> Also, I've heard that there are some house rules to replace the
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 4/17/06, Ground
> Zero Games <jon@gzg.com> wrote:
Jon,
Don't get me wrong... I *like* the mechanics of the system. I'm just not wild
about the paper clutter on the battlefield and am looking for a way to replace
it. I have played other games where people have come up with innovative ways
to replace their counters with other symbolic markers, either on the base or
as separate miniatures.
For example, in Crossfire I base a wounded figure on a tiny circular stand.
When a squad is pinned, I place this miniature next to them. It serves the
same purpose as a counter but doesn't look as out of place in the terrain. I
was wondering if anyone had come up with something like this for DS2.
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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 4/17/06, Derek
> Rogillio <derek@rogillio.net> wrote:
One thing we've done to reduce the number of counters on the table is
basically get rid of the CO (Confident) markers.
Units start out at CO in most games, so we don't bother deploying all those CO
markers and just mark lower morale levels.
Any unit without a Morale marker is assumed to be at CO.
Brian
www.warbard.ca/games.html
> Also, I've heard that there are some house rules to replace the
Just because I suspect this part of the question is still hanging, and you'll
forgive a vacchead's butting in, as far as I can recall the only substitution
was the use of a dice table to replace the drawing of damage chits, not
replacing them as markers. You'd have to do a list search to be sure, of
course.
Seems like it would be easy enough to come up with small holes drilled into
DSII vehicles or infantry stands, and use little flag banners, if you'd
rather. Not having tried DSII for a LONG time, don't recall how likely
multiple chits are liable to accrue on one unit.
Now, putting together sufficient wee flags-on-tiny-pins may daunt you,
of course.
The_Beasst
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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lPeople in my gaming
group have done something similar for other games - broken wheels and
axels mounted on a small stand to represent mobility disabled vehicles, small
brown clouds of cotton attached to rare earth magnets to show
"under fire/suppression" (the magnets attach to the steel washers that
our figures are mounted on). In addition, leader figures can be marked
with small gold bars or circles (more rare-earth magnets).
Some people in our group have gone to the extreme of using Hero-Clix
bases, taken off the figure and remounted their own stand and also replaced
the paper insert inside to reflect the game they were playing. When the status
of a unit changes, they just click it down to the appropriate level. This is a
little tedious and fiddly as you are constantly picking up figs, rather than
just counters.
I wanted to have small white cotton clouds (smoke grenades) to represent
morale level, once you hit 4 cotton clouds, you'd really pop smoke and
bug out, but I haven't found a good compromise between size and looks -
too small and you don't notice them, but much larger than 3/8" and 2-3
of them look odd.
Other people have used a magnetic command stand with a specially mounted
aluminum tube (about ½" tall) and use that to stick in pennants
(triangle shaped flags) mounted on thin wire. It's a little video-gamey
or medieval Japanese (Sashimono) in appearance, but doesn't look as bad as
plain chits. It is a lot of work though to crank out dozens of different
colored flags.
--Binhan
________________________________
From: gzg-l-bounces@lists.csua.berkeley.edu
[mailto:gzg-l-bounces@lists.csua.berkeley.edu] On Behalf Of Derek
Rogillio
Sent: Monday, April 17, 2006 4:36 PM
To: gzg-l@lists.csua.berkeley.edu
Subject: Re: [GZG] Dirtside2 (and others) - Alternates for counters
> On 4/17/06, Ground Zero Games <jon@gzg.com> wrote:
The simplest solution to this is to have a a sheet of paper with a box marked
on it for each unit, and put the relevant counters for that unit on the unit's
box. The downside is that of course you have
to keep cross-referring between the unit on the table and the sheet,
but that's true of any system that does not use on-table markers
(which is of course exactly why we use them in the rules!) ;-)
Jon,
Don't get me wrong... I *like* the mechanics of the system. I'm just not wild
about the paper clutter on the battlefield and am looking for a way to replace
it. I have played other games where people have come up with innovative ways
to replace their counters with other symbolic markers, either on the base or
as separate miniatures.
For example, in Crossfire I base a wounded figure on a tiny circular stand.
When a squad is pinned, I place this miniature next to them. It serves the
same purpose as a counter but doesn't look as out of place in the terrain. I
was wondering if anyone had come up with something like this for DS2.
On 4/17/06, gzg-l-request@lists.csua.berkeley.edu
> <gzg-l-request@lists.csua.berkeley.edu> wrote:
> Date: Mon, 17 Apr 2006 18:36:16 -0400
> Don't get me wrong ... I *like* the mechanics of the system. I'm just
Go to the GZG Mailing List archive (found at
http://lists.firedrake.org/gzg/ if you didn't already know). Do a
search on the word "chitless" and on the phrase "tabletop debris".
Back in 2002 we had a long discussion, in several threads, on how to remove
the chits used in Stargrunt II. Most, if not all, of the ideas in that thread
would be applicable to DS2 as well.
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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lThanks to everyone
who has responded. Between the good ideas today and the old posts in the
archive, I think I have a place to start. Once I've come up with the scheme I
will be using I will be sure to post it here.
Thanks again!
-Derek
> On Monday 17 April 2006 12:29 am, Derek Rogillio wrote:
Please check out my page about DS2, towards the end of my rambling and
typo-infested review of DS2, there are links to vehicle design tools
and, yes, alternate damage systems.
Here's a thought -- if you put your units on a small movement tray, then
you could have a small holder on the back of the tray for chits. Here's a game
we used to have when I was a kid where there were chits right on
the back of the tanks (granted, they were roughly 15mm-ish):
http://www.boardgamegeek.com/image/74111
http://www.boardgamegeek.com/image/74109
Not a perfect solution, but one which at least tidies up the tabletop a bit.
My other idea involved nanites and biometric circuitry, so it's probably best
that I just shut up now. The nurse is bringing me my medication now, anyway.
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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 4/18/06, Andreas
> Udby <javelin98@lycos.com> wrote:
Here's a
> game we used to have when I was a kid where there were chits right on
I actually still have Tank Battle, though I haven't played it in probably 20
or more years. It was a great game!
I think the big two are the leadership/quality chits and the confidence
level chits. Since every unit has both, removing them would go a long way in
decreasing the total number of chits on the battlefield. I base all of my
tanks anyway and am looking at ways to use that base in a similar way to your
suggestion.
Enjoy your medication!