SG2 ideas

3 posts ยท Jan 22 2001 to Jan 23 2001

From: thurvin <thurvin@n...>

Date: Sun, 21 Jan 2001 18:22:40 -0600

Subject: SG2 ideas

I have some ideas that flashed in my head.(Be Afraid, be very afraid)

1. At 1/4, 1/2 and 3/4 strength of original strength make a Reaction
Test at
+1 or it must lower the motivation of the unit. More bookkeeping, I
know. When the unit reaches below low, it must back at least one Confidence at
turn when in enemy contact. 2. Another idea, is use Suppression
Markers(previous only) as modifier for
Confidence Test. Three markers, a +3 modifiers. It would make those unit
caught in a crossfire think twice. Power Armour might ignore this part. 3.
Platoon Morale. Anytime a squad on the field is Broken, Routed or Eliminated
All the other squad in THAT platoon must make a Confidence Test at
+1/+0/NA.
I have not tried any of them. Comments? Rick.

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From: mark.langsdorf@a...

Date: Mon, 22 Jan 2001 16:33:40 -0600

Subject: RE: SG2 ideas

> 1. At 1/4, 1/2 and 3/4 strength of original strength make a

This seems like a bad idea. The important mission should
still be important after taking a lot of casualties - the squad
might not CARE anymore, but the mission is still important.

> 2. Another idea, is use Suppression Markers(previous only) as

I'd have to try that, but my initial reaction is yowza! Units will certainly
fall to pieces a bit faster, especially if you pin them with rifle fire and
then drop artillery on them. If you implement this, I'd say Power armor should
be just as vulnerable. Suppressed is suppressed.

> 3. Platoon Morale. Anytime a squad on the field is Broken,

I've been thinking about something like this, for possible use in larger
(company level) games. I'd say that every time a squad goes to BROKEN, ROUTED,
or gets eliminated, all other squads in the platoon take a Confidence test as
though they'd suffered casualties. If other squads in the platoon are ROUTED
or eliminated, they count as untreated wounded for all Confidence tests that
every squad in the platoon has to take. Similarly, calculate average morale
for each platoon in a company, and whenever a platoon becomes BROKEN, routed,
or eliminated, all squads in all platoons in the company have to take the
appropriate tests.
        It would add a lot of dice-rolling, which is bad,
but it would make it possible for companies to start break as their elements
routed or died. Anything which increases the effects of morale in SG2 is okay
by my book.

From: Allan Goodall <agoodall@a...>

Date: Mon, 22 Jan 2001 22:25:44 -0500

Subject: Re: SG2 ideas

On Sun, 21 Jan 2001 18:22:40 -0600, "thurvin" <thurvin@netzero.net>
wrote:

> 1. At 1/4, 1/2 and 3/4 strength of original strength make a Reaction

I had something like this, but have since modified it.

First, my modifications only get really nast until 1/2 or more is lost,
and they stay nasty for every new casualty. Second, the modifier is based on
the troop motivation.

You can see mine at http://www.vex.net/~agoodall/sg2.htm

> 2. Another idea, is use Suppression Markers(previous only) as modifier

I thought of this, but suppression is already nasty in its own right, and it's
a different effect. It's very temporary. Once suppression fire is eliminated,
troop morale is pretty much back to normal.

> 3. Platoon Morale. Anytime a squad on the field is Broken, Routed or

Platoon morale has merit. I haven't tried it, but the number of rolls is
pretty extensive. I'm not sure it's that much of a necessity. Usually if a
platoon starts losing figures it's because squads are taking fire. If you
start having squads safely out of harm's way taking casualties, then I think
you'll eliminate any chance of reserve units coming up to help.

Funny enough, the couple of times I played DS2 I thought company morale was
needed. I'm not as sold on it for SG2, though. I'd have to think about it. To
be honest, once you make squad morale nastier you'll find that platoon morale
is less important.