GZG-ECC IV AAR's

13 posts ยท Mar 5 2001 to Mar 6 2001

From: Laserlight <laserlight@q...>

Date: Sun, 4 Mar 2001 23:58:14 -0800

Subject: Re: GZG-ECC IV AAR's

> From: Robert W. Hofrichter

Well, okay, since you insist....

Friday Night Firefight, run by Stuart. A massive StarGrunt game, complete with
vehicles, VTOL, helicopters, air defense, artillery, drop ships and civilians
(until one of my teammate's units went berserk and massacred them, while a
hostile camera crew gleefully filmed the whole thing). I'd never played SG or
read the rules, and, due to a severe case of sleep deprivation, I still don't
know what the
rules are--Stuart explained them well, but apparently my memory was on
"continuous disk format" mode instead of "save to disk". However, everyone
else picked it up pretty quickly. I am going to claim the "Major Oops" award
for that game, as I called in arty on an enemy
squad that had been pretty well shot up already--in addition to that
squad, I scragged the medevac chopper and two of my own squads, including the
guy who'd called in the fire request. Despite this, I had a great time and
I'll be getting 15mm SG figs (oh, and I guess some rules too, eh?) soon.
Stuart is a really fun GM, due largely to
the delight he takes in saying things like, "Draw a chit--oh, that's
bad for you!  Draw another one.  Oh, that's worse--keep that!"
Stuart's minis are absolutely gorgeous and he thoroughly deserves the
contest award(s) he won--Jon, can we have time for a painting clinic
next year?

Saturday morning, Operation Avalanche, run by Brian Bell, Kra'Vak vs Hu'Man in
vector. The Kra'Vak got to launch asteroids down the length of the table and
we elected to send them down our left and the center and concentrate on the
Hu'Man right. The NSL on their right (commanded by Chad if I recall correctly)
played slalom with the rocks
and did a great job of it--ie kept formation better than my MD6 KV
could !--but were delayed by it.  The HM center (UN and PAU) shifted
to their left and the ESU on the HM left, commanded by Commodore Lester Bell,
attempted an end run to get past the KV line and destroy the KV base.
Unfortunately for the ESU, the KV were facing the HM
while thrusting to the rear.  Our retrograde movement wrong-footed the
ESU and so instead of flying through our line and ending up behind us,
they ended up smack in front of us--and "smack" was the operative
word, as about 25% of the Hu'Man fleet was at 12-18mu range of about
70% of the KV fleet (one ESU ship did make it through the KV line, but not out
of scattergun range).
KV victory, and the lesson is "concentrate your fire--not the enemy's
fire." I'd have to say, though, if we'd had unlimited play time, I think the
PAU and UN fleets would had kept us busy for long enough that the NSL could
have gone and killed our base.

Saturday afternoon I played a pickup game, lesson learned being "PDS is good,
but not being where the missiles hit would have been better"

Saturday evening, TomB and Los ran a playtest of FMA skirmish for CanAm. We
discovered that grenades can explode in front of you and, if you're in the
open, you're usually safe; however, if you've ducked behind a doorframe and so
get a hard cover bonus to protect you from the grenade, you're doomed.
(despite what the quote board says, Adrian was in the open when he got killed,
so it's not 100% safe. Not quite). The Canadians won that game. Indy provided
certificates of victory and the American team certified the Canadian victory.
Just wait till next year!

Sunday morning, I ran CanAm Full Thrust (in vector, not
cinematic--I'll change the web page any time now).  The Americans
(Brian Bell, Carl Scheu, Aaron Teske, Mike Sarno) took a fleet with 25 fighter
squadrons; the Canadians (Tom Barclay, Jim Bell, and Adrian Johnson, who quite
sportingly learned FT about five minutes before the game started so he could
lend moral support to the other two) took a beam heavy fleet. Both sides
started in high orbit around the planet and both sides elected to circle the
planet clockwise. The US fighters took off after the Red Maple squadrons; a
few of them tied up the Canadian interceptors while the rest tore into the
ships, rather like a pack of wolves dragging down an elk. Adrian's squadron
was pretty much gone before he had any chance to shoot; Jim's squadron plinked
away at long range; Tom maneuvered quite nicely around the planet but ran into
salvo missiles, the US fighters, and the beam fire from the entire US fleet.
Carl Scheu gets the award for Excessive Overkill (29 points past the last hull
box, on a ship that had about
30 hull + 5 armor to start with); Tom Barclay gets the reciprocal
Incandescent Award, 'cause he is; and Mike Sarno gets the Fleet Engineer's
Heartfelt Thanks for taking no damage to his ships and bringing back all his
fighter squadrons (did lose some individual fighters, no squadrons). I suspect
the Candians should have started in low orbit rather than high orbit, thereby
closing more quickly with the Americans (and with the Canadian squadrons
closer to each other). With two inexperienced players, they were
understandably concerned about running into the planet, but the result of
being cautious was that the fighters had more time to attack, and the
Americans could defeat them in detail.

I had a great time, and many kudos to Jon Davis, Indy Kochte, et al, for
putting in the work to organize this. Be there next year.

From: Los <los@c...>

Date: Mon, 5 Mar 2001 07:06:40 -0500

Subject: Re: GZG-ECC IV AAR's

Mostly fluke of dice though I do have some suggestions on better Grenade
mechanics.

Los
[quoted original message omitted]

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Mon, 5 Mar 2001 19:35:32 +0100

Subject: Re: GZG-ECC IV AAR's

> Laserlight wrote:

> Saturday evening, TomB and Los ran a playtest of FMA skirmish for

Was this because of the game mechanics, or due to some really weird fluke of
the dice?

