RE: [SG] Luring players
From: "laserlight@q..." <laserlight@quixnet.net>
Date: Mon, 26 Aug 2002 12:50:31 -0400
Subject: RE: [SG] Luring players
>Are these Squad Leader or Advanced Squad Leader types? It does make a
difference. ;)
These are ASL guys. The Guards Counterattack was Scenario1 for SL IIRC
but
there's an ASL version of it. Good for starters because it's
all-infantry,
no vehicles or arty.
So we have these factors:
a. scale--moving one chit for a squad, vs moving 10 minis plus a couple
of
chits
b. hexes vs tape measure
c. roll to hit plus any resulting morale checks vs roll to hit, roll for
fractional hits, roll for wound allocation, roll for armor, roll for
morale
d. decisions for groups vs decisions per squad
So part of it is just the difference between boardgame and mini, and we
don't want to lose the visual appeal of the figures and terrain
(although
I'm making up counters right now--primarily because they're more
discreet
than minis at work).
If we use a randomized activation system--cards, for instance, with a
leader's option to override occasionally--that should speed things up.
If
we use the alternate wound fire results in SG, that should also speed
things up a bit. Other suggestions?
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