Replies to 4 various posts

2 posts ยท Jun 25 1999 to Jun 25 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Fri, 25 Jun 1999 16:34:46 -0400

Subject: Replies to 4 various posts

Here are my running replies:
---------------------------------
I was wondering if anyone had any ideas on what to do about the Aliens and the
Predator in SGII? Any ideas on Psychology and such? Anyone got any actual
rules available somewhere?

- -Kelvin....

-> Stuart Murray used to have some Colonial Marines rules. I'd be
surprised if he didn't have some idea on Xenos.
----------------------------------
From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au>
Subject: RE: SG2 Thoughts or Ideas - Long

With the Overwatch, I wouldn't use any of the varients; make it an all or
nothing affair.  Set it using a re-org action & nominate a target
point (if no sightline) or a target unit that is visible. The unit gets 1
activation to fire with after either their targets 1st action or second
action, or when a valid target moves within 3" of the target point or between
the target point and the unit. This should reduce the chances for abusing the
activation rules, as the way I read your current ones, the unit can move, set
overwatch & then make 2 (split) fire actions by using only the 1 activation.

-> Not quite. Try this: Unit moves, then it can only set a single
overwatch. If it wants to put saw and rifles (for example) on separate
overwatch, it must use 1 action each. So it couldn't also move. You don't
"gain" in this technique, you just change when your fire action happens a bit.
-> As to using a target point - I had that, but it (even with dummies)
gets easy to drive around by the enemy. And as someone pointed out, you should
be able to react to anything you can see. Or at least to try to.

The sniper spotting rules could probably be simplified down to a Quality
roll using a TL equal to the range (ie: range band 2 = TL+2), this
should speed it up while still giving defender a chance to not lose their
officers.

-> Actually, after talking to Adrian Johnson, I realized that a
specialty sniper is different from a squad marksman. The specialty sniper is
assumed to have a spotting action inherent in his own actions. Try this:

Specialty sniper: Full standard sniper.

Squad Marksman: May fire as part of squad for a dice (FP of rifle minus 1
shift). May fire alone, and can use double range bands but can never pick a
target. (He's not the specialist sniper).

Snipers Without Spotters: 1 negative shift on sniper/marksman FP.
Spotter helps fix this. Also allows spotter to fire on his own as second
sniper action or to overwatch in case someone tries to take out the sniper.
Spotter fire reveals hidden sniper unless he too has
silenced/flashidden weapon.

Protection for individuals: Fire at any officer, saw gunner, marksman etc. is
different than fire at a squad. When the sniper fires, he declares if he is
firing at the individual or the squad (he may not hit the individual and may
hit the squad, but it is his intention that matters here). If it is an
individual, they get the "individual"
benefits - which I think are a one die range shift outward due to the
difficulty of sniping individual targets.

The stealthy sniper movement could be made easier by simply using the IP test.
If it is passed, the sniper can move their hidden counters 6", if he fails,
then the sniper is revealed unless no unit has LOS to any of the original
positions.

-> Good thought. But I'd make him roll a d6 or d4 to move. I think it
would always be a combat move of sorts.

--------------------------------------------
From: "Tom McCarthy" <tmcarth@fox.nstn.ca>
Subject: Re: [SGII]  Aliens and Predators in SGII

Anyone know how to reach Stuart Murray? He's run 2 fun Aliens SG2 games at GZG
ECCs.

-> Stuart Murray <smurray@aecom.yu.edu>  IF IT STILL WORKS. He may
have ended up back in the UK.
----------------------------------------------
From: "Scott Spieker" <scspieker@fiberstream.net>
Subject: [SG2] Opinion Poll

Hi, I had seen the pictures of the Kravak on the GZG catalog pages.
> From

-> I have a bunch. They look like Predators pretty darn closely.
Nicely crafted figs too. They could pass for kafers at need. I think the FCT
marines might pass for 2300 style US marines too.

-> The pics do them an injustice.

From: ScottSaylo@a...

Date: Fri, 25 Jun 1999 16:46:28 EDT

Subject: Re: Replies to 4 various posts

In a message dated 6/25/99 3:39:36 PM EST, Thomas.Barclay@sofkin.ca
writes:

<< I was wondering if anyone had any ideas on what to do about the Aliens
 and
the Predator in SGII? Any ideas on Psychology and such? Anyone got
 any
actual rules available somewhere?
> [quoted text omitted]

It's hard to justify creating units out of these creatures since they don't
seem to "play well with others". You might look for some tips on handling
"units" like these by seeing how some of the Colonial era war games handle
hordes of spear chuckers versus firearm equipped troops.