Hello
I`m wargamer from Poland. I think there is only two people playing GZG games
in Poland. Me and my friend. I vave a few questions to you. Please
answer if you can interest and/ or can.
1. FT question. In 1st Fleet Book for FT Jon mentions different types of
fighters. They were describe in More Thrust. This book is unavailable now,
unfortunately. I wrote to Jon and he answered that these rules for fighters
will be placed on GZG internet site if he will find a little time. But, as you
know he is a busy man. So I have request for you about sending me this excerpt
from the rules, or if it is not permitted maybe giving me a direction for
making such a rules. Thanks for every help.
2. I don`t know if you are interested in fantasy wargames, but I want to play
fantasy battles with rules based on SGII, cause I love the rules and most of
them can be used in fantasy games. I used to play Chronopia, but when I
discovered GZG rules I want more "realizm" in a game. I resolved most of the
problems but still have a few. The most important is how to make and resolve
monsters in game. They often have a few more
hands/ heads than average human, they are much bigger and have natural
armour. It makes difficult to resolve close combat with them. To me close
combat in such close combat oriented game should be more complex (and more
interested) than in SGII which is firefight game. I can`t imagine single
swordmen killing for example Dragon. Monsters should resist a lot of wounds.
How to make it without making a notes after every wound (which will slow the
game)? I couldn`t resolve this problem, if you are interested and want to
help, please send your suggestion.
3. Do you know anything about publication of FMA? Rules for fighting very
small battles with dozen or so fighters per side. I know GZG have got to
published them in this year. Will it be published or not? Do you know anything
about a system? I need such a system. I tried a Necro***** but it sucks. Maybe
you know other good game for simulating such a conflict?
4. SGII question. Close combat. Don`t you think power armour troops in a game
are overpowered in close combat. I have had such a situation in a game. Four
power armour troops (Veteran) charged a 13 men Green squad (they were after
regrouping). It was a carnage. These four beasts slaughtered them to the last
man. Multyply of a throw is deadly. I think that with such overhelming
superiority in numbers these power troops should be disassembled to nuts and
screws. After a battle I have made an simulation wit normal sized squad
(Regular or Veteran) against such a
small power armor squad and I get the same result - massacre. You can
kill whole squad of regular troops with only one power armor. After that I
made a modification. In fights with few men against one every man
after first gets one die up modification. It is cumulated (1st + 0, 2nd
+1, 3rd +2 and so on.) What do you think about it? Do you have such a
event? Any suggestions?
5. FT questions. About Control Parties. When are Control Parties work. At the
start of activation, at the end of it or in other time. I really didn`t like
an situation, when I made an threshold damage on my opponent ship and in his
activation he first used a Parties, was able to repair weapons then shot at
me. Where is a profit from that? After that game we use DamageCP at the and of
activation of ship. What do you think?
So thanks for every possible answers and suggestions. Salutations from Poland
and bye
On or about Tue, Oct 16, 2001 at 10:50:50PM +0200, Tommy typed:
> 1. FT question. In 1st Fleet Book for FT Jon mentions different types
They're given in Fleet Book 2, which also includes updated Kra'Vak and
Sa'Vasku rules, as well as a new alien race (Phalon).
> 5. FT questions. About Control Parties. When are Control Parties work.
At the start of activation, at the end of it or in other time. I really didn`t
like an situation, when I made an threshold damage on my opponent ship and in
his activation he first used a Parties, was able to repair weapons then shot
at me. Where is a profit from that? After that game we use DamageCP at the and
of activation of ship. What do you think?
I believe (don't have the rules here) that DCPs are active at the end of each
turn.
> >5. FT questions. About Control Parties. When are Control
As far as I am concerned, Roger is right. That's the way we have always played
DCPs.
> From: "Tommy" <chuczek@wp.pl>
Well Howdy from Texas! Small world is it not? :-)
I don't play DSII or FT but let me give a try at the SGII questions, or at
least my opinion.
> 2. I don`t know if you are interested in fantasy wargames, but I want
in a
> game. I resolved most of the problems but still have a few...(monsters)
> often have a few more hands/ heads than average human, they are much
True, yes I see the problem. I am not sure that the close combat system
used in SGII is detailed enough to do what it appears you want to do. I
think it can be made to work, but I am not sure it will give you the detail
that you want. But, with detail comes a price. More detailed close combat will
slow the game. With large formations fighting (as they do in fantasy wargames)
this can be a very bad thing.
If I were you I would start by working on the extreme examples of monsters
that you wish to model like giants, dragons as well as hobbits and goblins.
That way you have the extremes done and you can then fill in the middle with
the rest of the creatures so that it 'feels right'.
Then I would work on making statistics for the melee weapons most used and
their special rules. For example a sword may be a d8 while a long spear is
only d6 but the spear is longer and hits first. You may see that by doing this
and using logic it then becomes apparent that the dragon (already "modeled")
should probably also get a first hit advantage over the sword.
