[GZG] theoretical rules schedule? (was Re: And now for something completely different...)

6 posts ยท Jul 11 2008 to Jul 15 2008

From: Paul M. M. Jacobus <paul@o...>

Date: 11 Jul 2008 15:32:55 -0400

Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

> Ground Zero Games <jon@gzg.com> wrote:

> OK, I know this was tongue-in-cheek, but I'm going to answer it

Heh, thanks for the reply. It was meant as a joke. But, since we've come

this far, let's keep the ball rolling: what rules-projects are being
worked
on, what rules-projects are back-burnered for now, and which previous
projects are no longer happening, for one reason or another?

-p.

From: Ground Zero Games <jon@g...>

Date: Fri, 11 Jul 2008 21:17:30 +0100

Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

> Ground Zero Games <jon@gzg.com> wrote:

SG:AC and FT3 are developing, slowly. FMAS is on a back burner for now but
could be pulled forward if I get a particular burst of enthusiasm for it. DS3
is in the hands of its own development team (Oerjan, Indy and John L) who are
tinkering about with it as time
allows. BDS, see above.  ;-)

NO schedules or time promises on anything, because I've learnt the hard way
that they never happen. Like we did with FT Light recently, what I'm doing
with stuff now is announcing it WHEN IT IS READY (for playtesting or actual
publication, as appropriate) and not before!

From: Allan Goodall <agoodall@a...>

Date: Fri, 11 Jul 2008 15:48:05 -0500

Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

> On Fri, Jul 11, 2008 at 3:17 PM, Ground Zero Games <jon@gzg.com> wrote:

> BDS, see above. ;-)

As per my last e-mail, some work _was_ done on BDS.

I took on the Phalons as a "challenge", but they seem to work pretty well.

Everyone likes the Kra'Vak, but unfortunately there are several competing
ideas for how to handle the Kra'Vak. Some work was done to consolidate them
into an SG2 force, but it sort of stalled out. I don't think it would take
much effort to start that up again.

The Sa'Vasku were the trickiest group. Beth and others had some neat ideas,
but they never went past the idea stage. It would be cool to develop those
guys further.

From: Andy Hemming <nonsense_factory@h...>

Date: Mon, 14 Jul 2008 18:44:57 +0100

Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

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I have to ask this, as I'm not on the playtest list - what does SG:AC
stand for?

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> Date: Fri, 11 Jul 2008 21:17:30 +0100

From: Ground Zero Games <jon@g...>

Date: Mon, 14 Jul 2008 19:43:12 +0100

Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

> I have to ask this, as I'm not on the playtest list - what does

I posted this to the main list on Friday - however it was under a
different thread heading, so you may have missed it; hope no-one
minds me posting it again:

> 2008/7/11 Damond Walker <<mailto:damosan@gmail.com>damosan@gmail.com>:

Yes, exactly that. Something that I'm working on (with feedback from the
playtest group) to fit in between SGII and DSII, designed for
reinforced-company-level forces. Still in early alpha form at the
moment with a number of major decisions still to be made about rule mechanics,
but I hope it will progress to a reasonably complete playtestable beta version
before TOO long.

I haven't said much about it outside the playtest group because it's
still at a very early stage - it's not exactly secret, but much may
change before it's in any shape for even a limited playtest release, so there
hasn't been a lot to tell you yet.

What I CAN say with reasonable certainty is:

It will be called STARGRUNT: ASSAULT COMPANY, to keep the link to SGII on
which a lot of it is based. Hence SG:AC, with or without the colon.

It is designed primarily for 15mm figures and vehicles, with infantry
based as multi-figure stands (typically 3-5 man fireteam stands,
though 2-man teams and full squad stands will also feature depending
on organisation and tech level) and vehicles based individually.
Basing size and shape is non-critical, so those of you with
single-based figures for SGII needn't worry - you can just blu-tack
them to a card fireteam base, or even just move a little clump of them around
as a single element. Using 10mm, 6mm etc. with it should not be a problem.

Typical forces at medium tech levels will be Company sized - three or
four platoons plus maybe some supporting units. Lower tech forces may
be larger, and higher-tech ones much smaller than this. Tech level
differences will feature particularly strongly, with a platoon-sized
force of very high-tech troops being able to take on a couple of
companies or more of low-tech in what we hope will be a reasonable
game matchup.

The game mechanics will be broadly similar to both SGII and DSII in many ways
(still the FMA system at the core of it), but we WILL be changing things where
we feel there is better way of doing them. While we will try to keep as much
overall consistency between the games as practical, the overall goal is to
make SG:AC as good as we can.

Yes, it's an unashamed and blatantly commercial attempt to get you all to buy
lots of our lovely 15mm figures and vehicles. However it will remain as
broadly generic as possible so that you can use your own setting if you wish,
it won't be specifically tied to just the
GZG-verse.

No, I don't know when it will be ready for release, or in what format it will
be published, but when something is ready you will all be
among the first to know!  ;-)

Jon (GZG)

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From: Andy Hemming <nonsense_factory@h...>

Date: Tue, 15 Jul 2008 07:59:03 +0100

Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

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thanks jon,

sounds interesting, I'll look forward to it..

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> Date: Mon, 14 Jul 2008 19:43:12 +0100
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