[SG2] Game size
From: "Thomas Barclay" <kaladorn@f...>
Date: Fri, 12 Oct 2001 00:32:43 -0400
Subject: [SG2] Game size
Jaime T was curious about how big the average
SG2 game is....
My biggest to date (Grey Day, for those of you
who recall it, from which the famous Ted quote
arose "We stopped playing because the figures
got tired...."), was on a 19.5 x 8' (at the widest,
tapering to 2') sort of triangular board and
probably featured about 100 KV plus 8 or so
vehicles on the one side plus ortillery versus
about 140 or so humans plus about 5 or 6
vehicles on the other. That took 12 hours and
could have probably run another 4 to finish.
That's not average though. Our last battle, that
ran about 6-7 hours with jawing and
meandering and humming and hawing was two
platoons of NAC (about 32 each) and two
sections of auxilliaries (10 NSL Pathfinders and
7 Ghurkas) attacking a platoon of ESU with
some mines in a village at a crossroads.
Most of the Con events I've run have been
either 8 hour slots with each side consisting of
about two - three platoons (my platoons tend
to be 35-40 strong) versus about the same on
the other side (or if they are in defenses,
maybe 2 platoons) or 4 hour slots with each
side having a platoon plus maybe an attached
vehicle or two and a specialist team
(sniper/EW).
One game I recall had an OUDF force (platoon
in damaged APCs) fleeing from a pursuing PAU
platoon and a cutoff force (Platoon of FSE with
two jeeps and a hovertank). It took about 4-5
hours.
Another one was an NSL assault on a NAC PDC
built under a temple ruin. The NAC had about a
platoon plus some heavy PA (Gears) and a
couple of jeeps. The attackers had about three
platoons of infantry. That took about 4-5 hours.
To get in under the 4 hour barrier, you need to
keep the force sizes down. We played one
where one side was two 4 man elite SF units
with "war criminals" who were trying to escape
across the board and through the DMZ at the
far side so the war criminals could be tried for
"ethnic cleansing" crimes. The pursuers were a
4 squad platoon of local troops. That only ran
about 3-4 hours.
That should give you some idea. I'm fortunate
in that where we usually play, we usually start
setup around 10 am Saturday (on a 10x6
board) and end up cleaning up sometime late
in the evening or early in the morning after
we've went out for lunch, went out for dinner
and some beer, etc. and played through the
interim periods. I tend to (as someone else on
the list mentioned) view the game as a key
social vector and the socializing is as important
as the game (which means that we don't get
hung up on rules calls - we do what is the most
"realistic feeling" to us... have a brief
conversation and come to consensus - which
helps string the games out too sometimes...).
If you're trying to fit a game inside 4 hours, I
find that avoiding hidden units, EW, artillery,
snipers, mines, and working on a smaller board
all tend to help. I also find that if you keep
booting the players along gently (need to do
this at conventions... strangely many wargamers
seem to make indecision a mainstay....), that
tends to shave about 15%-25% off total game
time. When rec gaming, we never bother with
this and sometimes a turn halts for a 30 minute
discussion of the correct use of a mixed
minefield (channelizing into kill zones versus
blocking retreats, etc).....
Tomb.
-----------------------------------------------------------
Thomas Barclay
Instructor, CST 6304 (TCP/IP programming for the Internet)
kaladorn@fox.nstn.ca
http://fox.nstn.ca/~kaladorn/CST6304
http://stargrunt.ca/tb/CST6304