[SG] Converting the ASLers

1 posts ยท Dec 3 2002

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

Date: Tue, 3 Dec 2002 03:45:38 -0500

Subject: [SG] Converting the ASLers

I think the mechanics you want to get across in the first game:
        - range bands
        - opposed rolls
        - the impact of troop quality and leadership
        - command reactivations
        - suppression

These basic mechanics are some of the strengths of the system. So if you're
going to assign two players to a side, and 4 squads each, I'd consider making
one of the squads a command squad just to let each player get some
reactivations.

Also, you do start with better material than most conversions start with (GW
munchkins). These guys might actually have heard of suppression and weapon
ranges longer than a single movement. So they might not try the mad dash to
close combat like the Orcshop crowds (which fails badly in SG....).

Good luck. And tell them we're always happy to have new folks in the fold, and
there are some WW2 conversions kicking about and more people to tinker with
them are always welcome
:)

Tomb