SG2 for newbies

1 posts ยท Jan 26 2000

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:)