http://www.stargrunt.ca/scenarios_aar/aar_ECCXI_broadsword/aar_ECCXI_bro
adsword.htm
Please pardon the textual blockishness. I have realized this badly needs split
up into multiple pages, but I didn't have the energy to do
so - I just wanted to get it up. The nasty thing about these tasks is
they stall if you don't push through to some kind of conclusion, even if it is
only 70% of what you want. So, better to get something up
than something half-done never to see the light of day.
I will be subdividing it into separate pages for the various topics. I will
also be adding a map graphic, maybe a board layout image, and some pictures of
the event if Mark Kinsey (or anyone else who had pics from ECC of this event)
would kindly a) permit me to use them and b) send me a link of where to find
them. Mark already said I could use his, but I lost the link.... (argh!)
I'd like to thank the people who played this scenario with me: Jerry, Damond,
Megan, Kieth. And of course our Ref, Mark Kinsey. It was one of the most fun
scenarios I've played at ECC and that says a lot.
I plan to gradually crank out AARs for the other events I was in (Mars Needs
Women, Battle of Two Suns, and the 2300 AD Event I ran) but they take a fair
bit of time to write up intelligently (or the best I can manage) and even
longer to get ready for the web. They'll happen eventually though.
TomB
Great AAR
Michael Brown mwsaber6@msn
--------------------------------------------------
From: "Tom B" <kaladorn@gmail.com>
Sent: Thursday, April 10, 2008 10:05 AM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: [GZG] [GZG ECC XI] [AAR] Broadsword: The Raid
> [quoted text omitted]
http://www.stargrunt.ca/scenarios_aar/aar_ECCXI_broadsword/aar_ECCXI_bro
adsword.htm
> Please pardon the textual blockishness. I have realized this badly
_______________________________________________
Gzg-l mailing list
Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-lHey
Tom,
Are these the photos from the game?:
http://www.clambo.com/GZG%20ECC%20XI/index.html
I was trying to figure out if I am missing some photos from the event.
Bobby (who wasn't there and doesn't know)
> On Thu, Apr 10, 2008 at 12:44 PM, Michael <mwsaber6@msn.com> wrote:
> Great AAR
http://www.stargrunt.ca/scenarios_aar/aar_ECCXI_broadsword/aar_ECCXI_bro
adsword.htm
> >
I
> > will also be adding a map graphic, maybe a board layout image, and
Jerry,
> > Damond, Megan, Kieth. And of course our Ref, Mark Kinsey. It was one
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-l
> >
_______________________________________________
Gzg-l mailing list
Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-l
> On Apr10 08, at 09:05, Tom B wrote:
> http://www.stargrunt.ca/scenarios_aar/aar_ECCXI_broadsword/
I read this, and I have a big question, How does one go about "Modifying" SG2
rules for Traveller?
Evyn MacDude infojunky@ceecom.net
"When a meeting, or part thereof, is held under the Chatham House Rule,
participants are free to use the information received, but neither the
identity nor the affiliation of the speaker(s), nor that of any other
participant, may be revealed"
_______________________________________________
Gzg-l mailing list
Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-lEvy
> n wrote:
"I read this, and I have a big question, How does one go about "Modifying" SG2
rules for Traveller?"
A1: Mark Kinsey created the modular cutters, defined how many people could
occupy them, what sorts of weapons could hurt them (none we had) and how their
missiles would work (designed for space combat, poorly). He also had I
think and alternate damage system for vehicles (or maybe I mis-recall
that). And he differentiated his vehicles in terms of movement rates, not
something vanilla SG2 does. That is mostly what he did.
A2: Allan Goodall has written a Traveller conversion for SG2. So have I.
Allan's worked by saying "a gauss rifle in Traveller is a gauss rifle in
SG2" - that is, he used the same stats. So he just converted "PGMP/FGMP"
=
Plasma Gun, etc. He maintained the SG2 balance of weapons vs. each other and
vs. armour types. My conversion on the other hand tried to preserve the
relative relationships of power of weapon to weapon and weapon to armour
present in the Traveller Universe, so a gauss rifle has stats that fit in that
context, rather than vanilla SG2 stats. Allan's conversion is up on the web
somewhere (when I talk to him next I'll ask him where....) and so is his
scenario Plasma Ambush, which is a Traveller scenario done in SG2. My
conversion was only ever a partial job (some kinks to work out) and has not
been published yet.
