Stargrunt forces

5 posts ยท Aug 19 1997 to Aug 21 1997

From: Phillip E. Pournelle <pepourne@n...>

Date: Tue, 19 Aug 1997 10:06:09 -0400

Subject: Re: Stargrunt forces

> At 03:04 PM 8/19/97 EDT, Kevin wrote:

> I've tried to create forces very differently from each other, as I

The point system I put out a couple weeks ago should help. It is not exact but
will but you in the balpark and is based on DSII points... Phil P.

From: Kevin Pavlick <PAVLICK@x...>

Date: Tue, 19 Aug 1997 15:04:54 -0400

Subject: Stargrunt forces

Having played very little Stargrunt thus far, I have one minor problem with
setting up games. As Stargrunt does not have point values for vehicles and
squads, what is the best way to create even yet diversified forces?

I've tried to create forces very differently from each other, as I
think this is most fun, but how should I compare offensive/defensive
output? Or should I?

I want to try and stay away from the points system, but I don't have a better
system.

From: Phillip E. Pournelle <pepourne@n...>

Date: Wed, 20 Aug 1997 04:23:56 -0400

Subject: Re: Stargrunt forces

> At 08:49 AM 8/20/97 EDT, Kevin wrote:

> How do I get this point system? I just joined this discussion group

Would someone tell Kevin how to access the archives? If it cannot be found, I
will repost it... Phil P.

From: Kevin Pavlick <PAVLICK@x...>

Date: Wed, 20 Aug 1997 08:49:29 -0400

Subject: Re: Stargrunt forces

> To: PAVLICK @ MXENO
Pournelle)
> Reply-to: FTGZG-L @ NETAXS{FTGZG-L@bolton.ac.uk}

> >Sender: owner-ftgzg-l@bolton.ac.uk
How do I get this point system? I just joined this discussion group last
Thursday, so I'm a little behind on what's available. Much appreciated.

From: TEHughes@a...

Date: Wed, 20 Aug 1997 20:15:44 -0400

Subject: Re: Stargrunt forces

In a message dated 97-08-19 16:06:43 EDT, you write:

<< Having played very little Stargrunt thus far, I have one minor problem with
setting up games. As Stargrunt does not have point values for vehicles and
squads, what is the best way to create even yet diversified forces?

I've tried to create forces very differently from each other, as I
 think this is most fun, but how should I compare offensive/defensive
output? Or should I?

I want to try and stay away from the points system, but I don't have a better
system.

 -Kevin

P.S. There is nothing worse then a player whining about his "weak" force
composition. >>

While a point system is "nice," infantry battles are the most difficult to
balance. Unlike armor battles terrain effects are much more significant.
Advancing across hostile (read open) terrain, speed of advance (read rough
ground) on foot (as opposed to tracked speeds.) Add in the limited weapon size
& quantity (versus armor, entrenchments, and buildings. Advancing troops also
have the difficulty of limited ranged weapons ( versus heavy weapons, vehicle
weapons, and artillery (or aircraft.) Balance in infantry scenerios are more
of an "art" than a science.

In view of all the negative statements listed above, I like to set-up
"real" situations where both sides have different objectives allowing for
win-win as
well as lose-lose endings. Recon missions where the objective is for the
recon team to grab a prisonor and get away from the opposing unit. The
opposing unit must kill more than it has killed. [ A standard military
mission.] As matter of fact I steal most scenerios from real events, that way
if anyone complains I tell them "what really happened."

I donno if this helps, but this is what I do.