SG2tweaks

8 posts ยท Apr 2 2005 to Apr 6 2005

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.