_______________________________________________
Gzg-l mailing list
Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-lyou
r welcome, Tom
and put me on your list when you decide to publish your Traveller conversions
to SG2.
Bobby
> On Fri, Apr 11, 2008 at 7:52 PM, Tom B <kaladorn@gmail.com> wrote:
> Evyn wrote:
> On Fri, Apr 11, 2008 at 7:52 PM, Tom B <kaladorn@gmail.com> wrote:
My variant can be found at http://www.hyperbear.com/sg2/sg2.html.
I changed Plasma Ambush a few years ago so that it uses canon Tuffleyverse
units; an ESU force ambushed by mercs. It's up on my web site in the scenario
section.
I really need to revamp my site. Maybe I'll do that later this year after my
book is published. (Unless I dive into another project...)
_______________________________________________
Gzg-l mailing list
Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-l
> On Apr11 08, at 17:52, Tom B wrote:
> Evyn wrote:
Ok, those I can see, and are a couple of the biggest items of contention
within rules discussion about SG2.
> A2: Allan Goodall has written a Traveller conversion for SG2. So
IMHO SG2 is Traveller, or at least the Traveller of my youth (the Little Black
Books), there has been a lot of scale creep over the years within Traveller,
especially MegaTraveller..... I will save the rest of this rant for the TML.
Tom,
Very well done AAR. Obviously a lot of work. Thank you for doing it. My
website for those pictures is at
http://clambo.com/GZG%20ECC%20XI/index.html
I have a few minor quibbles, the TFL did not have any kind of rocket
launcher. I'm sure they wished they had. Just semi-auto SLR's (listed as
hunting rifles). Giving them full-auto assault-rifles seemed to give
them too much firepower. I toyed with giving them a recoilless rifle stand.
Perhaps in the sequel game I'm planning...
The mercs are under contract for the Vilisan government which has kept
the planet of Garda-Vilis (it means "new Vilis") under it's heel, only
allowing a limited amount of manufacturing industries on planet. Before the
Vilisan gov't took over the planet was called Tanoose. Tanoose was a
failed colony, and the Vilisan government took over to "save" the colonists.
The rebellion forces are called the Tanoose Freedom League even though almost
no one on the planet is a descendant of the original colony.
I have to agree with you about being generous in the judging the scenario
outcome and agree with your tactical assessment. Successful merc players have
used the Cutters to attack the roadblock on Turn one (one shot for each
squad). This allows the mercs to fly down the road and bypass that entire
platoon. Then they spend the remainder of their shots on the other two
platoons. Firing on buildings filled with civilians or random trucks does not
help. They have 6 turns and they can't waste any time or any shots. Since they
can't fire from cutter 2 the turn they land troops, they only get 11 shots.
The mercs need to be well coordinated among the players and move quickly.
What's fun about this for me is that I remember the scenario (and much of the
Traveller background) as being black and white. As an adult I recognize the
many shades of gray involved. I remember reading Broadsword as a teenager, but
I never had enough miniatures to pull off running the scenarios properly. So
really, this scenario was about 24 years in the making. I've been actively
thinking and preparing for it for a year.
I'll be running a scenario from the back of the Striker II rules called
"Strength on Strength" at TravellerCon/USA.
http://www.travellercon-usa.com/Info/
Also under consideration for TravellerCon is either running "Broadsword:
The Raid" again, or a sequel.
I also have enough forces to run a Traveller:TNE scenario called "Freedom's
Call", again a scenario from the back of the Striker II rulebook.
-Mark Kinsey
> Tom B wrote:
http://www.stargrunt.ca/scenarios_aar/aar_ECCXI_broadsword/aar_ECCXI_bro
adsword.htm
> Please pardon the textual blockishness. I have realized this badly
_______________________________________________
Gzg-l mailing list
Gzg-l@vermouth.csua.berkeley.edu
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-lIn
reply....
