From: Evyn MacDude <infojunky@c...>
Date: Sat, 02 Apr 2005 20:02:01 +0100
Subject: SG2tweaks
> Laserlight wrote: > I'm also inclined to make fireteams, not squads, the maneuver unit for Really what is the difference?
From: Evyn MacDude <infojunky@c...>
Date: Sat, 02 Apr 2005 20:02:01 +0100
Subject: SG2tweaks
> Laserlight wrote: > I'm also inclined to make fireteams, not squads, the maneuver unit for Really what is the difference?
From: Laserlight <laserlight@q...>
Date: Sat, 2 Apr 2005 15:06:15 -0500
Subject: Re: SG2tweaks
> > I'm also inclined to make fireteams, not squads, the maneuver unit The main thing is that SG is an odd sized game. If you run a platoon using squads, you have 4-5 units, which is low for a wargame. Two platoons is just an odd size, and a company is too big unless you have several players and all day. OTOH, if you break a squad down into two or three fireteams, then you have 8-15 units in a platoon, which is about the right size. Further, most teams won't have more than one heavy weapon.
From: Evyn MacDude <infojunky@c...>
Date: Sun, 03 Apr 2005 21:54:42 +0100
Subject: Re: SG2tweaks
> Laserlight wrote: My what's the difference was more about how variable squad sizes are in the real world. I have seen squad refering to a few as 3 and as many as 16.
From: Allan Goodall <agoodall@a...>
Date: Tue, 05 Apr 2005 11:44:58 -0500
Subject: Re: SG2tweaks
The GZG Digest wrote on 4/3/2005 1:00 AM: > Date: Sat, 2 Apr 2005 14:07:13 -0600 > Allan, is your boardgame adaptation of SGII only for regular SG fans, I had two reasons for creating a board game SG2 (which I call Stargrunt-SL, "SL" stands for "Squad Leader", since you need some boards, like _Squad Leader_ or _Advanced Squad Leader_ boards, to play). One reason was to allow me to play SG2 in a smaller area. A large 8' by 4' table can be recreated on one or two ASL boards. The second reason was to allow players to learn the game and actually play it until such time as they had enough figures painted. So, it could work as an introduction to vacc-heads. Unfortunately (but fortunately for Jon) you need the main SG2 rulebook to play, and the board game bits are bolted on. It would be much easier to learn if the rules were all integrated into a single rule book. It does play faster than regular SG2. There's no measuring, just hex counting, and moving a unit involves picking up one or two counters instead of a bunch of figures and several counters.
From: Don M <dmaddox1@h...>
Date: Tue, 5 Apr 2005 12:12:02 -0500
Subject: Re: SG2tweaks
Allan, is your boardgame adaptation of SGII only for regular SG fans, or do you think it might be a good intro for vacc-heads? I had two reasons for creating a board game SG2 (which I call Stargrunt-SL, "SL" stands for "Squad Leader", since you need some boards, like _Squad Leader_ or _Advanced Squad Leader_ boards, to play). Allan, you know it wouldn't be too hard to do a hex map of some known starships, for boarding actions.........Keep the Vac heads happy.....)
From: Laserlight <laserlight@q...>
Date: Tue, 5 Apr 2005 13:35:25 -0400
Subject: Re: SG2tweaks
> One reason was to allow me to play SG2 in a smaller area. A large 8' by 4' table can be recreated on one or two ASL boards. I'd be interested, and I'm pretty sure there are (large) image files online of SG2 board, probably in a PBEM utility
From: Doug Evans <devans@n...>
Date: Tue, 5 Apr 2005 13:08:27 -0500
Subject: Re: SG2tweaks
*** By the way, please let me know if there's any interest in a board game implementation of SG2. You'd need your own boards (ASL or Squad Leader boards work well), but I've finished the rules. All that needs to be done is a tweaking of counter sheets. I have counter sheets suitable for humans, and for Phalons. *** The second reason was to allow players to learn the game and actually play it until such time as they had enough figures painted. So, it could work as an introduction to vacc-heads. ... It does play faster than regular SG2. There's no measuring, just hex counting, and moving a unit involves picking up one or two counters instead of a bunch of figures and several counters. *** Well, I've the books from SGII as well as DSII, but never got further than a couple of simple run-throughs and one SGII demo that Hobie tried several years ago. Certainly sounds like this might be a way for me to give it another go. As Chris pointed out, maps should be no problem, though a packrat like me has a bit of everything, including old SL boards. *old man shudders at the thought of diggin' in the basement, yet again* Are you planning on putting this on your site (or is it there and I'm too fumbly to find it?), or should I make this my formal request for a copy? Thanks, y'all! The_Beast
From: Allan Goodall <agoodall@a...>
Date: Wed, 06 Apr 2005 08:31:47 -0500
Subject: SG2tweaks
The GZG Digest wrote on 4/6/2005 1:00 AM: > Date: Tue, 5 Apr 2005 12:12:02 -0500 I'd have to tweak the rules a bit. I decided to go with Squad Leader boards because they are easy to come by (you can find them on eBay, and Multi Man Publishing sells them, plus a lot of guys already have some kicking around). I also decided to go with the same _scale_ as Squad Leader. This works out to about 40 metres per hex. Yes, I could have just done 1 hex = 1 SG2 inch and it would have been simpler, but part of the reason for SL boards was to use up less space. Even 1 hex = 2 SG2 inches would require a big playing area. So, I went with the SL scale. It works quite well, and means that you can pack a large SG2 battlefield, with units) in a very small space. (I did some playtesting in a hotel room in Texas.) Now, for the vacc heads I'd have to change the scale back to something approaching SG2's scale. At 1 hex = 40 metres, some ships would consist of a single row of hexes! That wouldn't be too bad. I'd need some ship designs to playtest it, of course, but it should be feasible.