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Re: [SG] Luring players

From: Allan Goodall <agoodall@a...>
Date: Mon, 26 Aug 2002 13:11:18 -0500
Subject: Re: [SG] Luring players

On Mon, 26 Aug 2002 12:50:31 -0400, "laserlight@quixnet.net"
<laserlight@quixnet.net> wrote:

>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?

The alternate "Quick and Dirty" fire results would work, but there was
always
something that bugged me about it. I think it's the fact that impact
isn't
taken into account. Or, rather, you only take into account the firepower
die.
I don't mind the fact that the total isn't divided by the range die for
the
number of casualties. I always felt that the full version of the rules
"double
counted" the range die (or, rather, the Quality Die triple counted, as
the QD
is rolled, but is also the basis of the RD, which is also used to
calculate
the total casualties). 

What I'd like to do is go through the weapons list and come up with a
combined
FP/Impact die for support weapons for use with the Quick and Dirty
option, and
new FP ratings for some of the small arms. The problem weapons are the
extremes, like the plasma gun (D6 FP, D12 ID). If you only take into
account
the plasma gun's FP, you don't get the weapon's full impact taken into
account.

One way to do this is to give some weapons the ability to shift the
armour die
down one or two (when fired on their own, naturally), due to their
inherent
nastiness. So, you'd roll QD + D6 with a plasma gun, but maybe give it a
-2
die shift to the armour die when calculating casualties.

Taking the activation sequence out of the hands of players is a bit
dicey.
Some players don't mind the random activation card idea, others hate it.
I'm
not sure how much it will speed things up. It takes away the choice of
which
squad to activate, but in return you'll end up with players not deciding
what
to do until a card is turned up.

One interesting option would be a single deck of cards. Mix cards for
both
sides in together, and draw one at a time. This might result in one
player
getting several activations in a row. To temper this, do _not_ add in
the
command units. Let them activate whenever they want, including after an
opponent's card is turned up. Oh, and add overwatch rules. With
overwatch and
command units able to interrupt, you could end up with a very tense
game.
Actually, this sounds pretty interesting... I may have to give this a
try.

Allan Goodall		       agoodall@hyperbear.com
http://www.hyperbear.com

"At long last, the earthy soil of the typical, 
unimaginable mortician was revealed!" 
 - from the Random H.P. Lovecraft Story Generator:


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