[SG2] Questions

13 posts ยท Jun 29 1999 to Mar 27 2001

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 29 Jun 1999 11:31:32 +1000

Subject: RE: [SG2] Questions

One reason the RFAC & other vehicle weapons are so poor against infantry, is
the fact it's an antivehicle weapon. Hitting a vehicle with a direct hit is a
lot easier than infantry, where you're more likely to try and hit them with
the shell fragments by firing at their feet (sort of like a very big grenade).
It may be a rapid fire autocannon, but the meaning is still relative. 2000
rounds of.50 cal is more likely to hit a grunt than 200 rounds of 2.00 cal
anti-tank rounds.

The SLAM from DS is sort of subsumed by off-table artillery, but when
you're converting it over for use in SG, give it a blast radius equal to 2x
class &
anti-armour artillery penetration (AT:d12x2, AP:d8).  The only problem
is, the direct fire rules don't work that well for SG in regard to this, so
you'll need to come to an arrangement with your local players, or use normal
artillery rules.

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly [CB]
Captain Nicolette O'Teen - RNMS Golden Spear [CB]
EBD Medusa

> -----Original Message-----

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

Date: 29 Dec 2000 07:53:55 -0800

Subject: Re: [SG2] Questions

> On Fri, 29 December 2000, FAIVRE Renaud TPC-SRD wrote:

> Some questions about SG2 rules :

And I have some answers!

> Reaction Fire :

Yes, it is. Reaction Fire takes up both actions of the unit doing it. Their
ent ire activation is used up. They can still be activated by the command
unit, tho ugh, through a Transfer Action. Remember, a Transfer Action is
really the comma nd unit's action, not the action of the squad receiving it.

So, yes, the command squad can do a communication roll and transfer an action
t o the squad that did Reaction Fire. That squad would then get a free
activation
.

> Non Penetrating Hit Vehicule

> the vehicule is Suppressed ?

Yes. Basically a failed confidence test means the crew THINKS the vehicle is
go ing to go on fire, explode, about to be shot at again and this time
destroyed, whatever. Even though a suppressed result means that everyone is
supposed to be pinned inside the vehicle, the failed confidence test means the
crew (and anyo ne else inside) makes a run for it.

> Aerospace Operations

Ground attack craft use the off-table support rules just like artillery.
But, i nstead of an artillery round coming onto the table, the aircraft itself
comes o n. This uses the Aerospace rules.

For instance, in the scenario I'm putting on my web site today, a ground
attack VTOL gunship comes on the board. It uses the Inbound Chart just like an
artill ery round, but when it gets to the board it is physically moved and
fired like a vehicle.

I suppose you could treat high altitude bombing like artillery. I would use
the "orbital artillery" (ortillery) rules for those.

> Sniper

Yes. If a sniper is hidden, he can use the special hidden sniper rules to move
to one of his other pre-arranged hiding places. But if he wants to move
anywher e other than that, he is placed on the table. He is then treated as a
regular i ndividual figure. He can be shot at and everything.

Allan Goodall - agoodall@canada.com
__________________________________________________________
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From - Wed Jan 03 11:05:43 2001
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I've got those on my homepage (see below).

> johncrim@voicenet.com wrote:

> Has anyone created a .gif or .jpg of the Fleetbook II systems yet?
I'm tryin g to get all
> of my ships written up and ready to go, and I need Phalon and Sa'Vasku

From: Brian Bell <bkb@b...>

Date: Tue, 2 Jan 2001 06:44:51 -0500

Subject: RE: [SG2] Questions

I accept this interpretation of the rules and withdraw my own (bowing to play
experience).

-----
Brian Bell bkb@beol.net
-----

> -----Original Message-----

From: FAIVRE Renaud TPC-SRD <renaud.faivre@f...>

Date: 04 Jan 2001 13:49:07 +0100

Subject: [SG2] Questions

G' Day

Rally On ly a command unit can make a rally test. Is ti possible for a command
unit to make a rally test on it self? In this case is it necessary to make a

communication test?

Regroupement Does it possible for two whole units to regroup in one single
unit? (If you have one unit of 5 men with leadership 1 and another unit of 5
men and leadership 3 you make a unit of 10 men and leadership 1. It's too easy
!! )

Detached Element A leader can give 2 actions at a detached element by a
success communication roll. Can you use one of the two actions of a unit to
carry out an action with the detached element of this unit?

