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SG2 for newbies

From: "Thomas.Barclay" <Thomas.Barclay@s...>
Date: Wed, 26 Jan 2000 11:22:15 -0500
Subject: SG2 for newbies

I'd like to concur with a few previous suggestion:
1) don't pick rules you aren't familiar with
2) the reference card is good 
3) Squad cards are *essential*
4) Let me reiterate: Squad cards are *essential*

I found that if I had a well layed out squad card, and mine include
Unit ID/Parent Unit
Leadership/Quality
Comms/EW/Armour/Sensor qualities
# men in unit initially
start morale/fatigue level
fire combat charts (covers all weapons unit has and includes range
bands,
impact dice, firepower and any other special rules for each weapon plus
has
squad summaries (as in "Squad Fire (rifles)")
action options (lists all actions with brief descriptions)
morale triggers and test levels
movement for that unit in various terrains

All of this fits, in 10 or 12 point sizes, on a 5x7 manilla card. And so
one
can quickly reference just about anything for a unit. It takes a bunch
of
work to set these up ahead of time, but makes for a smooth, easy to run
game
even with new players. 

I've run SG2 numerous times for friends new to the game, plus i've now
run
it twice at our local convention - one scenario featured two platoons
(OU+UN) with vehicles and VTOLS attacking two platoons (LLAR and NSL)
and
another featured two platoons skirmishing trying to recover "spy plane"
wreckage (which turned out to belong to neither of them - it was
occupied by
referee run Kravak). Both were well received. 

And if you find a certain aspect of the rules is missing from the QR,
you
can write your own. Then you *know* where to find stuff :) 

Thomas Barclay
Software UberMensch
xwave solutions
(613) 831-2018 x 3008

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