[SG2][DS2] battalion or regimental level meta-game [LONG]

1 posts ยท Jan 16 2001

From: mark.langsdorf@a...

Date: Tue, 16 Jan 2001 10:03:36 -0600

Subject: RE: [SG2][DS2] battalion or regimental level meta-game [LONG]

> Musing away, I was, about how nice it would be to have

I was going to go through your suggestions and offer advice, but my current
thoughts are so different that yours that it just came to me saying, "No, I
don't think that's a good idea" a lot so I decided not to. Instead, I'm going
to answer your questions.

My current thinking on this subject is strongly influenced by Dream Pod 9's
"Lightning Strike" which features a very abstracted campaign system. You have
a fleet, which can be divided into one or more elements (such as the assault
fleet and logistics, etc) and each element assigned to a front. Once on the
front, you assign the element a mission (raid, assault, defend). Your opponent
does the same thing with his elements, and you compare the missions and look
up on a chart to find the scenario. It works okay, though I think it can be
expanded a bit.

So I think the game (I'm basing this on SG2) should be conducted by each
player having a battalion or so and a home base, and the goal is to keep your
own home base and capture the other (capture the flag, basically). In between
the two bases are several dozen areas, each about 5 km across. Each turn (day)
you group your forces and assign missions to them. A group can't be smaller
than a platoon (less casualties, of course!) and each group must be inside a
single area, though multiple groups can be in the same area with different
missions. The missions are organized into offensive and defensive, passive and
aggressive, and concentrated and dispersed types. (Passive and aggressive
refers to avoiding or seeking contact with enemy forces, while concentration
and dispersion refer to how close the elements of your group are to each
other. An assault would an offensive, aggressive, and concentrated mission,
while an infiltration would be offensive, passive, and dispersed). If your
opponent has any groups in the same area, your compare your group's mission
with his, and that generates the scenario. The scenarios will be weighted
based on mission
choices - a concentrated assault works better against dispersed
patrols, while a raid might work better against a concentrated defense.
        I would mostly resolve combat on the SG2 tabletop - if
there are too many company or battalion level engagements, shift up a level to
DS2. As far as logistics go, I guess each mission should have a "fatigue"
rating, and it's up the player to decide when his units are too tired and pull
them back for rest and recovery. I'd mostly abstract logistics, though I
suppose enemy units should be able to block supply lines

All this has been bouncing around in my head for a bit, and only a little has
been written down before now. If anyone thinks any of this is interesting and
wants to help iron out the details, or wants my help in ironing out their
details, please contact me.