Proto SG2 campaign system

2 posts · Dec 27 2000 to Dec 27 2000

From: Andy Cowell <andy@c...>

Date: Wed, 27 Dec 2000 00:44:49 -0600

Subject: Proto SG2 campaign system

Ugh. I just got done typing up some notes for a company level SG2
campaign system.  It's very raw-- I haven't even gone back over it
yet, but I think you can get the general idea. Let me know what you think.
There are lots of bells and whistles, but I was trying to keep it simple by
getting the framework in place with a basic infantry company.

http://www.cowell.org/~andy/min/sg2/sg2cam.pdf

PS: I can't find my DS2 rules. What's the approximate range for Rocket
Assisted Mortars?

PPS: I forgot to add, reinforcements proceed as a unit from your table edge to
the company command unit, and from there to their platoons.
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Date: Tue, 26 Dec 2000 23:46:30 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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> Glenn M Wilson wrote:

How what works? Vector? Cinimatic? Building your own ships?

> >What I run for a fleet is a Super Dreadnoughts a few BBs a couple of

Cruisers stayed away from BB fleets because they didn't have the armour to
protect them from the heavy shells the BBs fired, so I guess it is close to
the FT reason. If you want or need to make a light cruiser, I'd go with an MT
cruiser with some PD and maybe some neddle beams, but only if it's going to be
part of a larger, rounded fleet. That kind of ship by itself isn't very
effective by itself. Perhaps 2 MT missiles and then 1 class 3 a few class 2s
and PDs.

> I did not understand the example in FT/2nd that shows "Carriers"
having
> "C" class guns... Wouldn't it be better to have larger guns "BB" types

The ships in FT/2ndEd are kinda weak in design. Check out Fleet Book 1
for better ships. The design system changed and for the better:)

Designing ships is more a personal style of play and intended use of ship
equation. Decide how you want to use the ship, then specialise in that niche.
If you want an attack carrier, decrease the number of fighter bays and
increase the heavy weapons, if you want a fure fleet carrier, pump up the
fighter bays, decrease the heavy weapons and give it some good PD.

My views for fleet carriers is to put a lot of PDs and class 1s. The dual fire
modes of the class 1s can be usefull since it gives you alimited offensive
punch. If you're running fleet carriers most people will ignore them as a
target for awhile since by themselves they really can't hurt anyone and the
larger capital ships are much more an immidiate threat. Sometimes putting 2 or
so class 3s on a CV is usefull as a harrassing unit:)

Additional construction advice is to make sure you have good armour and
shields. I put 1 shield on ships larger then a battle cruiser and 2 on battle
ships up.

> Well, my first and only FT experience has made me *very* missile

Yeah they're bastards in large numbers. Interceptor fighters and good area
defence helps.

> >Ship deployment is usually in a tight circle. This keeps the area

A spread out approach devides your forces to much. I go for the concetration
of fire. Pick a target and fire at it till it's no longer a threat and then
move to the next target. Don't loose your plan by firing at anything that
causes you heavy damage. You're going to take casualties but having
concentration of fire is very important. If you opponent bring his fleet in
small groups instead of at a single time you instantly outnumber his forces.
Sure he has fresh ships coming in later but you're causing a larger ratio of
damage to him then he can to you. It's basically like fighting several small
battles with a large forse. Best thing can do is use asteroids and other
obsticals to separate his sube fleets from each other and deal with them
separately. If you're playing with a lot of MT missiles, send them after his
largest ships and disable them as much as possible.

Jaime
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Date: Tue, 26 Dec 2000 23:59:20 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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> Oerjan Ohlson wrote:

> Which makes the above-mentioned fleet composition sound a bit odd -

I ment larger then a destroyer:) Largest small ship I use is 32 mass and the
next one is up around 76 mass.

> Suggests that Jaime plays on a fixed-edge table or uses some sort of

Yea we play on a static board, purely cause it's a pain in the ass to move all
the "scenery" around and we do use vector. Even with the published rules
(which are what we use) you can't get a vector ship to manuever enough to
dodge enough missiles. If you use cinimatic it's much easier to dodge things.
Vector makes area effect and target weapons very powerful.

Jaime
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Date: Wed, 27 Dec 2000 00:03:04 -0800
From: Jaime Tiampo <fugu@spikyfishthing.com>
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> Glenn M Wilson wrote:

> >the enemy. It's a sort of 'weave' tactic that has worked fairly

Do you use cinimatic or vector? I find that splitting your fleet up is the
surest way of getting it killed in vector. Time and time has proven it when
the opposition fleet splits up my massed fleet always pummles it with
concentrated fire.

