SG2 lessons

4 posts ยท Jan 19 2001 to Jan 22 2001

From: Barclay, Tom <tomb@b...>

Date: Fri, 19 Jan 2001 13:09:55 -0500

Subject: SG2 lessons

Mark L. said:

Lessons learned: Morale is surprisingly unimportant in SG2. Out of 13 units (8
CO and 5 ST), only 2 went to broken or worse, and only another 1 or 2 went to
SH.

[Tomb] The one thing that SG2 does poorly is deal with the situation of
gradually increasing casualties - nowhere is there a persistent modifier
for casualties previously taken. Additionally, in few games would we be
comfortable with the realities of many conflicts - we like to play. In
real
life, a lot of warfare is about morale. It is a hard to model thing -
sometimes men will fight to the bitter end, other times, a single casualty can
stop a platoon. Real casualty counds in excess of 10% are pretty stiff.
Taking 50% or more casualties, not uncommon in normal by-the-book SG2
games, can absolutely destroy a unit in the real world. The one thing SG2 does
have going is a good mechanic in the form of mission motivation levels. What
it needs is persistence of casualties as a factor in morale. Allan has taken a
reasonable cut at fixing the shortcomings in the system - not the only
approach, but a reasonable one.

Suppression is amazingly important in SG2. There were 2 or 3 turns when no one
could shake suppression counters fast enough to move.

[Tomb] Having lost entire squads at GZG ECC-I to Minbari power armour as
a consequence of suppressions, I have to agree. But this is one of the
strengths of the system. In real life, suppression and pinning are key parts
of manouvre warfare. Killing someone is good, but suppressing can often let
you set them up for the kill, or let you accomplish other mission objectives.

Don't use crappy troops or leaders to go into position in open terrain. I had
a Reg 3 fail the test 4 times, the rat bastard.

[Tomb] I must admit I find some bits of this rule rather questionable.
Going
in-position is something most soldiers are trained for. It really
doesn't take that much to get a squad to go to ground and find good cover.
Heck, most infanteers do this as second instinct. Digging slit trenches, shell
scrapes, or just piling up rocks and other debris for cover is not that much
more involved. Now, I can see a roll for it the FIRST time you try it, after
that I think (if you're still trying in the same spot), it should be
automatic. Eventualy your guys will get dug in and settled. Something tells
me a Vet-3 might blow this test a few times, even though that is utterly
unreflective of the quality of the force...

Close combats are very decisive, but final defensive fire can make your day
suck.

[Tomb] And of course, one of the shortcomings here is no "weight in
numbers" advantage for an attacker. One good roll for the defender on a big
die type and the attackers (even if they number 10:1) might as well just stay
home. Myself, I give negative die shifts to the side that has a numerical
inferiority. 1:1 is no shifts, 2:1 gives a negative shift to the smaller
force, 3:1 gives two negative shifts. I don't go any further. Numbers only
add up so far... and this isn't strictly hand to hand - it is close
range gunfire, hand grenades, bayonets, the whole shebang.

From: Beth Fulton <beth.fulton@m...>

Date: Mon, 22 Jan 2001 10:05:33 +1100

Subject: Re: SG2 lessons

G'day guys,

Mark learned:
> Morale is surprisingly unimportant in SG2.

> Tomb] The one thing that SG2 does

We played a few games of SG over the weekend trying out different ideas for
this, and in the end we think Allan's idea of taking the tougher test
(i.e.
the +4/+3/+1 rather than the +2/+1/NTR) once you've reached half your
initial strength (regardless of the number taken in this particular event)
does a fine job of fixing the problem. Under this system we finally started
seeing squads break and route, though
you still got to see the odd unit stand against the odds - the fact it
was a group of my fanatically nuns just seemed to fit the script;)

Cheers

Beth

From: Glenn M Wilson <triphibious@j...>

Date: Sun, 21 Jan 2001 18:52:15 EST

Subject: Re: SG2 lessons

On Mon, 22 Jan 2001 10:05:33 +1100 Beth Fulton
> <beth.fulton@marine.csiro.au> writes:
<snip>

> Under this system we finally started seeing squads break and route,

I am woman, hear my MG roar!

Sorry. Well, that's not true, I just yielded to temptation...

From: David Reeves <davidar@n...>

Date: Mon, 22 Jan 2001 10:09:06 -0500

Subject: re: Re: SG2 lessons

> Date: Mon, 22 Jan 2001 10:05:33 +1100

Beth,

you know those nuns are starting a baaadddd habit.   ;)

couldn't resist that on a Monday....