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Re: SG2 lite

From: Michael Sarno <msarno@p...>
Date: Mon, 06 Dec 1999 11:28:57 -0500
Subject: Re: SG2 lite

Bobby,
	    I'm getting ready to run my first demonstration game of
SGII.
I've been through many of thesee same questions.  Here's what I've
decided:
    Like you, I'm going to run with short squads, 6 men in each squad
counting the sergeant.	I'm not going to have PA, arty, or vehicles. 
Again,
like you, I see the need for command squads and am going to have platoon
and
company commands.
    Otherwise, I'm going to teach the rest of the rules.  Now, I'm not
going
to have characters, snipers, or hidden units, so those rules will not
need
to be taught.  I won't allow any unit to go into a land stand, so that's
not
needed.  I'm not going to have any EW units, so again, I won't have to
teach
those rules.
    I will have to teach LV and confidence tests, fire combat, and close
assaults.  I'll handle casualties, but probably only as they occur. 
I've
been practicing my "lecture" and can impart most of the rules in about
15
minutes with time for examples.

-Mike

Bobby Mock wrote:

> I am thinking about doing an exhibition game at a local store, and was
> wondering what parts of SG2 to leave out or keep in, in order to teach
> the basics to non-believers. Any ideas?
>
> I want to give the flavor of the game, but I don't want to have to
teach
> everything at once. I will probably use short squads (4-5 troopers) in
> non-power suits, with no artillery or vehicle backup.
>
> I would like to use command squads, because I think they are
essential.
>
> Does anyone have any words of wisdom in this arena?
>
> Thanks,
>
> Bobby

--
Michael Sarno

http://vietnam.isonfire.com
Check out the Charlie Company Discussion Group:
Info, resources, and links for RAFM's miniatures
skirmish wargame of infantry combat in Vietnam 1965-1972

"No nation should put the burden of war
 on its military forces alone."
 -General William C. Westmoreland,
		  US Army, retired

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