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Re: SG:AC discussions (was: Official - More re GZG news update - NEW RELEASES!)

From: Ground Zero Games <jon@g...>
Date: Tue, 23 Sep 2014 19:51:01 +0100
Subject: Re: SG:AC discussions (was: Official - More re GZG news update - NEW RELEASES!)

Just when this discussion was starting to get interesting and useful, 
it seems to have fizzled out.... anyone else got any opinions or 
input they'd like to give?

In anticipation,

Jon (GZG)

>textfilter: chose text/plain from a multipart/alternative
>
>On Sun, Sep 14, 2014 at 12:49 PM, Seamus <fomorianwolf@gmail.com>
wrote:
>
>>  textfilter: chose text/plain from a multipart/alternative
>>
>>  On Sun, Sep 14, 2014 at 12:29 PM, Samuel Penn <sam@glendale.org.uk>
wrote:
>>  >
>>  > We've had battles (using 25mm) with 3-4 platoons a side, including
>>  vehicle
>>  platoons. The only problem was that I seem to recall damage
>>  > against vehicles was very random - you could take one out in a
single
>>  hit,
>>  or it could survive lots of hits unscathed.
>>
>>  Thanks for the input! The more feedback we get will help. :)
>>
>>  What do you think contributed to this problem? (Was it the opposed
armor
>>  rolls, for example?)
>>
>>  It's been a while and my memory is a bit hazy, but IIRC with about
two
>>  opposed companies on the table, the game can get bogged down
>>  in opposed rolls; weapons-fire results and morale tests.
>>
>>  The alternate fire resolution method that I linked earlier helps a
bit,
>>  though I'm sure it's not everyone's preference.
>>
>>  Does anyone else have any experience or suggestions?
>>
>
>It's been too darn long since I last played a game of SGII.  :-/   So I
>can't really give any contributing data points.
>
>I do hold, though, that a company-level game would be a nice one to
have.
>I've been playing Tomorrow's War a fair bit in recent years, but that's
>still platoon/squad level (I do like their vehicle combat rules, though
>some of the guys who I play TW with don't; <shrug>)
>
>Mk

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