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Re: [SG] Luring players

From: "Damond Walker" <dwalker@s...>
Date: Mon, 26 Aug 2002 09:59:18 -0400
Subject: Re: [SG] Luring players



> In a couple of months I'll have the opportunity to run a SG scenario
> for a bunch of Squad Leader players, and it occurred to me that we
> ought to have a scenario that will be familiar to them, but will show
> off SG.  (We could do the same thing for Warhamster but since I don't
> think I've even seen Warhammer being played, I can't help much).
>

    Are these Squad Leader or Advanced Squad Leader types?  It does make
a
difference.  ;)

> And this brought to mind the second question.  ASL is more complex
> than SG--but the introductory "Guards Counterattack" has a couple of
> companies per side.  In SG, that would be an all day event.  Aside
> from the difference of moving 1 counter vs moving 10 minis, what makes
> it possible to play that scenario in a few hours in ASL when you can't
> in SG?
>

    That's the reason right there.  The resolution of the units.  In ASL
you
are handling squad sized units with the occasional special counter
thrown
into the mix (MG, Leaders, Vehicles, etc).  In SG you are moving each
man of
the squad: that takes time.

    The Guards Counterattack sounds like it's from Squad Leader (not
ASL)
and if memory serves it's a bloody scenario.  The action really peaks
around
turn 5 or 6 (it's a 7 turn scenario) when it becomes a mad dash to
fulfill
victory conditions.

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