Sv: [SG2] large games (batallion level and up)
From: "Claus Paludan" <cpaludan@w...>
Date: Thu, 9 Nov 2000 20:39:42 +0100
Subject: Sv: [SG2] large games (batallion level and up)
Thank you!!
All this really helps! We are rather experienced in playing large games
using
all sorts of special rules (not with SG2, haven't played it yet
¤%"¤#%#") and w
e tend go for the whole thing to get as much realism as possible.
(Probably com
es from having all those historicans in our club :-))
I really look forward to play SG2 - should have played yesterday, but
my girlf
riend got ill so i had to stay home with the kids :-(
with kind regards!
Claus Paludan
E-mail [privat] : cpaludan@worldonline.dk
W-site [privat] : http://www.krigsspil.dk
Tlf.nr. [privat] : +45 36309581
ICQ Nr [privat] : 15328534 ( http://www.icq.com )
----- Oprindelig meddelelse -----
Fra: <adrian.johnson@sympatico.ca>
Til: <gzg-l@CSUA.Berkeley.EDU>
Sendt: 8. november 2000 21:33
Emne: Re: [SG2] large games (batallion level and up)
> >do any of you have any experience with playing large games like
batallion
> level and up. I ask because we might try someting this large in my
> wargaming club. It will probably not be a tank heavy setup, but mainly
> grunts and set in WW2. Is it possible?? Does it take too long to
complete a
> turn(I know it'll take longer of course), does the command level rules
> function at theese high levels??
> >
> >What are your experience with this??
> >
> >Med venlig hilsen
> >
> >Claus Paludan
>
>
> Hello Claus,
>
> I've played in a couple of large Stargrunt games - but the largest was
> about two companies on one side (appx 10+ platoons, plus vehicles)
versus a
> single company in a defensive position. This was on a 4' x 12' table,
and
> took a single evening to play out (was a *long* evening).
>
> You *could* play a battalion scale game, but honestly the Stargrunt
rules
> are designed around platoon level combat.
>
> A few suggestions for you. Keep the "extra rules" use (like
artillery, EW,
> snipers, etc) to a minimum. That extra stuff adds "realism", but also
adds
> a lot of time, particularly in a big game. Same with vehicles - keep
their
> use to a minimum.
>
> There has always been some debate as to exactly how the re-activation
> system works in Stargrunt. The rules seem to suggest that you could
> reactivate a single squad many times in each turn (and this is a much
> argued point, but nowhere in the book does it place a limit on the
number
> of times a unit can be reactivated, if you have multiple command
levels).
> I would recommend using a limit on this, or you'll have "super squads"
who
> can act disproportionately... The limit we use is that a single squad
can
> be re-activated only once per turn by it's command element, UNLESS
that
> command element is itself reactivated. So in a platoon size game, a
> platoon commander could transfer his actions and reactivate any given
squad
> only once per turn. In a company size game, if the platoon commander
was
> reactivated, he could then reactivate AGAIN one of his squads, even if
it
> had been reactivated before - but with this new set of actions, he can
> re-activate any given squad only once. You probably already use some
type
> of limits (just about every Stargrunt player does) but this is
*really*
> important in a very large game with multiple command levels - or else
as I
> said, particularly strong units (like a tank, for example) could
rampage.
>
> Some people love using mines and decoy counters. I don't, in large
games,
> again because of the "slow-down" effect. In a game that big, you want
the
> fighting units to "get stuck in" as soon as possible, otherwise the
game
> will drag on and on, and it gets dull.
>
> Use a referee, who is not one of the players. The referee has the
> authority to decide any disputed points and everyone else agrees not
to
> argue, and the referee has to keep the game moving along. Not that
the ref
> has to be pushy about it, but it keeps the game going smoothly. We
have
> had a *lot* of success using an "independant" referee in large games.
>
> Set mission parameters that make sense - victory conditions.
Certainly not
> "last man standing" unless you're recreating Stalingrad or something
equiv.
> I would suggest that you don't use a battalion on each side. Have a
> battalion on one side, and a smaller size unit (couple of companies,
> maybe... perhaps a single reinforced company in a defensive position)
on
> the other side, and give them each mission parameters and victory
> conditions that make sense.
>
> Keep lots of water handy. :)
>
> People get thirsty after that much gaming, talking, etc.
>
> Good luck,
>
> Adrian
>
>
> Adrian Johnson
> adrian.johnson@sympatico.ca
> AND
> acjhumber@yahoo.ca
>
>
>