RE: SG:AC discussions (was: Official - More re GZG news update - NEW RELEASES!)
From: MICHAEL BROWN <mwsaber6@m...>
Date: Thu, 25 Sep 2014 12:00:04 -0600
Subject: RE: SG:AC discussions (was: Official - More re GZG news update - NEW RELEASES!)
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"This system has been "borrowed" many times over the years, most
notably by Brilliant Lances (the Traveller starship game), because it
works! I certainly borrowed some of the Seastrike system icon ideas
for FT, as many of you may have noted long ago, but I've not actually
applied the objective card system to a game - though it would lend
itself very well to FT games, and I'm sure it could be made to work
for ground based games too."
Gee, I wonder where I got the idea for the mission cards I did so many
moons ago...
(Having BOTH SeaStrike and Brilliant Lances)
Michael Brown
mwsaber6@msn.com
> Date: Thu, 25 Sep 2014 18:49:04 +0100
> To: gzg@firedrake.org
> From: jon@gzg.com
> Subject: Re: SG:AC discussions (was: Official - More re GZG news
update - NEW RELEASES!)
>
> >textfilter: chose text/plain from a multipart/alternative
> >
> >On Thu, Sep 25, 2014 at 11:33 AM, Roger Bell_West
<roger@firedrake.org>
> >wrote:
> >
> >> On Thu, Sep 25, 2014 at 10:25:29AM -0500, Patrick Connaughton
wrote:
> >> >
> >> >There have been comments above inconclusive games. These happen
> >> >(sadly) all too often when you're using point based, matchup
games.
> >> >It becomes the challenge of the presenter to build a good
scenario
> >> >that provides victory conditions or success criteria that
challenge
> >> >the players to do more than body count.
> >>
> >> Yes, I think that some sort of objective, even if it's just "get
your
> >> guys off the other edge of the map", almost always improves
things.
> >>
> >
> >Ambush Alley had or used to have available a very short (4-page; 3 of
which
> >were the rules, one was the rules cover :-D ) set of WWII 'patrol'
campaign
> >rules which each side would roll secretly for their force's
game/scenario
> >objective. A friend and I adopted it to do a short (9-game) TW
campaign a
> >couple years ago, and it worked really well. One of the objectives
was to
> >exit the other end of the table with half your force or more. There
were
> >six objectives that you would roll for on each side, with each side
keeping
> >their rolled objective a secret from the other. Made for some
interesting
> >battles. (and a couple of potentially boring ones when both of our
> >objectives were to withdraw; but that happened far less often than
the
> >other combination of objectives).
> >
> >Mk
>
>
> That is similar in some ways to the classic "Seastrike" random
> objective method - each player draws an unmarked envelope from a
> stack of a dozen or so, and a card in the envelope tells them (a) the
> budget for their force, (b) any specific restrictions on their force
> composition and (c) the objective they must try to achieve, with an
> alternative secondary objective (which is usually, but not always, to
> prevent the enemy from achieving their own objective) that the player
> may fall back on if the main objective becomes impossible.
>
> Having drawn and read your objective card, you then "buy" your ships,
> aircraft, land bases etc from the pool of counters (each has a price
> in millions of pounds/dollars) up to the allowed budget on the card,
> and then the game deployment starts.
>
> The objectives range from a relatively small budget and a mission to
> render just one enemy surface vessel inoperative (to "make a point"
> to a sabre-rattling enemy), to a huge budget that allows you to buy
> almost your entire counter mix but with a mission requiring you to
> completely neutralise all enemy forces.
>
> As Indy mentions, it is possible to get some odd matchups - though
> having the blind envelope draw rather than a die roll does mean that
> both sides will never get the same objective. The classic very short
> game is a small-budget objective to simply destroy the enemy's
> (land-based) command post - unless the enemy has heavily invested in
> SAM sites, then you just spend almost all your budget on strike
> aircraft and wallop the hell out of him in the first turn....
>
> This system has been "borrowed" many times over the years, most
> notably by Brilliant Lances (the Traveller starship game), because it
> works! I certainly borrowed some of the Seastrike system icon ideas
> for FT, as many of you may have noted long ago, but I've not actually
> applied the objective card system to a game - though it would lend
> itself very well to FT games, and I'm sure it could be made to work
> for ground based games too.
>
> [I've kind of assumed that most here know what Seastrike is - for
> those that don't, it's a hybrid board/tabletop game of mid-to-late
> 20th Century (post-WW2) naval combat between two smallish states set
> in an island archipelago, with surface units varying from missile
> boats through frigates and destroyers up to a single cruiser (rather
> vulnerable and seldom used, in my experience!) available to each
> fleet, plus strike and interceptor aircraft and land bases such as
> SAM and radar sites to place on the islands. Play occurs on a
> tabletop rather than a board, with card islands placed at random as
> "terrain". All combat is very simply driven by a clever special card
> deck.]
>
> Jon (GZG)
>
>
>
>