Okay, given any point system is going to be arbitrary and not very effective,
but at least it would give us newbies (I have yet to even play a game) a
starting point to jump off of. I was hoping the scenarios in the back of the
rules would help out but the force composition is so vague, they really did
not help me much. If I am to actually play the game, I would have to find an
opponent (probably someone who plays other inferior mini games), set up the
scenario, provide figures, and teach them the rules. This is alot to ask from
someone who has never played and has no idea what a will make an enjoyable
game. I don't have enough time to devote to games for playtesting,
unfortunately. If I am to convert other people to SGII, then I have to be able
to offer them an enjoyable evening of gaming the first time out. I am not sure
I can do
this....
It would help me greatly, an others I'm sure, if you experienced players could
give explicit details of your games, specifically the
set-up. Exactly what forces did you use? Did you plan for one side to
overpower the other from the get-go? What were seen as the keys to
victory before play started? This does not have to be a great scenario idea, I
just want to benefit from others experience. I don't really care
what happened during the fight as my mileage may vary. It's the set-up
that I'm interested in. Getting others knowledge here is probably my best bet,
other than finding someone around here (Atlanta, GA) that plays. Anyone???
-Daric Morris
Attached, you'll find an interesting little scenario I put together one night
of too much rootbeer and not enough pretzels; it actually plays out rather
well in either SGII or DSII, depending on the scale you want to play at,
proving you don't need lots of numbers to have fun.
Perversely, I'm located on the north side of Atlanta (Lawrenceville).
--
[ Alexander Williams {thantos@alf.dec.com/zander@photobooks.com} ]
[ Alexandrvs Vrai, Prefect 8,000,000th Experimental Strike Legion ]
[ BELLATORES INQVIETI --- Restless Warriors ]
====================================================================
"There are no innocents." The occasional bughunt can be a blast. My particular
variant is a squad of heavy powered armour marines dropped through a time
vortex
into the remote N GA mountains being chased by N pick-up trucks full
of rednecks carrying shotguns (Pick-up Truck, DSII/SGII-style:
Dirtside II Vehicle: Pick-up Truck
By: Alexander Williams Type: Truck
Desc: Its a Southern Pick-up! There's a shotgun rack in the back
window. The crappy camo paint job makes it harder to hit in the back woods.
_________________________________________________________________
Equipment Item VSP : BVP Spaces Cost
----------------------------------------------------------------------
Vehicle, class 3 15 : 0 15 15
Armor class 0 15 : 15 15 15
Chemical Fuelled Engine 15 : 15 15 18
Low-mobility wheeled 15 : 15 15 20
Level 1 stealth 15 : 15 15 80
Space for 2 units of normal infantry 15 : 15 7 80)
The PA marines are Veteran units while the rednecks are Green at best.
If you're using SGII rules, the PA is light/slow (d10 armour, 6"
movement), with a built-in Gauss Rifle with integral grenade launcher
on the right arm (FP3, Impact d12), a close-assault vibro-blade on the
left arm (shift attack up one die-type in close combat) and a twin
buzzbomb rack over the shoulders (IAVR, 2 shots each). There is one
heavy-weapons PA in each 3 man squad (yes, that means that you can't
put a whole squad in the back of a pick-up) who has a back-mounted
Multiple Launcher Pack (infinite shots) instead of the IAVRs and Gauss Rifle.
This element also doubles as the leader.
The rednecks are nowhere near so well-equipped; they each carry a
shotgun (two die-shifts up in close combat) and a deer-huntin' rifle
(FP1, Impact d10). They're considered to be wearing their huntin' duds (d4
armour).
At the start of the game, put out three squads of PA on the table, somewhere
near the center. One squad is the overall HQ group and contains the platoon
leader. The goal of the PA troops is to recon as much of the table as possible
and return to the beginning location at Turn 10 to be sucked back up by the
time vortex.
The rednecks enter the board from the outside edge, at locations chosen by
their player. They have no central commander and are
considered independent units, with one pick-up per unit, 9 rednecks
per unit (the driver always stays with the truck), a driver and two
four-man units. Rednecks start with three trucks. Their goal is to
`chase these fuckin' aliens back to ET's planet! [cheering]' If they kill all
the PA or chase them from the board, they're considered to have won.
Both sides are considered to have High mission motivation; the marines are
trying desperately to get back to their own time, the rednecks think they're
savin' the worl' from goddamn commie aliens.
If the PA wins (likely in the first game), reverse roles and increase the
number of trucks by one. If the rednecks pull off a victory,
reverse for the PA player (add a PA unit). How many rednecks /does/
it take to destroy a bunch of PA-boosted marines?
Don't forget the rednecks are totin' shotguns, they can be nasty buggers en
masse in close combat. If you're playing PA, take out their trucks with your
big cannons and then start chewing through rednecks. If you're playin' the
rednecks, think like Bubba. He wouldn't want to go after them ugly bastards
alone, would he? This is SF, not horror!
In a message dated 97-05-26 15:47:02 EDT, you write:
<< This is alot to ask from someone who has never played and has no idea what
a will make an enjoyable game. I don't have enough time to devote to games for
playtesting, unfortunately. If I am to convert other people to SGII, then I
have to be able to offer them an enjoyable evening of gaming the first time
out. I am not sure I can do this.... >>
I'll second this opinion. I own all three GZG systems. I play Full Thrust, and
I've started playing Dirt Side. I want to move onto SGII but it is going slow.
Having a bit more info on simple senarios or a point system would help newbies
get started a lot quicker. Even a quick and dirty point sytem will help get
started. It would easy to make it clear that the point system would only be
used for "basic" games and should be put on the side after you get past the
first few games. Any suggestions from experienced players on the list on what
they use in SGII demos would also be nice. I have set forces for Full Thrust
and DS that I use in demos but I at a bit of a loss what to use for SGII. I'm
looking for forces for two to six players for a two to four hour demo. Thanks
for any suggestions.
I found I could quickly and easily get people interested in SG II despite the
obvious kludge of giving both sides the same squads and equipment.
I think the introductory game for most of my players was 4 squads a side, one
leader 3, one leader 1, two leader 3, one green, one red, two blue. No
vehicles, no heavy weapons (those came in game 3 and 4).
Actually, a couple of absolute beginners might like the explicit balance of
forces their first game out.
> I found I could quickly and easily get people interested in SG II
Thanks for the post. It may be a way to allow people to get into the game
without points.