Jaime
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From: "Glenn M Wilson" <triphibious@juno.com>

> >A good, balanced fleet could consist of:

In that case I envy you - you have a really, really good game you've not
gotten into yet.

The 50% is "by points". A "Maria" is just over 400 pts, so 3 of em come to
about 1250, out of a total of 2750. Heavy Cruisers are about 275 each, so 3 of
em are just shy of another 850. This leaves
about 700 - enough for a couple of Escort Cruisers at just short of 200
each, and a few destroyers, frigates etc.

From: Ludo Toen <Ludo.Toen@p...>

Date: Wed, 27 Dec 2000 21:29:12 +0100

Subject: Re: Proto SG2 campaign system

> Andrew Martin wrote:

> >From Tom Clancy's Marine:

I'm not going to comment on the guns, but I think Tom Clancy is a bit
optimistic on the mortars. Looking in the ASL ordnance section the US 60mm
would have about 1800m and the 81mm, 3000m ranges. Even though this covers WW2
items, mortars haven't changed a lot if anything. The mortar rounds our army
uses are exactly the same as those I've been digging up over the last couple
of years, up to the M*** numbers. With the exception of a French RA round, I
don't know of any radical improvements. Maybe Oerjan can tell us more.

Ludo
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Subject: Re: [SG2] EW Unit
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> On Wed, 27 December 2000, FAIVRE Renaud TPC-SRD wrote:

> What is the interest of switch off and EW unit ?

We had a discussion about this earlier in the year. The rules don't actually
gi ve a reason for turning off the EW. The way it is written, it seems to be
on al l the time.

After our discussion here on the list, this is what we came up with:

- You switch on the EW set with an action. This gives you 3 EW counters.
- It does not cost an action to use the EW counters.
- The next time the EW unit is activated, the EW counters are removed
and the E W is turned off. To turn it on again requires that the EW unit
spends an action
.

We were still debating whether or not a unit that is suppressed could turn on
E W. Some said you could, some said you couldn't.

Note, this isn't exactly what was written in the book, but a sort of house
rule we all came up with.

Allan Goodall - agoodall@canada.com
__________________________________________________________
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Can a FT only Fleet be viable?
Date: Wed, 27 Dec 2000 22:01:15 +0100
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John Leary asked:

> > Um... well. Yes and no. (Sorry, Jon - I hadn't

Yes.

Oerjan Ohlson oerjan.ohlson@telia.com

"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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From: "Oerjan Ohlson" <oerjan.ohlson@telia.com>
To: <gzg-l@csua.berkeley.edu>
Subject: Re: Proto SG2 campaign system
Date: Wed, 27 Dec 2000 22:07:52 +0100
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----------
> Från: Andy Cowell <andy@cowell.org>
writes:
> > Andy Cowell wrote:

The DS2 groundscale is 1" = 100 meters, ie. 10x the SGII groundscale.

> What sort of ranges would company level artillery typically have in

A couple miles or so, depending on exactly which mortar and what ammo
you're talking about - but most of these aren't rocket-assisted.
Today's 120mm RAM mortars can fire 10+ km, but they're not easily
man-portable. What ranges they'll have in another two centuries is
anyone's guess, but it's safe to say that they'll be longer than today
:-/

Regards,

Oerjan Ohlson oerjan.ohlson@telia.com

"Life is like a sewer. What you get out of it, depends on what you put into
it."
- Hen3ry
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> On Wed, 27 December 2000, "Oerjan Ohlson" wrote:

> All DS2 artillery has "effectively unlimited" range - any point on the

But in SG2, mortars have a minimum range. I believe it's 24" but I don't have
t he rulebook with me.

Allan Goodall - agoodall@canada.com
__________________________________________________________
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From: "Eli Arndt" <emu2020@wattosjunkyard.com>
To: gzg-l@csua.berkeley.edu
Subject: Army Ideas (DS)
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Hello all,

I was lookign at some of the new Shard miniatures for the VOR game and was
thinking that some of their crawlie walker thingies would make great backbone
units for a new alien race in Dirtside. They have a wonderful alien appearance

that is not biological, nor too technical as they are crystaline in structure.

Find some suitable infantry and you are set.

To take a look check out the listings at New Wave Entertainment:

http://www.newwavegames.com/minis/fasa/vor/shard.html

Lots of illustrations.

Later all,

Eli