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!)