Okay, I am looking at the Stan Joahnsen figures for the old Space Marines
(Rauwoofs, Mekpurrs, Blarads, Whistlers, and Klackons to be precise) and I was
wondering how the squad organizations would play in SG
2.
Blarads - think giant teddy bears - use 7 man squads (3 plus Weapons
squad - 2 PML's plus 2 Heavy Scramblers plus NCO a in a Platoon.) Four
with Blast Rifles (Think a portable DFFG,) Three with Hand Scramblers (GL's
with energy (sort of a cross between Ralnai Sonic grenades and Disruptors if
you are familiar with Starguard.) Being big Ursine like creatures they use
"almost PA" body armor (no power but very similar protection values.)
Klackons - Pseudo-Crustaceans - do everything in sevens so a squad has 7
Heavy Cone Rifles (Rockets depending on impact at high velocity for impact.) &
7 squads to a Platoon, etc. No, I don't have enough of these to field a couple
of squads (lower priority thing) alas.
Whistlers - flightless avians - use flying belts and jump belts and
work in 4 avian teams (4 blast rifles) and two teams to a squad (8) and two
squads to a section (16) and two sections to a demi-squadron (32 plus 3
HQ types) and two demi-squadrons to a squadron (where PML's, Infinite
Repeaters (Cone weapons) and light mortars make an appearance in the weapons
unit.)
And Rauwoofs - "...canine species slightly smaller than the human
norm..." - run in 10 creature sections - 3 Fire Teams [of 2 Blast Rifles
and a hand scrambler] plus a PML team and a Section Leader. A company
(next level) has six sections, a mortar section, a weapons section and a HQ
element.
I would like to run these pretty much straight Space Marines TO&E but what
might I want to do to balance any scenarios versus "normal human"
type squads/Platoon?
Gracias,
G'day,
Balance wise it depends what your humans have got, what kinda space marine are
we talking?;)
> Blarads - think giant teddy bears - use 7 man squads...Being big
We find with PA squads that 7 is large, but that's just us. You may find that
you want to run smaller squads or fewer of them against more lightly armed and
armoured humans.
> Whistlers - flightless avians...
Shouldn't need twiddling as effectively human in what they use and how many
there are.
> And Rauwoofs - "...canine species slightly smaller than the human
That's big but not unheard of.
> I would like to run these pretty much straight Space Marines TO&E but
On first pass run them as they are, if they're too strong then worry about
"balance";)
Cheers
> On Fri, 28 Feb 2003 09:48:17 +1100 Beth.Fulton@csiro.au writes:
<snip> Space Marine Aliens human opponents in my little corner of Stargrunt 2
universe:
In order of most likely - (percent likely out of 100)
PHR - 50%
10 man squads Armor D4 8 x Combat Rifle (Firepower 2, Impact D6)
1 x Combat Shotgun (Firepower 3 - close only, Impact D8)
1 x SMG (Firepower 3 - close only, Impact D8)
NPC - 10%
8 man squads Armor D4 (house rule - sneak suits raise to D6 at long
range)
2 x LT AR/GL (firepower 3, Impact D8)
5 x LT AR (firepower 2, Impact D8)
1 x SAW (D8/D10)
LLP - 10%
6 man squads Armor D6
5 x LT AR/GL (firepoower 3, Impact D8)
1 x Rotary SAW (D10/D10)
RRR- 10%
8 man squads Armor D6 6 x AAR (firepower 2, Impact D10)
1 x (2 man crew) AGL (D12/D8*)
NEA - 10 %
6 man squads Armor D6 5 x Gauss (Firepower 2, Impact D12)
1 x Gauss MG (D10/D12)
SAI - 5%
8 man squads Armor D8 5 x AAR (firepower 2, Impact D10)
2 x AAR/GL (firepower 3, Impact D10)
1 x IPG (D6/D10*)
IJK - 5%
6 man squads (Armor D8) 3 x Gauss (firepower 2, Impact D12)
2 x Gauss/GL (firepower 3, Impact D12)
1 x Rotary SAW (D10/D10)
Non-Stargrunt stuff follows -
Well, FWIW, in the Space Marines game there were;
Terran Union Guard Rifle Platoon (3 rifle squads and a weapons squad)
Rifle Squad x 4 - 3 Riflemen, 1 Hand Scramblerman - the energy GL
basically
Weapon Squad - 2 (2 man) PML Squads
Commo gear, CBR gear, deluxe visorscopes, medikits, body armor, sneak suits,
jump belts and force blades. Sensors for officers, NCOs and scouts.