Later,

From: Rick Rutherford <rickr@s...>

Date: Mon, 5 Mar 2001 15:16:05 -0500

Subject: RE: GZG-ECC IV AAR's

Hiya,

It was mostly a fluke of the dice, but it highlighted the need for different
rules to handle grenades. In the game, we used the same
impact-vs-armor opposed die roll for grenades that is used for rifle
fire, and the figures that were in position behind hard cover almost always
rolled poorly, while the figures walking in the open almost always rolled very
well. It's as if the figures in the open would be thinking, "What is all this
lead, and why is it flying past me?"), while the figures in hard cover were
trying (unsuccessfully) to dodge
the guided, heat-seeking smart-grenades.

-- Rick Rutherford

[quoted original message omitted]

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 6 Mar 2001 10:25:00 +1100

Subject: RE: GZG-ECC IV AAR's

Lethality could be easily changed by simply adding extra Impact die for
grenades (3d12 taking the highest should take out everyone in range).

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----

From: Laserlight <laserlight@q...>

Date: Mon, 5 Mar 2001 18:13:09 -0800

Subject: Re: GZG-ECC IV AAR's

[quoted original message omitted]

From: Laserlight <laserlight@q...>

Date: Mon, 5 Mar 2001 18:30:39 -0800

Subject: Re: GZG-ECC IV AAR's

> Lethality could be easily changed by simply adding extra Impact die

and the same for the armor, that way a gang of punks with pistols can't run
around knocking off Power Armor troops.

(says the owner of a PA troop, recently deceased)

From: Beth Fulton <beth.fulton@m...>

Date: Tue, 06 Mar 2001 14:00:41 +1100

Subject: Re: GZG-ECC IV AAR's

Sorry if this comes through twice it hasn't appeared in the last few hours so
I thought I'd try again.

> [quoted text omitted]

First up.... I'm SUPER envious of the fun that was had!!! Sounds like a blast!

> Once is unremarkable, twice is a fluke,

Three things. 1) How do you think they could be improved? 2) Six in a row in
one game can actually be misleading, that may or may not be what happened
here. 3) Who's been using my grenades? You really should've gone for the
"Derek Grenades' they roll 12s....if it weren't for her vow of silence Sister
Rosetta could tell you about the effects of such a Grenade on a squad of

pumped up Nuns....;)

> Lethality could be easily changed by simply adding extra Impact die

We're playing with that idea at present.... but then I just get 3;)

> and the same for the armor, that way a gang of punks with pistols

What PA stats were you using? <I think TomB may since have answered this>

Cheers

Beth

From: Beth Fulton <beth.fulton@m...>

Date: Tue, 06 Mar 2001 16:54:48 +1100

Subject: Re: GZG-ECC IV AAR's

> Heart rate zero, brainwave zero,

;)

> Oh, you mean before? I think the

Mmmm OK. PA can be a tricky thing to balance. Having their armour too strong
means they walk over everything (literally), but you don't want them being too
weak either. I probably would've made them a bit stronger, but

ain't hindsight grand;)

Cheers

Beth

From: Jon Davis <davisje@n...>

Date: Tue, 06 Mar 2001 01:02:44 -0500

Subject: Re: GZG-ECC IV AAR's

> Beth Fulton wrote:

Hi Beth,

Well, if you and Derek and the family ever plan to come to the United States
on a vacation trip, plan for late February-early March.  And make a side
trip through the Northeast.

Maybe I can convince the organizers team to waive your registration fees.
(They are a tough lot. Especially when Jerry puts on his Power Armor suit.)

The Canadians will probably want to recruit you to represent them against us
Americans too.

From: Beth Fulton <beth.fulton@m...>

Date: Tue, 06 Mar 2001 17:08:53 +1100

Subject: Re: GZG-ECC IV AAR's

G'day Jon,

> Well, if you and Derek and the family

Well we are planning to come in a few years time....

> Maybe I can convince the organizers

No that's fine I'm quite prepared to put my money down.... none of you will
recognise it and will probably laugh hysterically at its worth, but its the
thought that counts right;)

> The Canadians will probably want to

Now that could be a double edged sword!!!! Now it does seem that when I change
hemispheres I throw 6s, but if the same happens to Derek he'll be

throwing 1s....so if we're a package deal then you're back where you
started.... ;)

Still envious;)

Beth

From: Laserlight <laserlight@q...>

Date: Mon, 5 Mar 2001 22:17:57 -0800

Subject: Re: GZG-ECC IV AAR's

I said
> >(says the owner of a PA troop, recently deceased)

Beth said:
> What PA stats were you using? <I think TomB may since have answered

Heart rate zero, brainwave zero, body temperature ambient. Oh, you mean
before? I think the grenade rolled a 4 (on a d12) and I rolled a 3 on 2d6
armor.

From: Rick Rutherford <rickr@s...>

Date: Tue, 6 Mar 2001 09:24:50 -0500

Subject: RE: GZG-ECC IV AAR's

> Beth Fulton wrote:

I was thinking that maybe they should have a multiplier, similar to heavy
weapons fire vs. armored vehicles. For example:

Grenade impact vs. a figure in hard cover: d12 / 2
Grenade impact vs. a figure in soft cover: d12 Grenade impact vs. a figure in
the open: d12 x 2 Grenade impact vs. a figure in a building: d12 x 3