From: Thomas Barclay <Thomas.Barclay@s...>
Date: Tue, 29 Feb 2000 18:46:54 -0500
Subject: Reflections from Lancaster
One thought I had after having run Grey Day (bn level SG2) and having previously run 3-4 company sized SG2 games at Autumn Assault and other places. I'll share it FWIW. Time to play: Very Small Conflict - a couple of squads each side - an hour or 90 minutes Small Conflict - a platoon each side, not much support - two hours to 2.5 hours Medium Conflict - platoon each side, plus attachments and vehicles - 4 hours or so Somewhat Big Conflict - two platoons per side, plus attachments and vehicles - 5-6 hours or so Big Conflict - Company per side, plus attachments and vehicles - 7-9 hours Muy Macho Conflict - 2-4 Companies in aggregate size plus attachments and a bunch of vehicles - 12-18 hours Now, things like hidden movement, spotting, recce, IPB, etc all take extra time. Every extra manoevre unit takes time, and fighting on a large contiguous battlefield makes it harder to break apart the large games into smaller asynchronous games. Each level has different lessons to teach and different flavour and requirements out of the players. I wouldn't want to do "Grey Days" every day, but it was a wonderful experience and the players were quite fascinating to watch. Someone suggested a Battalion Sized FMA game.... I cringed at the thought.... Relating to game balance: The big secret to balance in SG2 is thought. If cover is not dense, squads will take fire in the open very often. Green squads, smaller squads, etc. will break easily in such a setting. Vets and Elite can take abuse for long time! Firepower is an issue two. A force with ten man squads with three SAWs and 7 AARs with GLs is going to be rather revolting in its FP. And vehicles are inately unpredictable - GZGverse armour rules equate to Achilles Best... rolling a 1 on an armour check on your class 5 armoured grav tank can let a GMS/P take you down. Same with heavy weapons - rolling 3-4 dice can net you a 4 or a 48 for impact. And armour against a force without enough AA weapons is B-A-D. And a thought many people don't keep in mind is the advantages of quantity! More activations. More fire actions. Potentially more suppressions on target units which make their higher quality less relevant. Someone suggested that when viewing differentials, keep in mind the squares law - however you rate two forces, the real difference between them is the square of the difference. What that means is it doesn't take long for a small gap in firepower, unit numbers, unit quality, etc to result in a huge imbalance. Plus you can't ever account for tactics. But in general a scenario is well balanced if two forces led by moderate leadership without making many mistakes can both have some chance of achieving their disparate victory conditions. If you have a scenario you feel is tougher for one side than the other, give the tough side to the best player as a challenge. And keep in mind the effects of the map - never design forces for a scenario without consideration. Give one side armour, but no place to manoeuvre and it isn't that useful. Give one side lots of weapons effective at long range and provide and open table and they have a huge advantage. Another Topic: Someone brought up SG2 scenarios for a repository. I currently have four or five moderate sized ones (some with nicely done out squad cards even!) but I'm wondering if there is interest - my scenarios tend to focus on a particular situation, rather than being generic. They may provide an example of what balance might be and they could provide a template for others to basis from, but I would doubt strict recreation was likely. Having said that, I'm more than willing to provide them if the people interested in this information contact me OFF LIST about it. I want to talk about formats etc. with them and that is not meat for on list discussions. Have a good evening all.