Mercantile League (Hanseatic League in space model) Infantry Platoon (3
squads, PL, PSgt) Infantry squad x 3 (4 blast rifles, 1 hand scrambler) Kit
similar to above
Galactic People's Republic Infantry Platoon (3 rifle squads and a weapons
squad (Light Tripod Blasters) plus HQ element. Rifle Squad (5 Blast rifles, 1
Hand Scrambler) As above but monofilaments blades in place of force blades;
lower quality kit overall)
Azurich Imperium (Space Fascists) These dudes only use PA except for low
quality militia
Infantry section is ten men. 9 Dally Guns (from Dial-a-gun - Blaster,
Flamer, Hand Scrambler) and 1 PML)
Well, enough rambling,
Gracias,
G'day,
> Space Marine Aliens human opponents in my little corner of Stargrunt 2
Cool thanks.
Do you have figs for all these? Which ones do you use?
Cheers
> On Sun, 2 Mar 2003 10:06:03 +1100 Beth.Fulton@csiro.au writes:
Yes and no.
I am waiting for a check from selling 25 mm Native American and colonist
figures from a gentleman than "Mr. 6 mm" is buying some more SF figures
(Stan Johansen, GZG and Brigade - just how many of each is question) and
- - - Horrors - - - - some of them are 15 (maybe) and 25 mm! <grin>
Stan makes the old Space Marines figures [well some of them - Terran
Union Guard and/or Mercantile League, Irsol Confederacy Humanoids,
Rauwoof, Blarads, Klackons, Hissss-!st, Whistlers, Mekpurrs and their
Robots (no Androids) plus his own Snake aliens; but no GPR (other humans or
conversions would work fine,) Azurich Imperium (PA or heavy armored humans
would substitute easily,) no Ranan Horde Humanoids, No "Bugs" (this is an
easily filled niche from others such as plastic ants from cheap packs of
toys,) or Mertuns (H.G. Wells Martians in tripods essentially.)] I hope to
order some more Rauwoof (I am using 15 mm
(Vagyar?) figures for Rauwoofs currently,) Blarads and Whistlers soon -
I have one each of Mekpurr and Mekpurr robot, Blarad, Rauwoof, Whistler, Irsol
from his 'Adventures Pack'. I like his work on these and the pictures of the
Klackons look good on his web site.
I love the degree of development for the groups but the tables!!!! Oy! double
Oy! (well it is a 1980 copyright...) The weapon tech goes off the chart for
Stargrunt 2 so that will be a problem to balance (Blasters have HEL and
DFFG qualities both IIRC) and keep the "flavor" Space Marine-ish forces.
And aerospace and armored units at 1 " = 25 or 12.5 meter game always seemed
'different' to me.
I am using a lot of stand-in figures for humans; Starguard humans -
Rep-Com, Starguard for non-Space Marine humans (the Cotu types); taller
plastic (?) Galactic grenadier plastics for pseudo-Azzies, old 1970's
second hand humans from various manufacturers, that kind of stuff. I
also just recently got some old 1970-1980 era 15mm Ral Partha figures...
I am thinking about some [25 mm!?!?!] GZG figures for games too.
There are other non-human forces I have drug in from other games
(Starguard - which I have fair number of, maybe Dreenoi or Terellians
with their non-Terellian Mercs for example) and I am looking at UNSC GZG
humans in 15 mm for "Mice-in-space" since I see the (25 mm) UNSC have
pointy looking enclosed helmets I expect this might work for my biggest
problem for Mice-in-Space - the helmets should ideally be relatively
pointed, enclosed (to hide the mouse face that no one makes,) and if possible
either have some kind of 'ear caps' or at least flat surface so
I can modify the helmet to imply the larger ears of Mice-in-Space [of
course I could always do 6 mm for the mice persons...]
> Which ones do you use?
All that I have accumulated sine the early 1970's - small groups at a
time. My biggest problem in filling in the support weapons of some and getting
a whole Platoon equivalent of others. Lots of squads but not a lot of complete
Platoons.
> Cheers
Gracias,