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Post by alanlockhart17 on May 30, 2010 13:12:05 GMT 1
Has anyone tried Flying Lead for Stargate games?
Any suggestions would be appreciated.
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dex
Junior Member
Brains
Posts: 67
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Post by dex on May 30, 2010 13:30:47 GMT 1
hi The scenario on page 37 "It's WhatWe Do" is as close to SG as you can get It plays very well cheers dex
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Post by richjones on May 30, 2010 16:20:57 GMT 1
Hee hee ... if you are a SG fan you will recognise the characters etc ... we use if for SG-1 all the time ... a LOT of the playtesting in the early days was done in the stargate world
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Post by alanlockhart17 on May 30, 2010 18:34:15 GMT 1
Thanks for the replies: how many figures each side can FL handle easily?
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Post by verytallian1 on May 30, 2010 20:58:26 GMT 1
FL is really good for SG games, i use the not star gate range of miniatures by GZG. I think they are brilliant. I have copied the stats i use below, you might want to copy them in to a word type document to read them properly. We have awesome fun as we can use ancient civilian figures as extras and the scenary is easy to collect. The number of figures each side can handle really depends on the stats used. Last nights game took about an hour, 12 G'ori and 8 good guys, SG1 and my own SG8, it was a blast the SG teams only just managed to meet their objective in the time limit of the game.
Ian
Flying lead - Star Gate Force Lists Humans Name Quality Combat Special Rules Weapons Points Qty. SG1 - Jack O'Neill - Leader 3+ 3 Fearless, Hero, Leader, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 136 1 Sam Carter 3+ 3 Fearless, Hero, 2IC, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 126 1 Daniel Jackson 3+ 3 Hero, Specialist, Personal Comms BLAT: C+1, Range(S), Stun, M&S 124 1 Teal'c 3+ 3 CQB Specialist, Danger Sense, Dashing, Fearless, Hero, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 120 1 Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 120 1 SG-8 - Captian Jonas 3+ 3 Fearless, Leader, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 106 1 Stg. Fisher 3+ 3 Fearless, 2IC, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 96 1 Dr Sergei Ivanov 3+ 2 Specialist, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 70 1 SFC Hawkins 3+ 3 Marksman, Personal Comms SMG: C+1, Range(M), Auto Fire, M&S 76 1 USAF Base Trooper 4+ 2 M16: C+2, Range (L), Select Fire, M&S 57 1 Civilian colonist Eldar 4+ 2 Leader, Professional Medic 42 1 Civilian colonist Tech 4+ 1 Specialist 15 1 Armed Civilian colonist 4+ 2 Mook, Poor Shot Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 33 1 Bow 9 1 Sling 11 1 Civilian colonist 4+ 1 Mook 3 1 G'Ori Name Quality Combat Special Rules Weapons Points Qty. Horus Prime 3+ 3 Hero, Leader, Fearless BLAT: C+1, Range(S), Stun, M&S 114 1 Horus Guard Leader 3+ 3 Leader, Fearless, Elite BLAT: C+1, Range(S), Stun, M&S 92 1 Horus Guard 3+ 2 Fearless, Elite Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 68 1 G'Ori Leader 3+ 3 Leader BLAT: C+1, Range(S), Stun, M&S 78 1 G'Ori Prime NCO 3+ 3 Hero, 2IC Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 114 1 G'Ori NCO 3+ 3 2IC Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 84 1 G'Ori Veteran Warrior 4+ 2 Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 41 1 G'Ori Warrior 4+ 2 Mook, Poor Shot Spear Blaster: C+2, range(L),{ loses power on a roll of 1} 33 1
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Post by richjones on May 30, 2010 21:33:51 GMT 1
For a one hour game about 8-14 figs a side ... we normally play about 10 -20 a side in about 1 1/2 - 2 hours.
Rich
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Post by alanlockhart17 on May 30, 2010 22:34:22 GMT 1
Any suggestions for managing larger games with about 50 or so "G'Ori"?
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Post by richjones on May 31, 2010 7:30:45 GMT 1
Have the never ending reinforcement rule in operation, activate them as groups even if they have no leader to speed things up, then they can't 'group fire' (which would make them too powerful) as they have no leader ... works OK but looks kinda scary if you are the SG-1 player!
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