> I can`t imagine single swordmen killing for example Dragon. Monsters
Perhaps a different/additional set of counters for "FMA Fantasy" to
indicate the number of hit points the creature has left will work. You may
also try just setting an extra dice next to the figure with the number of hit
points left showing.
> 3. Do you know anything about publication of FMA? Rules for fighting
Yep, I desire this also. I am working on my own, much more complex version
(Please note: I said more complex not better! <g>)
> 4. SGII question. Close combat. Don`t you think power armour troops in
Personally I do not think they are too strong in close combat. I have always
seen power armor in SGII as being modeled on the power armor used in the book
"Starship Troopers". And from reading that book (and others similar) one (well
trained) man in power armor could kill a squad by himself.
Power armor not only protects the wearer, it also GREATLY increases their
strength and close combat abilities. A man with a knife or bayonet is no
threat to a soldier in power armor.
Perhaps you are viewing power armor as what I have heard referred to as
"Power-assisted Armor". This type of armor is slower, and not nearly as
advanced as the power armor modeled in SGII. "Power-assisted Armor" is
simply heavy armor with a built in power unit to allow the wearer to move
under its bulk. It does not provide nearly the mobility or strength of true
power armor while it does provide nearly as much protection.
All of the above, are of course, just my opinion.
Bye,
From: Tommy
> I don`t know if you are interested in fantasy wargames, but I want to
SG2 might be okay as a basis for massed battles, but it sounds as if you'd be
more interested in FMA Skirmish...
> Do you know anything about publication of FMA? Rules for fighting very
Yes, it will be....eventually. :-) Jon hasn't mentioned anything (that
I know of) about it being published in 2001, though.
> SGII question. Close combat. Don`t you think power armour troops in a
Four power armour troops (Veteran) charged a 13 men Green squad (they were
after regrouping). It was a carnage.
Sounds reasonable to me. PA is supposed to be tough. Analogy: four mounted
knights vs 13 peasants.
> FT questions. About Control Parties. When are Control Parties work.
I've always played at as DCP work after you make your threshold rolls, so you
could lose a system but then immediately repair it. I don't know that that's
*correct* but I don't recall playing it any other way. Mind you, Islamic Fed
ships tend to go from "undamaged" to "lost all the armor" to "boom" without
any stops for thresholds.
Welcome to the list, Tommy.
> Tommy wrote:
You could try my Fudge/Duel rules available at:
http://valley.150m.com/Fudge/Duel.html
It uses FMA style rules to resolve fantasy combat. It doesn't handle dragons
and large creature very well, yet. But it does handle
multi-armed
creatures.
For World War 2, Non-FMA, there is:
* Red Poppy/White Feather 2 at:
http://groups.yahoo.com/group/RPWF/files/RPWF2with%20section%23%27s.doc
* There's also an older version on the net, try typing "Red
Poppy/White
Feather" into the Google search engine at:
http://www.google.com
* And Company Commander at:
http://groups.yahoo.com/group/Company_Commander/files/Company%20Commande
r/Co
mpany%20Commander.htm
I hope that helps!
At the risk of sounding like a complete idiot and neophyte, what the heck does
FMA stand for? (i'll bet it's something easy to figure out like Footsoldiers
Marching Around) I am too lazy to go to the archive looking for it...
> Chris DeBoe wrote:
> From: Tommy
Four
> power armour troops (Veteran) charged a 13 men Green squad (they were
to
> "boom" without any stops for thresholds.
From: Jim Callahan
> At the risk of sounding like a complete idiot and neophyte, what the
Full Metal Anorak, of course.
No, seriously. Jon was in a whimsical mood one day, and combined Full Metal
Jacket with anoraks, which are apparently a sort of headgear worn by pathetic
nerds (as opposed to, say, us mature and competent wargamers). Voila, "Full
Metal Anorak". He wanted to trademark the "Opposed Rolls Of Assorted Regular
Polyhedral Dice For Combat Resolution" and FMA was considered a bit easier to
pronounce than OROARPDFCR. Through mysterious oversight on the part of all
previous gamer designers throughout recorded history, no one had claimed the
phrase "Full Metal Anorak", so Jon seized the initiative, whereupon he sped
down to the handy local Patent and Trademark Office, and registered it (the
phrase, that is not the office), narrowly escaping being trampled by the mob
of other rabid game designers who were, fortunately, seconds too late to stop
Our Hero.
So StarGrunt is a FMA System game, and the next step down in scale is FMA
Skirmish. There was also talk by some irresponsible elements that the medieval
variant would be Full Metal Codpiece, but fortunately that has tapered off
lately.
This is not to be confused with BDS, which is Bugs Don't Surf, wich is (so I
hear) going to be an aliens supplement for SG2. Eventually.