From: Tony Francis <tony.francis@k...>

Date: Thu, 04 Jan 2001 14:12:48 +0000

Subject: Re: [SG2] Questions

> FAIVRE Renaud TPC-SRD wrote:
(If you
> have one unit of 5 men with leadership 1 and another unit of 5 men and

I don't have my rulebook to hand, so I'm not sure if this situation is
handled as an in-game action. However, I do remember that the campaign
rules deal with the issues of adding FNGs to an understrength unit and how to
determine the unit's new quality value.

If combining two units during a game, you could work out the new quality by
averaging that of the two squads, weighted by the number of survivors in each
squad. For example, if combining a unit of 3 above average troops (d10) with 5
below average troops (d6) the quality of the
combined unit would be ((3 * d10) + (5 * d6)) / (3 + 5) = 7.5, or d8.

As for selecting the leader of the combined unit, here's a few ideas:

The leader would be the more senior of the two squad leaders (not necessarily
the most competent). For example, if combining the platoon command squad (led
by a green lieutenant straight out of the Academy,
leader-3) with the remains of the platoon sergeant's squad (grizzled
veteran, leader-1) the platoon commander would hold sway even though the
platoon sergeant is the better leader.

If combining two equal status squads (ie the other two squads in this platoon)
the likelihood is that the more competent leader of the two would take over.

If squad A has lost its leader and is currently being led by the 2-IC,
if it combines with squad B whose leader is still alive then the leader of the
combined group would be that of squad B.

If squad C (leader-1) and squad D (leader-2) combine, squad C's leader
would take over. However, if he buys the farm then the natural successor would
be squad D's leader who would automatically take command without recourse to
the process for selecting a replacement squad leader outlined in the rulebook.

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

Date: 4 Jan 2001 11:21:19 -0800

Subject: Re: [SG2] Questions

> On Thu, 04 January 2001, FAIVRE Renaud TPC-SRD wrote:

> G' Day

Hi, there.

This is interesting. Your questions are getting harder to answer! *L* I don't
have the rulebook with me, so this is from memory. I'll correct anything later
when I have the rulebook in front of me.

> Rally

That's a good question. I've rarely run into a situation where a command unit
becomes demoralized, because the command unit is usually kept someplace
reasonably safe.

I would say that, based on the rules, your command unit can not self rally. If
it drops in Confidence Levels, you are stuck for the rest of the scenario.
Likewise, if a command unit is eliminated you can no longer transfer actions.

Now this would be a good place for a house rule. In my American Civil War
rules for Stargrunt I do allow the replacement of a command unit by another
unit. This could be done in regular Stargrunt games.

As for rallying a command unit, you could always create the next level up
commander that is off the board. For instance, if you have a platoon on the
table top you can have a company commander off the table. Then, the company
commander can do a rally on the command unit. In this case, I would probably
add a Threat Level modifier and this would count as the command unit's entire
action. Note that this is a house rule! And one that I made up off the top of
my head. As the rules stand, a command unit can not rally.

Check the rules on independent figures, though. There may be something there
about them being able to Rally.

> Regroupement
(If you
> have one unit of 5 men with leadership 1 and another unit of 5 men and

> leadership 3 you make a unit of 10 men and leadership 1. It's too

I believe it is possible for two units to regroup. The rules are on page 17. I
can't remember how the leadership value and quality is determined. I think
it's based on the largest element, but don't quote me. This may seem too
"easy" but remember that regrouping essentially removes two actions since
you've gone from two squads to one.

> Detached Element

Here's how detached units work.

A detached unit is created with a Reorganise Action. The detached part of the
unit gets a "detached" marker. It is still considered part of the unit,
though. The squad leader stays with the part of the squad that was NOT
detached.

When the unit is activated, it gets two actions. Or, rather, the leader gets
two actions. This is the key to the game. Squads never get actions. Squad
leaders get the actions. They can make their guys move (and move with them) or
fire, or they can do things on their own.

The leader has two actions. He can use those two actions to make the guys in
the part of the squad that didn't detach do stuff. This could be move, fire,
what have you.

