SGII

6 posts ยท May 21 1997 to Jan 25 2000

From: Jerry McVicker <gmcvicke@w...>

Date: Wed, 21 May 1997 08:17:31 -0400

Subject: SGII

Can anyone tell me if a vehicle can overrun an infantry squad in Stargrunt II?
We played a game a couple of nights ago. One of the players was retreating a
squad across open ground, the other player, during his activation, wanted to
combat move a tank and move through the squads position. I came to realize
that the SGII rules didn't cover this situation at all. Part of the second
players victory conditions were to get his tanks and APC across the board, so
I could understand why he might want to do this. I handled it this way, I had
the squad take a confidence test with the following threat level...Low 1 Med 2
High 3 and then I labeled the squad "disorganized". I made the squads player
use an activation to reorganize the squad before they could do anything else.
Perhaps I should have caused panic? Perhaps they should have taken casualties?
I'm not sure, since Jon seems to have missed this in the rules. Any input
would be greatly appreciated.

From: Jerry McVicker <gmcvicke@w...>

Date: Wed, 21 May 1997 12:58:53 -0400

Subject: Re: SGII

> Can anyone tell me if a vehicle can overrun an infantry squad in

From: Owen Glover <oglover@b...>

Date: Wed, 21 May 1997 17:59:10 -0400

Subject: RE: SGII

I like the idea of panic. If you have ever had to sit on the ground with a
troop of APC's (let alone tanks) rumbling towards you... it's a bigger
adrenalin surge than any bungy jump. And at night this is REALLY
scary!!!

But the actual overrun? Well consider the scale; 1 inch = 10 m. Most
AFVs are around 4-8 m wide and the games troop base size is a 10 m diam
circle. So really the liklihood of any more than one troopie being hit is very
small!

> ----------

From: Jerry McVicker <gmcvicke@w...>

Date: Wed, 21 May 1997 18:50:40 -0400

Subject: RE: SGII

> At 07:59 AM 5/22/97 +1000, you wrote:

I was at an army training session one time, base visitor, and the armored
vehicles just driving around the grounds were a little unnerving. I couldn't
imagine having a fire spewing, rumbling armored vehicle driving through my
squads position.

> But the actual overrun? Well consider the scale; 1 inch = 10 m. Most

I agree. Causing Casualties seems a bit harsh. I like the idea of panic as
well, but the "panic" roll seems to be in place for "inexperienced troops. I
guess you could roll it for any of them.

> ----------

From: eackerma@v... (Eric Ackermann)

Date: Thu, 06 Nov 1997 10:27:34 -0500

Subject: SGII

I've been gone from the list for awhile, and missed the initial reactions to
Stargrunt II. I have Dirtside II (not yet played it), and some experience with
Full Thrust, and been playing miniatures (historical and
SF) off and on for 20+ years.  My hobby $$$ are limited, and with rule
sets
running $25+, I'm less willing to invest on a chance than before. Can
anyone who has played it give me a review? Of particular interest is the
detail: does each figure have stats to track, or is it alittle more abstract?
I prefer the later. What is the practical limit of the game in terms of units
per player (after which the game bogs down)? Plus anything else you may think
of interests.

Please reply to me directly, as this is probably old hat to most of the
readers.

Thanks.

From: Roger Books <books@m...>

Date: Tue, 25 Jan 2000 13:40:11 -0500 (EST)

Subject: SGII

I'm not sure I see that much to get.

Unit quality Officer quality

Morale rolls are all make roll of unit quality greater than officer quality
with mods on the ref card.

Move

Fire: Unit Quality, weapons die, ("extra" dice). vs Range die.

none over range, no affect 1 over range, suppress 2 over range, add em up and
pass out damage.

Everything else is just additions.

Am I missing something? Yes, there are quite a few rules, but you don't have
artillery, smoke, snipers, or any of the extras until you get a feel for the
rules.

The complexity seems to be a little less than most of the other games I have
played. In close to Johny Reb, a little less than Fantasy Rules! Much less
than GW stuff, but then GW stuff is more like MTG, exceptions win the game,
not tactics.