RE: [SG] at 15mm (The Joys of Sixmm) [CLEAN STAMP]
From: "Glover, Owen" <oglover@m...>
Date: Sun, 27 Feb 2000 21:22:14 +1000
Subject: RE: [SG] at 15mm (The Joys of Sixmm) [CLEAN STAMP]
Agree absolutely Chris...does anyone feel like there's about only 5 or 6
people NOT at a Con this weekend?
> -----Original Message-----
> From: Chris Connor [mailto:con9570@flash.net]
> Sent: Sunday, 27 February 2000 6:31
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: Re: [SG] at 15mm (The Joys of Sixmm) [CLEAN STAMP]
>
>
>
>
> sportyspam@harm.dhs.org wrote:
>
> > Well, I have to admit I have a pretty limited SG2
> experience, maybe 20
> > or so games, but from the games I've had...
> > 3 small squads/side [or less] pretty much breaks down
> into who gets
> > lucky/unlucky with the clear suppression rolls.
> > 6 squads 4-10 members and a couple vehicles/side seem to be too
> > dependant on dice rolls still. A couple lucky penetrations
> on the armor
> > and maybe a squad advantage means the other side unlikly to
> be able to
> > recover. Spending a couple hours to have a game basically
> decided by a
> > couple 1's being rolled, and at non-critical times to boot, isn't
> > really cheering.
> > We've had a lot of success with 8+ squads + armor/side.
> I want to play
> > an 18 squads [100 infantry] + armor /side game to see how it goes.
> >
> > Thats my impression anyway, others in the same games
> might have had
> > different impressions... I guess it depends on who rolled
> those '1s'. :)
> >
>
> I think 4-6 squads aside with a bit of support and armor
> seems about right, to
> many more squads slows the game so much that you only get
> about 1 turn an hour.
> with that few squads I do admit it is hard to recover from
> mistakes made earlier
> on in the game but it is realistic. I've found that even bad
> die rolls are
> reasonably easy to recover from. one thing that always helps,
> never ever ever
> send in a single squad at a single target. never leave a
> squad by itself unless
> you plan to use it as a reserve.
>