From: Scott Clinton <grumbling_grognard@h...>
Date: Thu, 06 Mar 2003 11:15:58 -0600
Subject: Optional Rules
Hello, A link to some optional rules I am testing... http://home.swbell.net/grog1/sg_mod.htm Feedback welcome,
From: Scott Clinton <grumbling_grognard@h...>
Date: Thu, 06 Mar 2003 11:15:58 -0600
Subject: Optional Rules
Hello, A link to some optional rules I am testing... http://home.swbell.net/grog1/sg_mod.htm Feedback welcome,
From: El Conejo Malo <punkrabbitt@y...>
Date: Thu, 6 Mar 2003 09:45:54 -0800 (PST)
Subject: Re: Optional Rules
My my my, don't you have a lot of stuff cooking in there! I think the rules for cavalry are an important "missing link' between SGII and DSII since I have plans for BIG cavalry formations in the latter and no good way to represent such in the former. And elephants! Elephants in a sci-fi wargame! How grand! I love elephants! The idea of aliens getting thier own threat Index chart is good, but could we please get an example or two? And it looks like most major fantasy races have got some brief conversion notes, which is nice for those of us who do not need a full WH40K rewrite. Thanks for the additons. > --- Scott Clinton <grumbling_grognard@hotmail.com> wrote:
From: Kevin Balentine <kevinbalentine@m...>
Date: Thu, 6 Mar 2003 13:18:53 -0600
Subject: Re: Optional Rules
From: "Scott Clinton" <grumbling_grognard@hotmail.com> > http://home.swbell.net/grog1/sg_mod.htm Hello Scott, IÂve been looking over your page and I like a lot of the content. The cavalry rules look very interesting and your take on some alien races appears well thought out. IÂm currently trying to hash out some rules for space marines and orks for a friend IÂm trying to convert from GW, so we'll try incorporating some of your ideas. I totally agree with you that the armor vs. impact roll should be open-ended, and according to the errata at http://home.att.net/~agoodall/sg2/sg2-errata.html, St. JonÂs official ruling is that the roll is open-ended. I especially like the tunable DASER. IÂm going to work that into an upcoming game for some alien or the other. Now, there are a few things I disagree with. 1. Combat movement for vehicles. I believe getting rid of combat movement for vehicles is a bad idea. IÂve been a automotive journalist for more than five years, and IÂve driven every commercially available off-road vehicle you can imagine, from Hummers and Land Rovers to Suzuki Samurais and Toyota RAV4s. ThereÂs a big difference between carefully making your way across a field or a slope (12 movement) and going balls to the wall to see how far you can get in the least amount of time (combat movement). Sometimes you get lucky and you miss all the hidden tree stumps and holes  sometimes you donÂt. :-) 2. Combat movement/close assault for infantry. I like the book rule for close assaults and combat movement. If you take away the element of uncertainty, close assault loses some of its mystique. In one of the last games we played, a unit of close assault specialists came piling out of the back of a pickup truck to close assault a unit of infantry. The only way they would fail to get in contact was if they rolled a 1, which they promptly did. To me, that accurately models the frenzied activity that leads up to an assault. ItÂs risky, and sometimes a guyÂs axe gets caught on the truckÂs roll bars. Regards,
From: Allan Goodall <agoodall@a...>
Date: Thu, 06 Mar 2003 13:39:56 -0600
Subject: Re: Optional Rules
On Thu, 06 Mar 2003 11:15:58 -0600, "Scott Clinton" > <grumbling_grognard@hotmail.com> wrote: > A link to some optional rules I am testing... Interesting rules. I like the open shift, particularly for PA. I have heard that some people want it closed (did Jon actually say shifts versus armour are closed, because the rules strongly imply they are open) but never liked it. The cavalry rules are not too dissimilar to the cavalry rules I have in my _Hardtack Plug-in_ (SG2 rules for the American Civil War). However, my rules handle what to do with units that become dismounted with regard to unit integrity. For instance, what happens to the soldiers that are dismounted in a charge due to their mounts being shot out from under them. You might want to add some rules for this. Also, the ratio of "mount holders" to dismounted troops is a little low compared to what was used historically, though it's workable. Your dwarf movement rules are really similar to the ones I used once upon a time! Great minds think alike? *L*
From: Allan Goodall <agoodall@a...>
Date: Thu, 06 Mar 2003 13:50:43 -0600
Subject: Re: Optional Rules
On Thu, 6 Mar 2003 13:18:53 -0600, "Kevin Balentine" > <kevinbalentine@mail.ev1.net> wrote: > I totally agree with you that the armor vs. impact roll should be
From: Scott Clinton <grumbling_grognard@h...>
Date: Fri, 07 Mar 2003 09:44:24 -0600
Subject: Optional Rules
Thanks for the feedback everyone! I have not seen the errata for some time and I was unaware that the "official ruling" had been to make these shifts open. I was just going by the rule book that expisvily states they are closed. Glad to here they are now open. Threat tables: Sorry guys! I thought I had posted the alien threat tables! Oops! I have them done for all the races I have in my optional rules. I will see if I can get them posted this evening and post on the list when they are up. Kevin: As for your points about combat movement I can understand how you like it the way it is. It adds a certain random element. However, I find it very frustrating and impossible to rationalize that on a consistant basis my units will move slower during a charge than they do during a normal move. That is the sole reason I use my optional rule. Sure, somebody may trip and fall (or whatever) or the truck may hit a stump and be "stuck" for a few seconds but IMHO it is too often that a charging unit moves slower than it could have moved if it did not charge. With my rule, there is still a random element. You simply KNOW that your unit will move at LEAST as far as they normally do. You just do not know exactly how far they will go (it may be 1" or it may be double their normal move). Also, my rule does not add anything to the maximum possible move (important for balance IMHO).
From: Kevin Balentine <kevinbalentine@m...>
Date: Fri, 7 Mar 2003 09:56:14 -0600
Subject: Re: Optional Rules
---------- Original Message ---------------------------------- From: "Scott Clinton" <grumbling_grognard@hotmail.com> > Kevin: > units will move slower during a charge than they do during a normal I hear you brother! My opponents always get a certain smug look whenever I announce "I'm going to try a combat move." That's a sure prelude to a 1. Well, "I'm firing at this unit" is also a sure prelude to a 1. "This green 1 unit will try to remove its panic." 1. I think the best answer would be loaded dice :-)