From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 26 Jan 2000 11:22:15 -0500
Subject: SG2 for newbies
I'd like to concur with a few previous suggestion: 1) don't pick rules you aren't familiar with 2) the reference card is good 3) Squad cards are *essential* 4) Let me reiterate: Squad cards are *essential* I found that if I had a well layed out squad card, and mine include Unit ID/Parent Unit Leadership/Quality Comms/EW/Armour/Sensor qualities # men in unit initially start morale/fatigue level fire combat charts (covers all weapons unit has and includes range bands, impact dice, firepower and any other special rules for each weapon plus has squad summaries (as in "Squad Fire (rifles)") action options (lists all actions with brief descriptions) morale triggers and test levels movement for that unit in various terrains All of this fits, in 10 or 12 point sizes, on a 5x7 manilla card. And so one can quickly reference just about anything for a unit. It takes a bunch of work to set these up ahead of time, but makes for a smooth, easy to run game even with new players. I've run SG2 numerous times for friends new to the game, plus i've now run it twice at our local convention - one scenario featured two platoons (OU+UN) with vehicles and VTOLS attacking two platoons (LLAR and NSL) and another featured two platoons skirmishing trying to recover "spy plane" wreckage (which turned out to belong to neither of them - it was occupied by referee run Kravak). Both were well received. And if you find a certain aspect of the rules is missing from the QR, you can write your own. Then you *know* where to find stuff:)