-----------
Date: Sat, 12 Apr 2008 12:12:25 -0400
From: Mark Kinsey <Kinseym@ptd.net>
Subject: Re: [GZG] [GZG ECC XI] [AAR] Broadsword: The Raid
Tom,
Very well done AAR. Obviously a lot of work. Thank you for doing it. My
website for those pictures is at
http://clambo.com/GZG%20ECC%20XI/index.html
--> Once the formatting is done and pictures added, it'll be nicer yet.
I also want to link in some references to the classic Traveller history.
I have a few minor quibbles, the TFL did not have any kind of rocket launcher.
--> I am quite sure someone told me (and I thought it was you) that they
had 1 RL at the road entrance. But if you say not, I'm not going to put up a
fuss.:0)
The mercs are under contract for the Vilisan government which has kept
the planet of Garda-Vilis (it means "new Vilis") under it's heel, only
allowing a limited amount of manufacturing industries on planet. Before the
Vilisan gov't took over the planet was called Tanoose. Tanoose was a failed
colony, and the Vilisan government took over to "save" the colonists. The
rebellion forces are called the Tanoose Freedom League even though almost no
one on the planet is a descendant of the original colony.
--> TANOOSE FOREVER! (Sorry, just having flashback....). I was going to
dig out Broadsword (just finished stocking a large bookcase with more than two
solid shelves of Traveller books...) and add in the description. What I wrote
in the AAR was mostly from memory and missing a lot of the accuracy one would
want. I will correct that when I rework the AAR, possibly tomorrow.
I have to agree with you about being generous in the judging the scenario
outcome and agree with your tactical assessment.
--> Thanks. I'm very happy I had friends to play with and a good game to
play. Win and loss only matters in a campaign sense (if there was one) and in
learning how to do it better next time (as a player). I noted I have also
missed Steve Barosi (sp?) as I see him in the pics, but that makes my
assessment of who ran what on the TFL side a bit suspect. I think Steve ducked
out early and ceded his forces to the others. Could you confirm that? Do you
have any idea which units he was running when he was there?
--> Another funny note from the pics: My 'evacuation' of the TFL
leadership in the gravcar was so stealthy and so effective that *no
photographic evidence exists*. Even the surveillance cameras on the cutters
didn't capture that move, even though it took 3 turns from start to
completion.
<*chuckle*>
Successful
merc players have used the Cutters to attack the roadblock on Turn one (one
shot for each squad).
--> I remember you telling me that, though I still think the bypass of
that fixed defense is just as good. Either you make them come out of their
positions to move to the center of town (and kill them in the open) or they
stay put and you fly past them again at full speed on the way out. You can
shell them on later turns after the cutters have both landed cordon and
assault squads. Still, the 'cutters start as arty' plan is at least more
effective than what the Mercs in our game chose even if I think there is a
slightly better approach.
Firing on buildings filled with civilians or random trucks does not help.
--> This ROE violation occured in round one. Usually it takes at least
half the game to get players into the spirit of blowing up anything in
sight....
(another exception was Tom McCarthy in a scenario I ran a while back... the
minute he spotted vague signs of the enemy, he started hauling out the
artillery and calling in the troops... he knows me too well....)
What's fun about this for me is that I remember the scenario (and much of the
Traveller background) as being black and white. As an adult I recognize the
many shades of gray involved.
--> I think a lot of Traveller adventures, when revisited, have a lot of
potential for depth. I also find it humorous how many involved the characters
being outright crooks for no reason more than cash. That may have reflected
some of the RP trends of the day more than anything. I can't imagine most of
my players stealing stuff or bootlegging food or whatever just to get credits.
20 year veterans with a pile of medals and a pension just wouldn't go there.
At the same time, we have Striker, Broadsword, and a lot of potential for good
SG games (Soft Bunk, the other adventure from TAS where your high tech mercs
are escaping from a contract that folded when the sponsoring government did,
etc).
