Re: 40K to SG2
From: "Jerry" <jerrym@c...>
Date: Sat, 22 May 1999 00:04:57 -0400
Subject: Re: 40K to SG2
Please check out my conversions, I even did TO&E's for company sized
units.
They play very well.
http://www.cvzoom.net/~jerrym
Jerry
-----Original Message-----
From: Tom McCarthy <tmcarth@fox.nstn.ca>
To: gzg-l@CSUA.Berkeley.EDU <gzg-l@CSUA.Berkeley.EDU>
Date: Wednesday, May 19, 1999 10:01 AM
Subject: 40K to SG2
>I've tried a few of these conversions. Some observations:
>
>1) Try to draw straight line parallels.
> Assume Stargrunt troops are roughly equivalent to Imperial Guard
(IG
are
>regulars with basic battle dress and FP2 AP D8 rifles).
> Make Space Marines wear light slow power armour, and Termnators wear
>heavy slow power armour. Make jump packs fast power armour. Marines
are
>definitely veterans to the IG regulars.
> Make vehicles like dreadnoughts, as vehicles.
>
>2) Change the psychology. Stargrunt is a game decided by its model of
human
>psychology on the battlefield. Space Marines don't have that same
>psychology. They aren't pinned, they don't use cover, they are easy to
hit.
>They don't carry wounded, nor do losses particularly phase them. Play
>around with this.
>Marines also don't have the same command structure; definitely limit
who
can
>transfer actions or you'll have too many chiefs and hyperactive
Indians.
>Maybe no communications; must be within 6".
>
>3) Looks for the loopholes and try to reasonably plug them. Marines,
for
>example, have no dedicated anti-air weapons or guided missiles in 40K.
By
>SG2 rules, they can't hit or target any airborne vehicle. In 40K, they
can.
>Either say they have targeters in their PA to track air targets, or
include
>a few guided missiles in their normal missile launcher kit.
>
>