Just a quick question to you all, seemingly OT but actually relevant to some
stuff I'm working on.......
Does anyone out there actually recall having PLAYED a game of the old
> Ground Zero Games wrote:
Nope. The only uneven (tech wise) game I have played is PeterPig's ak47 with
militia vs. mercenaries. Basically, the mercenaries rule until the militias
with their rpgs come too close to the tanks. So basically, the militias like
lots of cover and the mercenaries like nice fields of fire. Is this the kind
of effect you're looking for?
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hi Jon (& list),
I must admit I never even played striker (but I did read the rules!)..
However - we play SG2 with some home brew rules using 4 notional tech
levels and weapons/armor based on traveller thinking.
We have been experimenting with larger low tech/smaller high tech forces
and its worked pretty well, however we have done away with the armor
rolls (using Hyperbear's website rules - very useful) in order to keep
the game flowing faster when dealing with the larger forces the games have
had.
As ever massed fire takes it's toll over time, its really just a case of
getting enough of your rabble around the elite high tech forces and grinding
em down, clearly for the high tech its a case of hit & move..
Its working for us (though I've still to use the zhodani commandoes I've been
threatening my opponent with!)
Andy<html><div></div></html>> Date: Mon, 30 Jun 2008 08:46:39 +0100> To:
gzg-l@vermouth.csua.berkeley.edu> From: jon@gzg.com> Subject: [GZG]
Question to the list.....> > Just a quick question to you all, seemingly OT
but actually relevant > to some stuff I'm working on.......> > > Does anyone
out there actually recall having PLAYED a game of the old > STRIKER II (the
Traveller ground combat rules based on Command > Decision)? I imagine there
are lots like myself who have read the > rules, but how many people actually
got the toys out on the table > with them?> I'm interested in any memories of
such games, but especially
anyone > who tried it with unequal tech matchups (eg: small hi-tech
force vs. > larger mid- or low-tech one).> > Jon (GZG)> >
_______________________________________________> Gzg-l mailing list>
Yes, both versions. Played a LOT of CD too (all editions). C2 is the heart of
the game in Striker (you NEED to right a Field Order) and the emphasis
continues in Striker II. Troop Quality (Training) is also a big piece.
IIRC higher tech forces are more maneuverable (C2 allows each stand to have
an order) and usually has better sensors (ability to spot/detect),
higher ROF and ranges.
Michael Brown mwsaber6@msn
--------------------------------------------------
From: "Ground Zero Games" <jon@gzg.com>
Sent: Monday, June 30, 2008 1:46 AM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: [GZG] Question to the list.....
> Just a quick question to you all, seemingly OT but actually relevant
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I suspect that working on better ECM or at least differentiated ECm between
tech levels is something we plan to work on next... as well as psionics (as
traveller, though we have struggled with precognition...)
and shielding/forcefields... again all which will fit into our notional
tech levels (4 bands for ease)
Andy
It would be interesting if higher tech level computer tech could overwhelm
lower tech level stuff, perhaps apart from when you are
running "dumb" systems - which would offer a level of immunity to
network hacking...<html><div></div></html>> From: mwsaber6@msn.com> To:
gzg-l@vermouth.csua.berkeley.edu> Date: Mon, 30 Jun 2008 06:47:43 -0600>
Subject: Re: [GZG] Question to the list.....> > Yes, both versions.
Played a LOT of CD too (all editions). C2 is the heart > of the game in
Striker (you NEED to right a Field Order) and the emphasis > continues in
Striker II. Troop Quality (Training) is also a big piece.> > IIRC higher tech
forces are more maneuverable (C2 allows each stand to have >
an order) and usually has better sensors (ability to spot/detect),
higher > ROF and ranges.> > > > > Michael Brown> mwsaber6@msn> > >
--------------------------------------------------> From: "Ground Zero
Games" <jon@gzg.com>> Sent: Monday, June 30, 2008 1:46 AM> To:
<gzg-l@vermouth.csua.berkeley.edu>> Subject: [GZG] Question to the
list.....> > > Just a quick question to you all, seemingly OT but actually
relevant> > to some stuff I'm working on.......> >> >> > Does anyone out there
actually recall having PLAYED a game of the old> > STRIKER II (the Traveller
ground combat rules based on Command> > Decision)? I imagine there are lots
like myself who have read the> > rules, but how many people actually got the
toys out on the table> > with them?> > I'm interested in any memories of such
games, but especially anyone> > who tried it with unequal tech matchups (eg:
small
hi-tech force vs.> > larger mid- or low-tech one).> >> > Jon (GZG)> >> >
_______________________________________________> > Gzg-l mailing list> >
> Ground Zero Games wrote:
Kind of, but what I was actually more interested in was how Striker II's
handling of very high tech grav vehicles, which have HUGE movement speeds and
weapon ranges, actually worked out in game
terms....
I guess it may well have been one of those games that lots of people bought
but few ever played!
