[GZG] re: Wanted

6 posts ยท Oct 25 2006 to Nov 1 2006

From: Glenn M. Goffin <gmgoffin@y...>

Date: Wed, 25 Oct 2006 13:47:24 -0700 (PDT)

Subject: [GZG] re: Wanted

> From: "Paul Owen" <Paul@binarynetworks.co.uk>

> Squad sheets, vehicle sheets in a format as per the rules book

We (i.e., the Tactics-0 wargaming group) have found that the more
information you put on a unit card, the less you have to look up in the rule
book and the smoother the game goes.

I've attached a couple of sample squad cards. We used cards like these for all
of the units in a convention game (at Kublacon, earlier this year) with people
who had never played, and it was very successful.

From: Mark Kinsey <Kinseym@p...>

Date: Wed, 25 Oct 2006 18:22:22 -0400

Subject: Re: [GZG] re: Wanted

> Glenn M. Goffin wrote:

From: Glenn M. Goffin <gmgoffin@y...>

Date: Wed, 25 Oct 2006 15:50:36 -0700 (PDT)

Subject: [GZG] re: Wanted

> From: Mark Kinsey <Kinseym@ptd.net>

> You might want to consider adding color. We (The Northern Lancaster

That is an excellent idea, which we will implement with our next StarGrunt
games (probably next year).

From: Glenn M. Goffin <gmgoffin@y...>

Date: Tue, 31 Oct 2006 15:02:07 -0800 (PST)

Subject: [GZG] re: Wanted

> From: <laserlight@verizon.net>

There are two great games out there for playing company-level games:
Dirtside and Striker. They've already implemented the changes you describe.

From: damosan@c...

Date: Tue, 31 Oct 2006 19:54:00 -0500

Subject: Re: [GZG] re: Wanted

> On Oct 31, 2006, at 6:02 PM, Glenn M. Goffin wrote:

> From: <laserlight@verizon.net>

If you're talking about Stuart's mods I'd say give it a try before booting it
in favor of Dirtside. Stuart ran a game at the last ECC using the mods and it
was GREAT fun. It really captured certain tactical situations better than DS
IMHO.

Damo

From: Laserlight <laserlight@q...>

Date: Tue, 31 Oct 2006 20:40:36 -0500

Subject: Re: [GZG] re: Wanted

> There are two great games out there for playing company-level games:

I've noticed, and fairly often heard comments from others that agree, that SG2
as written is at an odd level. A single platoon is too small for a good
game--not enoughh maneuver units--but a company is too big to handle.
You're
left with games that are "two platoons vs a heavily-reinforced platoon"
or some such. I think Stuart's suggestion gets SG out of the "halfway between
the two logical command levels" quandry. As such, this is not about "what's
the best company level game", it's about "tweaks to StarGrunt".