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Re: SG2 ideas

From: Allan Goodall <awg@s...>
Date: Mon, 22 Jan 2001 22:25:44 -0500
Subject: Re: SG2 ideas

On Sun, 21 Jan 2001 18:22:40 -0600, "thurvin" <>

>1. At 1/4, 1/2 and 3/4 strength of original strength make a Reaction
Test at
>+1 or it must lower the motivation of the unit. More bookkeeping, I
>When the unit reaches below low, it must back at least one Confidence
>turn when in enemy contact.

I had something like this, but have since modified it.

First, my modifications only get really nast until 1/2 or more is lost,
they stay nasty for every new casualty. Second, the modifier is based on
troop motivation. 

You can see mine at

>2. Another idea, is use Suppression Markers(previous only) as modifier
>Confidence Test. Three markers, a +3 modifiers. It would make those
>caught in a crossfire think twice. Power Armour might ignore this part.

I thought of this, but suppression is already nasty in its own right,
and it's
a different effect. It's very temporary. Once suppression fire is
troop morale is pretty much back to normal. 

>3. Platoon Morale. Anytime a squad on the field is Broken, Routed or
>All the other squad in THAT platoon must make a Confidence Test at
>I have not tried any of them. Comments?

Platoon morale has merit. I haven't tried it, but the number of rolls is
pretty extensive. I'm not sure it's that much of a necessity. Usually if
platoon starts losing figures it's because squads are taking fire. If
start having squads safely out of harm's way taking casualties, then I
you'll eliminate any chance of reserve units coming up to help.

Funny enough, the couple of times I played DS2 I thought company morale
needed. I'm not as sold on it for SG2, though. I'd have to think about
it. To
be honest, once you make squad morale nastier you'll find that platoon
is less important.

Allan Goodall
Goodall's Grotto:

"Now, see, if you combine different colours of light,
 you get white! Try that with Play-Doh and you get
 brown! How come?" - Alan Moore & Kevin Nolan, 

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