Jon (GZG)
> --
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Mon, Jun 30, 2008 at 10:23 AM, Andy Hemming
<nonsense_factory@hotmail.com>
wrote:
> I suspect that working on better ECM or at least differentiated ECm
and
> shielding/forcefields... again all which will fit into our notional
VERY much off the top of my head -
Precognition. Have your opponent roll double the dice they might in a
situation where you try to use it, and choose the better ones for you. Or roll
double the defense dice than normal (if applicable) and choose the best ones.
Just a random thought.
Mk
> I suspect that working on better ECM or at least differentiated ECm
As a minis gamer, you've got precognition sussed already - it's the
Wargamer's Eye View of the table so you know where every unit is! ;-)
> and shielding/forcefields... again all which will fit into our
So, what Traveller tech levels do your 4 bands represent?
Jon (GZG)
> Andy
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-l
> >
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-l
> Miss your Messenger buddies when on-the-go?
> Yes, both versions. Played a LOT of CD too (all editions). C2 is the
So, in your experiences, how did hi/low tech matchups game out
(particularly in Striker II)? How large a force multiplier of low or mid tech
troops did you need to give a reasonable game against
hi-tech stuff, or did you just balance it by scenario?
Jon (GZG)
> Michael Brown
http://vermouth.csua.berkeley.edu:1337/cgi-bin/mailman/listinfo/gzg-l
> _______________________________________________
In that regard I just moved them like Helicopters, i.e. move along a path to
allow spotting/op fire, but no limit on distance. Range was usually LOS
Michael Brown mwsaber6@msn
--------------------------------------------------
From: "Ground Zero Games" <jon@gzg.com>
Sent: Monday, June 30, 2008 9:15 AM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: Re: [GZG] Question to the list.....
> Ground Zero Games wrote:
IIRC at Tech 5 a Battalion gets a Command stand, a Telephone Staff stand and a
command stand per Company. Command stands can place 1 order within 6". A staff
stand can give an order to any stand in communication range. Troops have no
armor. Fire Support is generally direct fire
At Tech 15 a squad has a Command Satellite Uplink stand and can "talk" to
any stand on the board as well as supports in orbit. Most troops are
in Combat Armor or Battledress. Fire Support is generally Indirect and MUCH
more accurate.
Michael Brown mwsaber6@msn
--------------------------------------------------
From: "Ground Zero Games" <jon@gzg.com>
Sent: Monday, June 30, 2008 10:12 AM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: Re: [GZG] Question to the list.....
> Yes, both versions. Played a LOT of CD too (all editions). C2 is the
> heart
> have
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> _______________________________________________
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have played with these setups a lot. I am a huge fan of underdogs and tend to
play uneven matches in various games. So many of the interesting conflicts of
Earth history fall into this category of enueven tech matches. Even if the
base line tech is pretty close (AR vs AR, Rocket vs Rocket) the forces
themselves may not be as advanced as one may have
little or no official training/doctrine and the other is some mighty
organized nation with tons of theory and doctrine.
As far as my experiences with these games. They tend to be fun if handled
well. Do avoid making them knock down drag out fights because the lower tech
will almost always lose unless they are some sort of swarming, endless mass (a
fun game too). Objectives are key in these
scenarios and it isn't a bad idea to place limitations on your hi-tech
forces.
For limitations, I have used engagement restrictions or even reporters on the
table. Also, you can limit your advanced forces by making certain areas off
limits to them (holy places, nuetral ground in the city, limited fire zones,
etc) which the enemy may not have limited for them. There are any number of
things you can do to make the game challenging for the higher tech force and
fun for both parties.
The biggest thing is to avoid a situation where the low-tech guy spends
the whole game futily throwing forces at the hi-tech guy hoping to get
lucky. Also, it's not much fun for the hi-tech player to sit there
swatting flies with no challenge.
-Eli
> >>Ground Zero Games wrote:
> > bought but few ever played!
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> >
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> On Jun 30, 2008, at 12:46 AM, Ground Zero Games wrote:
> Does anyone out there actually recall having PLAYED a game of the old
Yes.
> I imagine there are lots like myself who have read the
Not in years, or to put it another way, not since I switched to tactical
skirmish gaming for the most part.
> I'm interested in any memories of such games, but especially anyone
Most of those sorts of match-ups I have played out with smaller scale
forces. Lo-tech spec-ops with anti-material rifles and command
detonated mines (both traditional and off-route) ambushing higher
tech forces.
Mostly it turned in to your typical asymmetric warfare situations, using
planing and ruthless exploitation of manpower to inflict significant
casualties in the high tech force.
These sort of scenarios don't play out well in the CD series of games.
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very roughly - I'd say its band one 6-9, band two 10 -11, band 3 12-13,
band 4 14-15...
We use faster heavy power armor at band 4, and have slightly amended weapon
strengths at each level (as well as introducing new weapons at some levels)
Andy
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> Date: Mon, 30 Jun 2008 17:07:04 +0100
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> >> >
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> >