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Re: GZG East Coast Con Report

From: Thomas Barclay <Thomas.Barclay@s...>
Date: Thu, 5 Mar 1998 14:21:50 -0500
Subject: Re: GZG East Coast Con Report

John spake thusly upon matters weighty: 

> Ok guys, you have said great things about the convention now how about
a status 
> report on the games?	How many were played (and what time)?  WHat were
the 
> number of ships etc for each game?  Some idea of how things were set
up.

If I'm told by the GZG crew that its okay to talk about the playtest 
results, I'll volunteer my perspective on the FT3 scenario I played. 
I'm working on a fictionalized account of Stuart's Colonial Marine 
stargrunt scenario. It will be ready by early in the week. I'll post 
the URL, since being fiction it is long, but it ought to give you a 
good feel for one side of the event. 

As for the B5 Gropos SG2 scenario, my only comment is more forces 
would have allowed more people to participate, and might have allowed 
Aaron to do more than just die like a dog in the woods... (Sorry 
about that Aaron, didn't think we were hanging you out to dry). I 
think we've seen what aggressively run PA can do. I'd guess a more 
even balance with more forces for that scenario may have been 4 
squads of Minbari powered armour and 7 squads of human troops. Also, 
making the Minbari Highly Motivated meant I don't think they ever 
took a morale check, even after Jason managed to score casualties on 
them. 

As for Tom's Kryomek SG2 scenario, I've played it several times (in 
playtest). Sometimes the aliens booted the humans, sometimes vice 
versa. It was about 10 human squads plus 3 walkers against 3-4 squads 
of Kryomek warriors, 5-6 swarms of Helions, and 2 warmasters. The 
fact that the Kryomek players managed to torch 2 walkers in quick 
proximity says something. I might rather have played in depth on the 
board rather than in width... the minute my walkers were on the board 
they were nearly in range of the Kryomeks at the end of first move 
(The Kryomeks can move!). Also, as Tom commented afterward, the 
Kryomek got a lot of actions outside of Warmaster command radius that 
really gutted the humans and allowed vast exploitation and routing, 
aided by my sucky die rolls). I had fun, but if I could roll dice, 
I'd still think that a little more of a rein on the Kryomeks outside 
of the 16" command radius of the warmaster would have helped the 
Humans a lot. (This is where my Steady, Ldrshp 1 troop IP fled off 
the board at the first sign of hostile contact.....)

Tom. 

 
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