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..
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> 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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