Scenario idea - new

10 posts ยท Mar 2 2000 to Mar 2 2000

From: Bren Mayhugh <jygro@h...>

Date: Thu, 02 Mar 2000 12:35:25 EST

Subject: Scenario idea - new

Having 11 hours to drive from EEC and talking with Michael Sarno, I came up
with a combined SG II and FT game based in Star Wars movies. Hopefully, you
will have some ideas and flames for this. I haven't decided if I am going to
do it exactly like Start Wars or just take the idea from it. Now the
scenario...

In Return of the Jedi, the Rebels attack the unfinished (but fully functional)
death star. The key to the whole attack is the deactivation of the Energy
shield surrounding the station from the planet below. So, the

idea for the game is to have two tables running next to each other. The

first is the space battle and the second is the battle on Endor. For the

space battle to make it to the next stage (aka destorying the space station)
the force on the planet has to get into the base and blow it up. Then the fun
begins as the fighters move through the vents to hit the main power generator.

What do you think? It will be done either at the same time or the SG II first
and the FT second (keeping track which turn the shield goes down).

From: Indy Kochte <kochte@s...>

Date: Thu, 02 Mar 2000 12:45:25 -0500

Subject: Re: Scenario idea - new

> Bren Mayhugh wrote:
Hopefully, you
> will have some ideas and flames for this.

No flames, just a gut response.:) (all I have time for at the moment)

> I haven't decided if I am going to
The
> first is the space battle and the second is the battle on Endor. For

AY yi yi...and I thought running 'A Grey Day' was a logistical nightmare!
;-)

Good luck implementing this - get a second person to help you GM it!

Mk

From: Tom McCarthy <tmcarth@f...>

Date: Thu, 2 Mar 2000 12:47:42 -0500

Subject: Re: Scenario idea - new

I like it, but I wouldn't make the generator-destroyed turn map exactly
to the FT turn; though early destruction should be rewarded, the FT game
should still have an element of the unknown in which turn the shield goes
down.

From: Ted Arlauskas <ted@n...>

Date: Thu, 02 Mar 2000 10:15:14 -0800

Subject: RE: Scenario idea - new

> In Return of the Jedi, the Rebels attack the unfinished (but fully
The
> first is the space battle and the second is the battle on Endor. For

> generator.

Bren - I love it!  This gives me an excuse to finish paining up my
stormtroopers. Email me before the game so I can lend you some Rebel scum and
a couple of squads of the Emperor's Finest.

From: Thomas Pope <tpope@c...>

Date: Thu, 02 Mar 2000 13:15:23 -0500

Subject: Re: Scenario idea - new

> "Tom.McCarthy" wrote:

...another option would be to run them at the same time. First run a single SG
turn, then switch tables to a FT turn. The FT turn after the generator is
destroyed is when the shield goes down. That way you have the same players
trying to balance their FT attacks with when they think they'll be able to
destroy the generator.

Kind of cumbersome, but it could be fun...

Tom

From: Brian Bell <bkb@b...>

Date: Thu, 2 Mar 2000 13:19:09 -0500

Subject: RE: Scenario idea - new

Good points both.

Yes, have one referee for the SG2 and one for the FT board. Syncronise the
turns (i.e. the FT game may not move to the next turn until the SG2 game turn
has completed). I think that the standard turn conversion
is 3-5 SG turns to 1 FT turn. This is quite a disadvantage, as SG turns
tend to be longer in Real Time than FT turns. Expect the FT group to wait on
the SG group ALOT! If you use the same players for both boards, this is no
problem, but the
game will run L-O-N-G!!! Also, you will want to alternate or randomize
if the FT game or the SG2 game turns will run first. I would suggest that you
keep the forces small, to decrease turn length.

While the moons of Endor does not work well with DS2, the battle for Hoth
does. Perhaps it would be better to provide a scenario based on an alternate
timeline when the first Deathstar was not destroyed. The rebels retreated to
Hoth. Now the Deathstar has followed. The rebels would have to destroy the
landing imperial forces and defeat the Deathstar before it can attack (set
number of turns or game time limit). DS2 has the advantage of having a 1:1
turn ratio with FT (about 15 game minutes per turn) [and thus less waiting on
the other table].

