Toronto Trek: Success!

5 posts ยท Jul 15 1998 to Jul 20 1998

From: Kenneth Winland <kwinland@c...>

Date: Wed, 15 Jul 1998 13:03:09 -0400 (EDT)

Subject: Toronto Trek: Success!

Toronto Trek 12 came and went! I would like to thank all of the players and
game masters who contributed to the success of the con.
Canada's largest non-profit sci-fi convention pulled more than 3,300
guests this year (they are still counting).

        The gaming concourse was pretty packed.  As for FT/DS/SG games,
they drew quite a crowd. The DSII game master could not make the con, and as
we alternates had devoted most of our time to setting up Full Thrust and
Stargrunt, we decided that Dirtside II wouldn't be run this year <sigh>.
However, interest in Full Thrust and Stargrunt *more* than made up for it!

Four Full Thrust games were run, two using Star Trek ships, and two using the
FT line of minis. The Klingons took it on th chin *twice*, with the Feds
taking heavy damage. In the other universe, it was a tie; The Neu Swabian
League had a brilliant victory on Saturday, but the Federal Stats Europa
inflicted some severe punishment on Sunday.

As always, Stargrunt II was a hit (second year running at Toronto Trek). Six
SGII games were run. Three of the smaller games involved platoons of the OUDF
(Australians) and PAU (Africans). Two games involved the Japanese and a Merc
platoon. No clear outcomes were seen between the OUDF and PAU. The scenarios
alternated betwen meeting engagements and
attack/defense.  Most people picked up early on that This is Not
Warty-40,
and that marching out in the open and pushing for close combat translated into
unacceptably high casualties. The two games with the Japanese and
the Mercs offered no clear-cut victors; both scenarios were recon
platoon-sized meeting engagements, with both side taking/inflicting
gross casualties. In the end, perhaps the Mercs did better in both games, but
that is a shady judgment call.

And of course, in full Toronto Trek tradition, we had a company level assualt!

        The forces invloved were the OUDF and FSE/PAU, controlled by 14
players. The game was played on a 10x4 foot surface. The OUDF was to assault
the starport, capturing it intact and minimilizing own losses. They had a
platoon of regular OUDF, a platoon of light NZ recon (Merc figs), and a
platoon of powered armour (NAC). In addition to the comapny command, they had
4 APCs, 2 infantry walkers, and 1 combat walker. The defenders had a bit
less...

On defense was an understrength platoon of PAU regulars led by a squad of
Legionnaires. They had been holding the starport for several days, and were
exhausted. Reinforcements came in the way of a full platoon of Legion
paratroops and a combat walker. The also had a sqaud of local colonists acting
as mounted infantry (converted Ral Partha Boer figs). A number of mines and
dummy counters were also available.

Five turns and five hours later, the defense was getting a rough
lesson in tactical set-up.  The defenders had placed ALL of their mines
in the middle of the table, and a majority of their forces in woods and hard
cover scattered throughout their half of the board. Only TWO of their squads
were in the starport proper. The Aussie's powered armour took 60% casualties,
but they had punched a gaping whole in the defender's line. They also
destroyed the defenders company command squad and one of their platoon command
squads (OUCH!). The attackers also lost all of their walker units and a few
Kiwis from a recon squad. The defenders lost about 30% of their forces, and
were in the process of retreating back to the starport.

Sadly, had we started the game at 7pm rather than at 8:30pm, we could have
followed through to the conclusion. We stopped at 1:30am, the ultimate outcome
being obvious to most.

        Thanks again to Geo-Hex for supplying many wonderful prizes!  We
are planning more Full Thrust/Dirtside/Stargrunt events at Sci-Fi World
this September and, of course, at Pandemonium in January.

Hope to see you there!

        Ken

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 15 Jul 1998 14:01:42 -0500

Subject: Re: Toronto Trek: Success!

Kenneth spake thusly upon matters weighty:

> As always, Stargrunt II was a hit (second year running at

The problem is usually that if you are playing attack defense, the attacker
should have at least 2:1 (preferrably 3:1 or more) numeric superiority
otherwise why launch the attack? But that doesn't make for a very fun time and
you need REALLY sharp players on the defence. But it sounds like fun.

> Five turns and five hours later, the defense was getting a rough

They obviously weren't using the mines to channelize the enemy very well (from
a map perspective). If you channelize the enemy to the wings of your board in
a wargame, that really makes it less satisfactory as the attacker probably
wants to maneovre off the board. Channelize him toward the centre, and you
form a nice kill zone. And not leaving a reserve to reinforce week points
(fast moving troops! or at least the best you can muster) is a common wargamer
mistake - the tactical reserve can be very key in any battle plan.

> Sadly, had we started the game at 7pm rather than at 8:30pm, we

Holy smokes! That's still pretty good. If you'd started this at 5pm, I'd have
thought you might have got done by 2am. I think you made pretty good time all
things considered... at least compared to the wargamers I've played with.

> Hope to see you there!

Sounds interesting enough that (if another big battle can be put together) it
might be worth the journey to TO. I guess if we made a bit of PR for the
games, then Jon and Co. ought to be happy!:)

Tom.
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From: Kenneth Winland <kwinland@c...>

Date: Wed, 15 Jul 1998 23:38:40 -0400 (EDT)

Subject: Re: Toronto Trek: Success!

Howdy!

> On Wed, 15 Jul 1998, Thomas Barclay wrote:

> The problem is usually that if you are playing attack defense, the

The odds were about 2.5:1, after including vehicles. The defense DID have lots
of mines, but they were poorly placed. Last year, the defenders put pay to the
assault force, but last year the defense was led by a US Army SF Captain....:)
He played this year, but just played a few regular FSE squads (and did nothing
for the game but occupy real estate. He let the player controlling the company
command screw up on his own
<g>.

> They obviously weren't using the mines to channelize the enemy very

ABSOLUTELY! NO mines were left anywhere NEAR the starport. A few
dummies and CDMs would have helped when the OUDF came a-knockin'.

> Holy smokes! That's still pretty good. If you'd started this at 5pm,

We only run company level games at conventions and stores when a majority of
players have at least played SGII once. About 6 of the 14 people had played in
one of our smaller, earlier games. Three people joined specifically for the
company game and had no experience. Thus the game was run by and for an
experienced majority. Had we had all newbies, it would not have been run <g>.
Usually with a beginner, we start them off with a platoon a side, which
usually runs to conclusion in about 1
1/2
to 2 hours.

> Sounds interesting enough that (if another big battle can be put

You bet! We play SGII three times a month, and will be doing
another company level game in September at Sci-Fi World.  We usually
make
a day of it (10am-Midnight).  We haven't decided the forces, but we have
ample choice <g>.

Later!

        Ken

From: Ted Arlauskas <ted@n...>

Date: Thu, 16 Jul 1998 18:08:32 -0700

Subject: Re: Toronto Trek: Success!

> At 02:01 PM 7/15/98 -0500, you wrote:

Arrghh! Another mind infected by "MilSpeak." If I had a nickel for
every time I've heard an Engineer say "Channel-ize"...

"But sir, channel is already a verb - you don't have to add -ize to
the end of it." (Dumb look, which turns to scowl.) "Who's side are you on,
LT?"

From: Kenneth Winland <kwinland@c...>

Date: Mon, 20 Jul 1998 02:33:25 -0400 (EDT)

Subject: Re: Toronto Trek: Success!

Howdy!

> On Thu, 16 Jul 1998, Ted Arlauskas wrote:

> At 02:01 PM 7/15/98 -0500, you wrote: