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Re: [SG/DS] Help designing aliens

From: "staremu" <star_emu@h...>
Date: Fri, 28 Feb 2003 10:51:34 -0600
Subject: Re: [SG/DS] Help designing aliens

Just a quick side note.  So you all can see what I am talkign about,
miniature-wise, I slapped some of my minis on a scanner to give yo ua
comparative view.  Note that the green PA is leaning forward and is
actually
a bittaller than is shown due to the flat scan.

got to:

http://staremu.mpgsonline.com/the_tonk.htm

to check it out.

Eli
----- Original Message -----
From: "staremu" <star_emu@hotmail.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Friday, February 28, 2003 10:32 AM
Subject: Re: [SG/DS] Help designing aliens

> I looked over the list that Brendan presented and made a couple mods
but
> used them pretty much as is.	Going to try and playtest them against
my
NSL
> over the weekend.
>
> One thing I did change is that the Tonk do not wear armor only light
> fatigues.  This is primarily do to the minaitures I used for them and
> wantingto match the stats to the minsi so to speak.  I am wondering if
I
> would be remiss in giving them some form of natural resistence to
damage
due
> to large size and general physical toughness, though I doubt any
organic
> material is going to have too much of an effect on the trauma induced
by
> gunfire.
>
> Eli
> ----- Original Message -----
> From: <Beth.Fulton@csiro.au>
> To: <gzg-l@csua.berkeley.edu>
> Sent: Friday, February 28, 2003 12:47 AM
> Subject: RE: [SG/DS] Help designing aliens
>
>
> > G'day,
> >
> > >What are important things to address?
> >
> > Command and control
> > Morale
> > Armour
> > Direct fire
> > Melee
> >
> > and not necessarily in that order ;)
> >
> > >What should I avoid?
> >
> > Being the absolute best (or worst) at all of the above.
> >
> > >Any short-cuts?
> >
> > Use the humans as a basis and then make modifications from there
always
> > remembering for every up add a down. This can be an iterative
process as
> > somethings that at face value are an up can turn around and play out
to
be
> a
> > substantial down!
> >
> > Given the general outline you provided I think Brendan's suggestions
are
> > pretty close to what I would've put forward too. You'll find that
even
> such
> > a simple list of changes will modify how you play. Being forced to
get
so
> > close to fire effectively means you're probably more likely to end
up
> > charging into HTH where you have a potential advantage anyway...
which
can
> > match the "rhinos have bad eyesight so attack/appear cranky"
perception
> etc.
> >
> > Cheers
> >
> > Beth
> >
>

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