The GZG Digest V2 #2190 (Prioritizing targets in SG2 and Initiative card draw)

4 posts ยท Oct 5 2004 to Oct 6 2004

From: Allan Goodall <agoodall@a...>

Date: Tue, 05 Oct 2004 08:43:04 -0500

Subject: Re: The GZG Digest V2 #2190 (Prioritizing targets in SG2 and Initiative card draw)

> On 4 Oct 2004 at 23:00, The GZG Digest wrote:

> Date: Mon, 4 Oct 2004 02:12:49 -0700 (PDT)

I've never been all that crazy about SG2's priority rules. I understand their
use, as they help deflect the problems of the "God's eye view". NSL squad on a
hill. Two Phalon squads in bushes. Firs Phalon squad fires, suppresses NSL
squad. NSL squad removes suppression. Which Phalon does the NSL squad fire at?
Realistically, probably the one that fired already. By the rules, definitely
the one that fired. By player choice,
definitely the one that _didn't_ fire, as it still has 2 actions left
and the other has no actions left. The rule prevents the player from doing
something potentially unrealistic because the player knows one squad has

done all it can for that turn (Transfer Actions not withstanding) and the
other squad has yet to activate.

There are three reasons I am not crazy about the rule.

1) Everything in an SG2 turn is thought to happen simultaneously, or near
simultaneously, not sequentially. If the first Phalon squad fires, and later
in the turn the second Phalon squad moves, it could mean one fired

and the other moved in sequence, or it could represent one moving and one
firing simultaneously. If it's simultaneous, why couldn't the squad that

is moving (and thus, in that moment, is potentially the more dangerous squad)
be fired at? Is it more realistic to fire at the squad in cover while ignoring
the squad moving in the open?

As the SG2 rules are written, the NSL squad can't do anything against the
first Phalon squad if the NSL activate second. The first Phalon squad gets its
actions without worry of being interfered with. If that's the case, why not
allow the NSL squad to fire on the second squad as a counter to that problem?

2) The rules are kind of clunky. The game runs quite smoothly until you run
into arguments over target priority, one of the few areas in the game where
you will get vehement arguments.

3) I use Overwatch rules. Overwatch rules can be problematic if you insist on
strict adherence to the priority rules. "I fire my NSL sniper,

who has been on overwatch, at the moving unit." "Oh, no, you can't. You have
to fire at the unit that fired!" "Then what's the point in using overwatch?"

I found that ignoring the priority rules really didn't adversely affect the
game. I started ignoring the rules when I was teaching the game to new
players. I found that through running convention games that the priority rules
had a very minor affect on the way the game turned out. Eventually I
considered them "optional" rules, and I haven't looked back.

The priority rules can take away from the tactics of the game. Sure, choosing
the second, inactivated squad is "gamey" compared to firing at the more
obvious target (the one that fired). Choosing between the two, though, adds a
tactical choice for the player. "Do I fire on the squad that hasn't done
anything, or the squad that already fired?" D'uh, no big choice there. But,
how about, "Do I fire at the militia squad that hasn't
activated yet, or do I fire at the PA squad that _has_ fired?" That's a
more difficult choice, particularly if a Transfer Action has already been
completed.

I will concede a point here: the target priority rules can add some tactical
complexity of its own. If the NSL were up against a militia squad and a
Veteran squad, the player has to consider the priority rules

when he decides which squad to activate first. Does he activate the militia
first, making them primary target, or does he activate the Veteran squad,
which has a better chance of suppressing the target? This, however, strikes me
of being just as "gamey" as giving the players the choice of target. You can
force a target on the other player by the order you activate your units.

In my experience, the priority rules can produce effects just as cheesy as
those the priority rules hoped to eliminate. I would suggest that the

original poster try playing a game or two without using the priority rules and
see how it works out. He may find there are fewer arguments while increasing
the pace of the game.

> Date: Mon, 4 Oct 2004 12:45:25 -0400

I agree with Chris/Laserlight (who explained to Doug the difference
between his rule and the original). It's actually easier to play the game
Chris' way, while increasing tension.

---

From: Robert Makowsky <rmakowsky@y...>

Date: Tue, 5 Oct 2004 14:55:17 -0700 (PDT)

Subject: Re: The GZG Digest V2 #2190 (Prioritizing targets in SG2 and Initiative card draw)

Allan,

Good post. I agree with you regarding the priority rules. They can have some
positive effects against gamey results but with good players (ie interested in
fun and fair) and a well crafted scenario you will have enough things to fire
at that forced priority will not be an issue.

Making it an optional rule is a great idea. That way if you find that one of
your opponents always uses the most gamey choice you can introduce it back
into the rule set and see what they think.

Bob Makowsky

> --- Allan Goodall <agoodall@worldnet.att.net> wrote:

> On 4 Oct 2004 at 23:00, The GZG Digest wrote:

From: Adrian Johnson <ajohnson@i...>

Date: Wed, 06 Oct 2004 02:37:18 -0400

Subject: Re: The GZG Digest V2 #2190 (Prioritizing targets in SG2 and Initiative card draw)

Hi,

> Good post. I agree with you regarding the priority

Me too. I've used these as "optional" rules almost since I started playing SG,
and find that game go just fine without them, particularly when I'm
teaching the game to new players.  Allan is quite right - these are the
one thing in the rules almost guaranteed to start disagreements, so we toss
them right out. Reintroducing them if you have "gamey" players might work
ok - I'd rather just not game with them though...

From: Robert Makowsky <rmakowsky@y...>

Date: Wed, 6 Oct 2004 02:38:34 -0700 (PDT)

Subject: Re: The GZG Digest V2 #2190 (Prioritizing targets in SG2 and Initiative card draw)

Adrian,

I would rather not game with them either but sometimes you gotta go along with
the group.

Had an interesting time this weekend at the South New Jersey Game Club meeting
with a player that we could have used these rules on. One encounter and I am
crusading to fix the problem <G>

Bob Makowsky

> --- Adrian Johnson <adrian@stargrunt.ca> wrote:

> Hi,