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

From: MICHAEL BROWN <mwsaber6@m...>
Date: Thu, 25 Sep 2014 13:41:05 -0600
Subject: RE: SG:AC discussions (was: Official - More re GZG news update - NEW RELEASES!)

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Want to feel old?  Those were done in the 90's

My boys are picking up FT Fever, I'm about ready to introduce them to
the mission cards



Michael Brown

mwsaber6@msn.com



 
> From: devans@nebraska.edu
> To: gzg@firedrake.org
> Date: Thu, 25 Sep 2014 19:30:56 +0000
> Subject: RE: SG:AC discussions (was: Official - More re GZG news
update - NEW RELEASES!)
> 
> A bit of search through TMP and LAF will show I've bragged you up more
than once, and mentioned on the FT Yahoo! group, as well.
> 
> Doug
> 
> -----Original Message-----
> From: MICHAEL BROWN [mailto:mwsaber6@msn.com] 
> Sent: Thursday, September 25, 2014 1:00 PM
> To: gzg@firedrake.org
> Subject: RE: SG:AC discussions (was: Official - More re GZG news
update - NEW RELEASES!)
> 
> textfilter: chose text/plain from a multipart/alternative
> 
> "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)
> > 
> > 
> > 
> > 
>					  
> 
> 
> 


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