Re: [SG] at 15mm (The Joys of Sixmm) [CLEAN STAMP]
From: sportyspam@h...
Date: Sun, 27 Feb 2000 11:23:01 -0500 (EST)
Subject: Re: [SG] at 15mm (The Joys of Sixmm) [CLEAN STAMP]
Looks good. I particularly like the map. Even just a description of
'dense terrain' usually isn't enough as people often have a very
different
idea of what 'dense' is, and it can have a huge effect on the game.
On Sun, 27 Feb 2000, Allan Goodall wrote:
> On Sat, 26 Feb 2000 23:49:49 -0500 (EST), sportyspam@harm.dhs.org
wrote:
>
> > 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.
>
> That's interesting. This is the size of game I usually play. I haven't
noticed
> this. In the games I've played, position and tactical mistakes usually
rule
> the game. True that the occasional bad suppression removal roll, or
lucky
> penetration, can have a big effect. The scenarios I writer don't
usually
> revolve around something that can be eliminated easily with one lucky
shot.
>
> Most of my games have been some sort of "get off the table" game.
Ambushes,
> engineers destroying a facility, and most recently an evacuation
scenario.
> After playing it a couple of times I can usually come up with a range
of
> victory conditions. The evac scenario, for instance, gives one player
a
> decisive win if 25+ figures are removed, minor victory if 20 to 24 are
> removed, a draw if 11 to 19 are removed, and a loss if less than that
are
> removed. Sometimes the difference between a major and a minor victory
can come
> down to one lucky roll, but with this approach I've rarely seen one or
two
> unlucky rolls mean the difference between winning and losing. (I HAVE
seen a
> chain of bad rolls do that, but that's what happens with a game
containing a
> luck element.)
>
> Stargrunt scenario design is a skill in and of itself, however. I have
two on
> my web site. Once I've playtested the two I am creating for GenCon,
I'll
> include those as well.
>
> I have thought of creating a repository for Stargrunt scenarios on my
web
> site. If anyone has some scenarios that they've playtested, work well,
and
> would like to see on the web, I'd be willing to host them.
>
>
> Allan Goodall agoodall@interlog.com
> Goodall's Grotto: http://www.interlog.com/~agoodall/
>
> "Surprisingly, when you throw two naked women with sex
> toys into a living room full of drunken men, things
> always go bad." - Kyle Baker, "You Are Here"
>