On Sun, 26 Aug 2001 10:29:19 -0700 "Pat Connaughton"
> <patconnaughton@earthlink.net> writes:
<snip cool stuff>
> Thanks
Hey, Pat thanks! This solves a problem for me. I was trying to figure out how
I could run DS2, FT, Matchlocks on the Warpath and maybe TSATF
plus play a few games at the con when I can only attend 1 1/2 to 2
days.... And not all the hours any one day. This solves my problems! Well,
most of them. I'll contact you off list so when I submit my games to Harold
(or whoever) we don't conflict! This is going to be a great con!
Gracias,
This fall, in November (16, 17 & 18th), our local game club will be putting
on our annual game/miniatures convention called Command Con here in St.
Louis, MO.
Working with another gamer, I'm going to be putting on a series of
inter-related games using Full Thrust and probably a somewhat modified
NetEpic as the ground combat game. There will be 4 parts to this scenario.
1. An initial insertion of troops - Naval forces fight to get through an
opposing defending force to land troops for a recon of a proposed LZ. 2. The
previously mentioned recon (ground combat, mostlty light forces) with the
emphasis on troop survival and having enough forces remaining to get the word
out.
3. The main landing force arrives and needs to get to the planet - much
larger scale naval combat. The primary concerns being the transports and then
having enough forces left to either contest control of near space or to deny
same. 4. The landing and the fight to control the LZ and clear surrounding
area.
Rationale for mentioning this and why. This list has been very helpfull in
giving me lot's of ideas for games, scenarios, weapons etc. Also, I've always
preferred to game with some sense of consequence to my gaming. It lend's a
certain feel or texture of "reality" to the game that a simple (or not so
simple) "headbangor" game may lack. I'm also going to try to use this
opportunity to sell this idea (and FT) to more folks. It should be fun.
Any suggestion or comments would be appreciated. Force approciations, etc.
Thanks again in advance.
Also, anyones welcome to come to our Con. Ask me for more info off list if you
like.
Thanks
On Monday, August 27, 2001 3:29 AM, Pat Connaughton
> [SMTP:patconnaughton@earthlink.net] wrote:
A cruiser engagement with ~3 assault transports or modified to carry 1-2
mass of PA infantry each for orbital drop. Probably about 3 ships per player
(1 cruiser & 2 destroyer escorts each)
with a ratio of 4:3 in favor of the attacker + 2-3 small orbital forts
controlled by the GM to make the players think about tactics. I would
recommend simultaneous fire if you have more than 2 players each side, to
avoid balance problems and rivalries between the players.
> 2. The previously mentioned recon (ground combat, mostlty light
with
> the emphasis on troop survival and having enough forces remaining to
Have it preplanned for about 1 squad/light vehicle per mass dropped by
the attacker. The above PA will give the attacker enough mobility for the
recon with Veteran or Elite quality. For the defenders, have about 3:2 or 2:1
advantage in units, but make them
mostly green/regular and lightly armed / armoured.
If the attacker tries to engage in a stand up fight, weight of numbers will
make them lose.
2-3 squads per player should make a nice engagement for beginners.
Be prepared to either be flexible depending how the previous game went, or
don't tell the players what each mass of force dropped represents and have
this game fixed before hand. Possibly a card system for activation sequence
would be recommended unless you have an experienced commander on each side as
CIC.
> 3. The main landing force arrives and needs to get to the planet -
The meatgrinder game. This battle should involve
battleships/dreadnoughts
as both sides bring in available reinforcements. Again ~3-4 ships per
player should keep everyone engaged. The defensive reinforcements could be
explained as the fleet coming back from manoeuvers.
> 4. The landing and the fight to control the LZ and clear surrounding
Either DS or more of a stand-and-fight SG game with both sides having
air
support/artillery.
Have the attackers already on the ground deploying from their dropships with
at least a 2:1 advantage, otherwise the defenders will hit them with heavy
artillery and grind them up on the LZ due to position advantages. Forces
should be more even with a majority of regulars on both sides.
'Neath Southern Skies - http://home.pacific.net.au/~southernskies/
[sstrike] Raider Fleet of War Leader Kel'em'all
[quoted original message omitted]