SG2 Rules and such, was Re: SG2 Question for WH40K Players

3 posts ยท Mar 16 1998 to Mar 16 1998

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

Date: Mon, 16 Mar 1998 13:21:38 -0500

Subject: SG2 Rules and such, was Re: SG2 Question for WH40K Players

> In message <350D3139.8DB6910F@avs.com>, Andy Skinner writes:

Make something up. Give 'em d10 armor but not double their CC scores
if that makes them more 40k-ish.  Sorry, don't know too much about how
they should perform, but not everything will fit neatly into SG2 rules, I'm
sure, so feel free to bend them.

> for it. The Space Marines were having trouble getting rid of

PA guys are incredible, but they are not gods. In my last game I ran, the
Heavy PA got stuck at the edge of some woods. Between some light artillery and
one small arms squad being activated twice each turn, they
could _not_ get  unsuppressed long enough to do anything.  The other
squad slaughtered this small arms platoon leader's squad in CC, but was left
in the crossfire of three small arms groups that proceeded to destroy it next
turn.

Question: what is the effect of the loss of command elements in SG2? Not squad
leaders, but platoon and company leaders and such?

> 1) The battlefield just looks neat at that scale. :-)

I agree. I like it when the figure scale is close to the ground scale. I play
with 15mm myself.

> 2) "The rules seem needlessly complex." I think this idea went away

I always warn new players that, despite how complicated the rules look at
first, they make sense and are easy to internalize quickly.

> 4) While playing Necromunda, we were talking about leaders being the

That is your leaders real power, that he can activate squads and rally troops.
Necromunda is fun, but you're talking apples and oranges
here...
or maybe comic books and gritty fiction.:)

<---<*** Insert whine for skirmish level SG2 rules here. ***>--->

> 5) I think it was pretty clear that morale, leadership, and troop

Yup. I think Leadership is the most important. That, and accurate, quick
ortillery with a 12" blast radius! (stressing ACCURATE!)

From: Andy Skinner <askinner@a...>

Date: Mon, 16 Mar 1998 13:45:11 -0500

Subject: Re: SG2 Rules and such, was Re: SG2 Question for WH40K Players

> Andy Cowell wrote:

For me, they've only got to perform as makes sense to me, since I don't know
the details of what GW thinks they can do, either. I guess I'd give them some
sort of bonus in close combat, but either a die shift or
just +1 instead of doubling their die.  I usually try to restrain my
tendency to rules-hacking until after I'm a bit more familiar with the
rules.  :-)  But I already like the fact that I don't have to
recalculate point values if I make something a little worse or better than
what the regular rules say, just reassess what they're good for when trying to
balance a fight.

> > 1) The battlefield just looks neat at that scale. :-)

I did switch to cm, so there is still some discrepancy. Let's see, figure
scale changed from 25mm to 6mm, and ground scale from 1" (2.4
cm?) to 1 cm.  6/25 is .24, and 1/2.4 is .42, so my ground to figure
scale ratio went down a little less than half. That sound right? I could stick
to inches, but I really like the little field.

> > 4) While playing Necromunda, we were talking about leaders being the

I held off making the point about leaders until we were in the SGII game. But
I agree that Necromunda isn't intended to work in the same way.

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Mon, 16 Mar 1998 14:45:18 -0500

Subject: Re: SG2 Rules and such, was Re: SG2 Question for WH40K Players

Andy spake thusly upon matters weighty:

> Question: what is the effect of the loss of command elements in SG2?

Formally, probably nothing. I'd think it should force a confidence test with
some sort of TL for all subunits.

 Tom