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Re: [GZG] And now for something completely different...

From: "John Lerchey" <lerchey@a...>
Date: Thu, 10 Jul 2008 22:30:55 -0400 (EDT)
Subject: Re: [GZG] And now for something completely different...

I don't play SG, but would consider playing SG:AC, if/when it's really
out.  My primary reason for being willing to play SG:AC and not playing
SG, is exactly what you just brought up.  I want to organize my units
the same way for both games.  In fact, I would want to play both games
in 6mm, and hopefully have the exact same weapons and equipment.

The difference for me would be in focus of command and control.  My DS
games would focus on battalions and companies, while the SG:AC game
would focus on companies and squads.

<shrug>

J

> TomB,
> 
> Quick question:
> 
> This was a fantastic post. Do you organize your DS army similarly to
your
> SG army? That is, for example, if you use your PA squads as fast recon
> support for your line infantry, do you have mixed squads in your DS
games
> also (ie an element of PA attached to infantry platoons rather than
> separate platoons of each)?
> 
> How many people use the same force organization in both games?
> 
> Robert Mayberry
> 
> 
> On Thu, Jul 10, 2008 at 5:55 PM, Tom B <kaladorn@gmail.com> wrote:
>> Well, I'm maybe a bad example. For the most part, if Jon made it in
25mm
>> and it wasn't silly (and sometimes even if it was), I bought it.
About
>> the only parts of the SG line I balked at were the all-female Scanfed
>> troops (was there some sort of male genocide?) and the OUDF weebles
>> (PA). I'm up to around 1000 painted figures now and have about 60
>> vehicles in various stages of production. My unpainted lead count is
>> probably at about 200 or so in GZG stuff and another few hundred in 
>> fantasy.
>> 
>> But, stepping aside from my insanity, here's one way to think of it:
>> 
>> A good game in SG2 seems to require at least a platoon on each side.
If
>> you want to include multiple players bank on 2-3 manouver elements
per
>> player. This can mean splitting squads into fireteams to get there,
if
>> you are going figure light, but less than about 3 manouver elements
and
>> you don't get much involvement.
>> 
>> So # of players x 3 = manouver element count. Smaller player counts
can
>> play like they were larger ones if they want more to do and a longer
>> game.
>> 
>> So, if I need to field enough for a 4 player game, 2 per side, that 
>> suggests 6 manouver elements per side (assume meeting engagement - 
>> balance accordingly changes for static defense/assault). That could
be 4
>> x infantry squads + 2 support vehicles (1 platoon of infantry + a
couple
>> of vehicles). If you want to play a bit bigger, go for a platoon of
>> infantry with APCs and a couple of other support elements - a PA
squad
>> or a tank or MGS. That would put your total commitment for such a
game
>> to:
>> 
>> 4 x infantry squads (1 of which is command) 4 x MICV/APC 1 x
tank/tank
>> destroyer/MGS/AT missile launcher 1 x PA squad or gunship or
something
>> interesting
>> 
>> Get something roughly the same for the other force, you've got a good

>> evening of gaming. So you need two different types of infantry of at 
>> least platoon strength (ideally with commander types, heavy weapons, 
>> snipers etc so you can vary a bit), some APCs (two varieties), some 
>> other vehicles or PA and you're done.
>> 
>> Looking at the initial army list provided:
>> 
>> 3 Scout Cars - could substitute for APCs in support of an infantry
>> platoon. 3 Light Hover Tanks - one or two of these could fill in the
>> 'support' roles on one side. 3 combat walkers - ditto on the other
side 
>> 2-3 platoons of infantry - good, but if they're all one force, you
need
>> to get some different ones from another force.
>> 
>> So, it seems you've got most of a good basic game present. Add some 
>> enemy force infantry and you're there.
>> 
>> From there: - APCs/MICVs or Trucks (most infantry are mechanized or
>> motorized) - Some PA squads (your heavy hitters and fast reaction
guys) -
>> a VTOL or two (easy to throw in on either side if they don't have one
>> sides insignia all over them) - Some hover jeeps (the GZG hover
>> jeep/closed cab is a fantastic generic utility or light armed
vehicle)
>> 
>> After that: More infantry of different nations. Open out collections
of 
>> MICVs/APCs/Tanks for each nation and paint accordingly. Things like
>> mortars, auto GL teams, artillery vehicles, TOCs, etc. all tend to
fit
>> within the broadening of game range and scenario options. So do
>> marksmen.
>> 
>> And then, there are the KraVak. You honestly can't have the GZGverse 
>> without some Kravak. Not only are they fun at parties, but they have 
>> some cool figure sculpts and vehicles.
>> 
>> And then and then and then... always more stuff and you Scalist
Heretics
>> (ie 15mm folk) are getting all the new sculpts so any cool new things
>> that come out will be for you.
>> 
>> 25mm is like the Squats of the gaming scale. Some scales went up and 
>> charge $8 a figure, some scales went down and got lots of bang for
the 
>> buck. Jon clearly recognizes that good work can be done in 15mm and 
>> people get good value for the money and can buy lots of toys to go on

>> the table.
>> 
>> So, there you have my wisdom.
>> 
>> TomB
>> 
>> 
>> -- "Now, I go to spread happiness to the rest of the station. It is a

>> terrible responsibility but I have learned to live with it." Londo, A
>> Voice in the Wilderness, Part I
>> 
>> "To argue with a person who has renounced the use of reason is like 
>> administering medicine to the dead." -- Thomas Paine
>> 
>> Thomas Paine
>> 
>> _______________________________________________ Gzg-l mailing list 
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>> 
> 
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> 

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

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