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
[quoted original message omitted]

From: Michael Sarno <msarno@p...>

Date: Thu, 02 Mar 2000 13:30:57 -0500

Subject: Re: Scenario idea - new

> "Tom.McCarthy" wrote:

> I like it, but I wouldn't make the generator-destroyed turn map

Bren, Great idea. I agree with Tom's point above. You should run this at two
seperate times, just because it's logistical nightmare otherwise. After you've
established a relative time for the shields to be down, as established in the
SGII game, you can add a little fudge factor to determine the turn in which
the shields drop in the FT game. Again, that's a great idea for a combined
scenario. Keep'em coming!

-Mike

From: Michael Sarno <msarno@p...>

Date: Thu, 02 Mar 2000 13:38:54 -0500

Subject: Re: Scenario idea - new

> "Bell, Brian K" wrote:

> Yes, have one referee for the SG2 and one for the FT board.

I think this is as good an argument as any to run these game seperately and
add the fudge factor to determine when the shields drop for the FT game.
 But
feel free to attempt this scenario as the bastard son of "Carter Island" and
"Grey Day." <g>

> While the moons of Endor does not work well with DS2, the battle for

    I had thought about the DSII cross-over, but didn't see the
potential for Endor. Brian's idea for shifting this battle to Hoth isn't bad.
You could always make up another planet and have a base that is smaller than
the Deathstar being protected by a shield that is projected from the planet.
That way, you could use whatever terrain you wanted. If you do decide on the
snow terrain, you know I'll have it along for Ord Sarno, so feel free to
borrow as much of it as you want after the pod race. <g>

-Mike

From: Brian Bell <bkb@b...>

Date: Thu, 2 Mar 2000 14:03:29 -0500

Subject: RE: Scenario idea - new

Of course if you ran the SG game first, the exact turn would be determined
when the shields go down (if they go down). Divide the turn number by 3. This
is the FT turn when the shields go down.

If the Deathstar manages to destroy the planet, announce to the SG players
that they lost anyway (after the FT game) due to the Vac-Heads.

If the SG players do not manage to take out the shield generator, mark how
many turns it took to give up the attack (or when they were destroyed).
Hopefully, some commander of the ground forces will remember to use a
communications action to let the Space Forces know that they failed. Divide
the turns by 3. Then on that FT turn let the Rebel FT players know that the
Ground-Slugs failed. Their new goal is to escape with as many fighters
and ships as possible.

Anyway, it will be fun to see all of the 25mm (10mm?) teddy bears on the
board.

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----
After
> you've

From: Michael Sarno <msarno@p...>

Date: Thu, 02 Mar 2000 16:43:09 -0500

Subject: Re: Scenario idea - new

> "Bell, Brian K" wrote:

> Of course if you ran the SG game first, the exact turn would be

This just doesn't seem like a satisfying way to handle the combined game
concept. You get into the situation where the players will know if the shield
is going to come down or not, and when it it will occur. No doubt you need to
run the SG game first, to establish a "winner" on the ground. But this doesn't
need to provide the actual turn when the shield goes down. It could merely
supply the modifier to die roll that will secretly determine when the shields
will go down. That way, no matter what the result of the SG game, you still
have a chance to have a good FT game. Here's how I'd handle the combined game.
I'd run the SG game and note the turn when the shield generator was disabled.
I'd also score victory points as I would in any other SG game. I'd set up the
scenario so that, with good tactics, you could disable the shields on turn 6.
Figuring that, I'd subtract 6 from the number of turns it actually took the
ground forces to disbale the shield generator to create value X. I would allow
X to be less than 1 or greater than 7. Then I'd roll 1d6 and add X to
determine the round in which the shields come down in the FT game. That way,
you're guaranteed to have a game where the shields come down and the FT
attackers can win, even if the SG attackers failed.

Based on playtests of the scenario, you could modify the "average" number
which you subtract from the total number of turns it takes the SG attackers to
get the shield generator. However, this method as written will provide a good
spread for the shields to drop: anywhere from turn 2 to turn 13. If playtests
of the FT game show that it would take to long to run 14 turns, you might have
the shields drop no later than turn 10, for example. At any rate, I think the
keys to making this combined scenario work are to allow a win, or a lose, no
matter what happens in the other game; and to playtest the scenario to make
sure you have reasonable expectations on achieving goals and time limits.

-Mike