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Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

From: Andy Hemming <nonsense_factory@h...>
Date: Tue, 15 Jul 2008 07:59:03 +0100
Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for something completely different...)

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thanks jon,

sounds interesting, I'll look forward to it..

<html><div></div></html>

> Date: Mon, 14 Jul 2008 19:43:12 +0100
> To: gzg-l@vermouth.csua.berkeley.edu
> From: jon@gzg.com
> Subject: Re: [GZG] theoretical rules schedule? (was Re: And now for
something completely different...)
> 
> >I have to ask this, as I'm not on the playtest list - what does 
> >SG:AC stand for?
> 
> 
> I posted this to the main list on Friday - however it was under a 
> different thread heading, so you may have missed it; hope no-one 
> minds me posting it again:
> 
> 
> >2008/7/11 Damond Walker
<<mailto:damosan@gmail.com>damosan@gmail.com>:
> >
> >
> >What is SG:AC?
> >
> >I think SG:AC är Stargrunt:Assault Company. Rules written for 15mm
models.
> 
> 
> Yes, exactly that. Something that I'm working on (with feedback from 
> the playtest group) to fit in between SGII and DSII, designed for 
> reinforced-company-level forces. Still in early alpha form at the 
> moment with a number of major decisions still to be made about rule 
> mechanics, but I hope it will progress to a reasonably complete 
> playtestable beta version before TOO long.
> 
> I haven't said much about it outside the playtest group because it's 
> still at a very early stage - it's not exactly secret, but much may 
> change before it's in any shape for even a limited playtest release, 
> so there hasn't been a lot to tell you yet.
> 
> What I CAN say with reasonable certainty is:
> 
> It will be called STARGRUNT: ASSAULT COMPANY, to keep the link to 
> SGII on which a lot of it is based. Hence SG:AC, with or without the 
> colon.
> 
> It is designed primarily for 15mm figures and vehicles, with infantry 
> based as multi-figure stands (typically 3-5 man fireteam stands, 
> though 2-man teams and full squad stands will also feature depending 
> on organisation and tech level) and vehicles based individually.
> Basing size and shape is non-critical, so those of you with 
> single-based figures for SGII needn't worry - you can just blu-tack 
> them to a card fireteam base, or even just move a little clump of 
> them around as a single element. Using 10mm, 6mm etc. with it should 
> not be a problem.
> 
> Typical forces at medium tech levels will be Company sized - three or 
> four platoons plus maybe some supporting units. Lower tech forces may 
> be larger, and higher-tech ones much smaller than this. Tech level 
> differences will feature particularly strongly, with a platoon-sized 
> force of very high-tech troops being able to take on a couple of 
> companies or more of low-tech in what we hope will be a reasonable 
> game matchup.
> 
> The game mechanics will be broadly similar to both SGII and DSII in 
> many ways (still the FMA system at the core of it), but we WILL be 
> changing things where we feel there is better way of doing them. 
> While we will try to keep as much overall consistency between the 
> games as practical, the overall goal is to make SG:AC as good as we 
> can.
> 
> Yes, it's an unashamed and blatantly commercial attempt to get you 
> all to buy lots of our lovely 15mm figures and vehicles. However it 
> will remain as broadly generic as possible so that you can use your 
> own setting if you wish, it won't be specifically tied to just the 
> GZG-verse.
> 
> No, I don't know when it will be ready for release, or in what format 
> it will be published, but when something is ready you will all be 
> among the first to know!  ;-)
> 
> Jon (GZG)
> 
> 
> 
> ><html><div></div></html>
> >
> >>  Date: Fri, 11 Jul 2008 21:17:30 +0100
> >>  To: gzg-l@vermouth.csua.berkeley.edu
> >>  From: jon@gzg.com
> >>  Subject: Re: [GZG] theoretical rules schedule? (was Re: And now 
> >>for something completely different...)
> >>
> >>  >Ground Zero Games <jon@gzg.com> wrote:
> >>  >
> >>  >> OK, I know this was tongue-in-cheek, but I'm going to answer it
> >>  >> seriously! ;-)
> >>  >>
> >>  >> BDS will not happen in it's originally planned form. As you
know, it
> >>  >> was intended to be a supplement for SGII, but it just got
overtaken
> >>  >> by events and other projects. However, the name is too good not
to
> >>  >> use - so it may eventually see the light as a supplement for
SG:AC
> >>  >> instead.... :-)
> >>  >
> >>  >Heh, thanks for the reply. It was meant as a joke. But, since
we've come
> >>  >this far, let's keep the ball rolling: what rules-projects are
being worked
> >>  >on, what rules-projects are back-burnered for now, and which
previous
> >  > >projects are no longer happening, for one reason or another?
> >>
> >>
> >>  SG:AC and FT3 are developing, slowly. FMAS is on a back burner for
> >>  now but could be pulled forward if I get a particular burst of
> >>  enthusiasm for it. DS3 is in the hands of its own development team
> >>  (Oerjan, Indy and John L) who are tinkering about with it as time
> >>  allows. BDS, see above. ;-)
> >>
> >>  NO schedules or time promises on anything, because I've learnt the
> >>  hard way that they never happen. Like we did with FT Light
recently,
> >>  what I'm doing with stuff now is announcing it WHEN IT IS READY
(for
> >>  playtesting or actual publication, as appropriate) and not before!
> >>
> >>  Jon (GZG)
> >>
> >>  >
> >>  >-p.
> >>  >
> >>  >_______________________________________________
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> >> 
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> >>
> >>
> >>  _______________________________________________
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> >> 
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> >
> >
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