I'll be running a scenario from the back of the Striker II rules called
"Strength on Strength" at TravellerCon/USA.
http://www.travellercon-usa.com/Info/
--> Never seen anything but the original striker. I think I might like
to see how striker II is different. One of the interesting things for me from
old Striker was that it was the first place I ran into written orders and
communications in a game - that is, you had to tell your people what to
do, and they kept doing it until you could tell them to do something else.
That meant planning ahead. And writing good orders. Great stuff.
Also under consideration for TravellerCon is either running "Broadsword: The
Raid" again, or a sequel.
--> If you run the raid, I want to play on the Merc side. It would be
interesting to see if my approach plays out as I think it will.
I also have enough forces to run a Traveller:TNE scenario called "Freedom's
Call", again a scenario from the back of the Striker II rulebook.
--> Do you know when the call for events is going out? I want to get in
on that action, maybe run a game.
--> One last thing, Mark: For my TOE description: What was in the aircar
(or who)? Was it armed? Also, do you mind if I collect from you your 'changes'
to vanilla SG and append them to the article? (Maybe I should get a full TO&E
with them and post it as a 'scenario' on stargrunt.ca credited to you and then
I'll have both scenario and AAR).
TomB
Where did the zombies come in?
http://clambo.com/GZG%20ECC%20XI/slides/DSCF0695.html
> On Apr 13, 2008, at 5:31 AM, Robert N Bryett wrote:
That's from my game -- Breakout! The Zombies are Jerry A's.
My Pig Iron troops (http://clambo.com/GZG%20ECC%20XI/slides/
DSCF0702.html) had to break-out of a Zombie encirclement. They did
pretty well.
It was the first time I used SG for a Zombie game. I normally use FMAs.
Damo
Hey Tom,
Mind if I link to this from the GZG-ECC XI website?
Thanks, JGH
> Tom B wrote:
http://www.stargrunt.ca/scenarios_aar/aar_ECCXI_broadsword/aar_ECCXI_bro
adsword.htm
> Please pardon the textual blockishness. I have realized this badly
Jerry,
Go ahead and link. That is in the nature of HTTP and the web.
Deep-linking is always a risk (those links move) but people who try to
have policies against them are out of touch with the whole paradigm of the
Internet. Thanks for asking, but your choice of things to link to is your own!
:0)
I will clean it up, probably later today. I meant to get it done on the
weekend, but life gets in the way.
If you want to link one level up, that might be less prone to a change.
http://www.stargrunt.ca/scenarios_aar/scenarios_aar_index.htm
> Tom B wrote:
Geeze, you try to show some courtesy and you get nothing but sass. (8-)
In all seriousness; normally I'd agree with you, but, for "official" things
(like ECC) where linking to a page could be taken as implied endorsement of
the Convention, I always want to double check and make sure there are no
problems. Plus, I've always found trying to show courtesy whenever possible
can never take you too far wrong. *shrug*
Thanks again! JGH
Date: Wed, 16 Apr 2008 00:54:31 -0400
From: Jerry Han <jhan@warpfish.com>
Geeze, you try to show some courtesy and you get nothing but sass. (8-)
[Tomb] I'm not quite sure at what point in our past interactions you
would have been led to expect anything else????
In all seriousness; normally I'd agree with you, but, for "official" things
(like ECC) where linking to a page could be taken as implied endorsement of
the Convention, I always want to double check and make sure there are no
problems. Plus, I've always found trying to show courtesy whenever possible
can never take you too far wrong. *shrug*
[Tomb] Jer, I've been to 10 of the 11 ECCs (and work kept me from #2)!
I've got a golf shirt with an ECC photo I submitted on it! I buy shirts and
calendars! I even listen to Jon Davis when he's getting 'in character' and let
Indy test new rules on me! There are (or should be) links to the Convention
Site on stargrunt.ca. I'm not quite sure what more I could do to endorse the
Convention, other than put a kidney up for auction as a money maker....????
(But, it is very Canadian of you to be polite and I appreciate that
intensely.) I'm glad to support ECC and GZG though I feel a terrible sadness
for the functional end of new 25mm figure sculpts...:0(
[Tomb] How's the sass factor? Coming through loud and clear? :0)