If he wants the guys in the detached part of the squad to do stuff, he has to
transfer an action to those guys. This requires a communication roll. The
detached elements of the squad now get two actions.

That leaves the squad leader with one action left. That action can ONLY be
used on the guys in the main part of the squad. So, they can only do one
action.

In summary, if a squad is detached it has a main part and a detached part. The
main part has 2 actions, the detached part gets NO actions! But, the squad
leader can use up one of the main group's actions to do a Transfer Action to
the detached group. If successful, the detached part gets two actions.

> Hidden Units

> concealed from ennemy reconnaissance.

Yes. For instance, you could have a huge clearing and put a hidden marker in
the middle of the clearing. It isn't in cover or terrain or anything, but the
enemy can't see it. It is hidden as long as the enemy
can't get a clear line-of-sight to it.

From: FAIVRE Renaud TPC-SRD <renaud.faivre@f...>

Date: 26 Mar 2001 12:02:50 +0200

Subject: [SG2] Questions

Hello!!

* A command Unit uses one action to Transfer actions to a non-activated
squad. The communication test is OK and the squad make 2 actions directly.
Does the squad is now considered Activated or already Non-Activated ?
(Can the squad use its normal activation during this turn?)

* Casualties A squad with 8 men. 6 OK and 2 wounded. During the turn an ennemy
squad shoot at this unit and make two new casualties. Do you use a D6 for
determining the 2 figures wounded or do you use a D8?

Bye

From: Frits Kuijlman <frits@k...>

Date: Mon, 26 Mar 2001 14:32:03 +0200

Subject: Re: [SG2] Questions

> FAIVRE Renaud TPC-SRD wrote:

> Hello !!
Hello too:-)
> * A command Unit uses one action to Transfer actions to a
(Can the
> squad use its normal activation during this turn ?)
The squad can still use its normal activation.

> * Casualties
A D8. The wounded guys can still get more wounded/dead. Unless they are
behind some cover and the rest of the squad isn't, or the rest of the squad is
in front of the wounded. You should use some discretion here.

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

Date: Mon, 26 Mar 2001 22:33:34 -0500

Subject: Re: [SG2] Questions

On 26 Mar 2001 12:02:50 +0200, FAIVRE Renaud TPC-SRD
> <renaud.faivre@francetelecom.com> wrote:

> * A command Unit uses one action to Transfer actions to a non-activated
(Can the
> squad use its normal activation during this turn ?)

The command squad is the one that was activated. The squad that receives the
transferred action is NOT activated. So, if it hasn't been activated yet in
its turn, it can still use it's own activation later on.

> * Casualties

You use D8. A second wound kills a figure that is already wounded. A wounded
figure is a burden, and if left behind it affects the morale of the unit.
Fortunately, it can also soak up casualties.

So, you would roll D8. If, say, one of the casualties turns out to be a
wounded guy, he's dead. You don't count dead figures, just wounded.

From: Andy Cowell <andy@c...>

Date: Mon, 26 Mar 2001 22:12:28 -0600

Subject: Re: [SG2] Questions

In message <va20ct8jrvobnnib7jlee3lqqae0gq6eo5@4ax.com>, Allan Goodall writes:
> A wounded figure is a burden, and if left behind it affects the

From: Jaime Tiampo <fugu@s...>

Date: Mon, 26 Mar 2001 20:28:34 -0800

Subject: Re: [SG2] Questions

> Andy Cowell wrote:

And once dead they don't effect moral for movement. I'd rather a dead trooper
then one with a flesh wound.

> Damn, you Canadians are COLD. ;)

It's the weather I tell ya! I mean the temp drops 30 degrees when you cross
over the boarder to up here:)

From: Derk Groeneveld <derk@c...>

Date: Tue, 27 Mar 2001 09:27:40 +0200 (CEST)

Subject: Re: [SG2] Questions

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> On Mon, 26 Mar 2001, Allan Goodall wrote:

> So, you would roll D8. If, say, one of the casualties turns out to be

bastard should have known better than to keep breathing, anyway!

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

Date: Tue, 27 Mar 2001 11:58:43 EST

Subject: Re: [SG2] Questions

> On Mon, 26 Mar 2001 22:12:28 -0600 Andy Cowell <andy@cowell.org> writes:

It's something to do with the two seasons they have - Winter and August
<grin>.