From: Thomas Barclay <Thomas.Barclay@s...>
Date: Fri, 12 Oct 2001 00:32:43 -0400
Subject: [SG2] Game size
Jaime T was curious about how big the average SG2 game is.... My biggest to date (Grey Day, for those of you who recall it, from which the famous Ted quote arose "We stopped playing because the figures got tired...."), was on a 19.5 x 8' (at the widest, tapering to 2') sort of triangular board and probably featured about 100 KV plus 8 or so vehicles on the one side plus ortillery versus about 140 or so humans plus about 5 or 6 vehicles on the other. That took 12 hours and could have probably run another 4 to finish. That's not average though. Our last battle, that ran about 6-7 hours with jawing and meandering and humming and hawing was two platoons of NAC (about 32 each) and two sections of auxilliaries (10 NSL Pathfinders and 7 Ghurkas) attacking a platoon of ESU with some mines in a village at a crossroads. Most of the Con events I've run have been either 8 hour slots with each side consisting of about two - three platoons (my platoons tend to be 35-40 strong) versus about the same on the other side (or if they are in defenses, maybe 2 platoons) or 4 hour slots with each side having a platoon plus maybe an attached vehicle or two and a specialist team (sniper/EW). One game I recall had an OUDF force (platoon in damaged APCs) fleeing from a pursuing PAU platoon and a cutoff force (Platoon of FSE with two jeeps and a hovertank). It took about 4-5 hours. Another one was an NSL assault on a NAC PDC built under a temple ruin. The NAC had about a platoon plus some heavy PA (Gears) and a couple of jeeps. The attackers had about three platoons of infantry. That took about 4-5 hours. To get in under the 4 hour barrier, you need to keep the force sizes down. We played one where one side was two 4 man elite SF units with "war criminals" who were trying to escape across the board and through the DMZ at the far side so the war criminals could be tried for "ethnic cleansing" crimes. The pursuers were a 4 squad platoon of local troops. That only ran about 3-4 hours. That should give you some idea. I'm fortunate in that where we usually play, we usually start setup around 10 am Saturday (on a 10x6 board) and end up cleaning up sometime late in the evening or early in the morning after we've went out for lunch, went out for dinner and some beer, etc. and played through the interim periods. I tend to (as someone else on the list mentioned) view the game as a key social vector and the socializing is as important as the game (which means that we don't get hung up on rules calls - we do what is the most "realistic feeling" to us... have a brief conversation and come to consensus - which helps string the games out too sometimes...). If you're trying to fit a game inside 4 hours, I find that avoiding hidden units, EW, artillery, snipers, mines, and working on a smaller board all tend to help. I also find that if you keep booting the players along gently (need to do this at conventions... strangely many wargamers seem to make indecision a mainstay....), that tends to shave about 15%-25% off total game time. When rec gaming, we never bother with this and sometimes a turn halts for a 30 minute discussion of the correct use of a mixed minefield (channelizing into kill zones versus blocking retreats, etc)..... Tomb.