From: Owen Glover <oglover@b...>
Date: Mon, 14 Feb 2000 23:23:33 +1000
Subject: [SG] Large Scale Stargrunt - longish.....
Ho ho, Well, here goes, Paul O'Grady and I played around with a bastardised version of Crossfire to play larger scale Stargrunt; Demi battalion, Combat Teams etc. So I've been thinking of this a lot lately and hve finally come up with a first draft of some modifications to facilitate SG in larger games; you should actually be able to swap between standard SG games and these mods and back in the one game to speed parts of the game up! i've borrowed some ideas from Tom, Adrian and co on RFAC fire from the last few days too. Don't be afraid of ripping in to these (as if....). I want to try these out this weekend at the club so would welcome constructive advice. Not complete by any means but feel okay on first glance. needs polishing? Cheers, Owen G ************************************************************************ **** ******************************************* Large Scale Stargrunt These are suggestions to enable large scale games of Stargrunt or even to speed up aspects of games at perhaps BIG demo games where there are more than 6 squads aside. SCALE In 15mm - 1cm = 10mm If you feel adventurous play in 25mm then use 1"=10m as SGII.... SQUAD ORGANISATION Squads are represented by two "Stands" or "Teams" of 1 to 3 figures with 1 figure representing 1 or 2 men (rounded up). Generally a Rifle Team and a Support/Weapons Team. Rifle Team would include the Squad Leader (SL) and SAW Gunner. Weapons Team includes the PPG or GMS/P and one or two riflemen. Stands should be a square or Rectangle with a frontage of the number of figures in cm eg 3 figure 3 cm. Depth should be 2cm. A typical 8 man NAC squad might consist of: Rifle Team of 3 figs (5 Men) and a GMS/P or PPG Team of 2 figs (3 men) Firepower of the squad is calculated as per SG so the Rifle Team might have FP of 4x3=d12 and SAW of d8; the full squad would have still d12/d8 but might add the PPG d6. For larger squads I suggest simply using the multiples of stands. eg 12 man squad with two SAWs would simply be 2 Rifle Teams. or perhaps 3 smaller 4man teams. I suggest that Detachments in the normal Stargrunt sense should not be played in this scale. Their actions might best be assumed to be occurring in the normal squad activations. If you really wish to use Detachments then I suggest that they move to 12cm from parent willingly and may carry out ONE Action per Activation. They Activate at the same time as the parent and will test with a +1 TL penalty in all tests. The Detachment tests for any cause of the Parent if in LOS. ACTIVATIONS, ACTIONS AND MOVEMENT Infantry movement is considered to be able to occur in both actions at any turn, but with penalties on Comms and Firing if movement is more than half available. Infantry - 12cm or Combat moves of 6cm+3d6 Power Armour - 24cm or 12 +2d12s Vehicles as per DS See Table Attached. Squads still have two actions each Activation but must detail both actions at the start of their Activation. For example Move 12cm and Fire, Move 6cm and Comms, Comms and Reorg. A squad may only be Activated ONCE in a game turn!!! However, the Pl/Coy Commander may, with ONE Comm Action, attempt to Activate any or all of his immediate subordinates in his Activation with expending a single Action. Example, Pl Comd decides he will move forward and at the same time Comm to his 3 Squads to fire on a single target. He moves > 6cm so his Comm roll will be at a +1 penalty. If successful all three squads may move/fire etc as he orders. They are, after all listening in on the same command net! Similarly, the Coy Commander may send Coy Orders in one Action and Activate all three Pl Comds! Ooh this could be brutal! Obviously EW can be used to much greater effect in these games and I would encourage it! COMBAT Infantry Ranged Fire Firing to Hit is as per standard SG. If multiple squads are firing then simply add the FP dice of the squads together and one dice of the Average Quality Rounded Down! Defender rolls Range die as normal. On a MAJOR success divide the total of the Firers scores that were GREATER than defenders Range die and divide by the Range Die type, rounding up as per SG. This is the number of stands that may be lost. Roll Impact vs Armour (modified for cover as per SG) dies and for each Imp greater than Armour a CL Check will be required to a Max of two CLs. If Imp is > 2x Armour die stand is removed at the Defenders choice. Yeah, this could be brutal! Special Fire Actions Sustained Fire - if a squad doesn't move in the activation and fires on the same target as last turn it may claim Sustained Fire and the target Range Die has a -1 Die Shift! Fixed lines/Overwatch - A Squad spends a full Activation to claim Fixed lines/Overwatch. Face the Teams on the exact bearing of the direction of the watched area. ANY target entering an area measured by the full width of the squads frontage with stands touching, on an Arc of 1 tenth of the distance may be fired on. This equates to an arc of 200 mils. All targets after the first squad are given a +1 die shift in favour on the Range Die. Example, two Rifle Teams each 3cm frontage extend a line 6cm wide. at 10cm they may engage 8cm wide area. at 20cm 12cm, at 40cm 16cm. This means a squad might actually fire a dozen times in a game....so what? Any fools crazy enough to get run across the same patch of ground 11 others got shot at running over deserves it! Dangerous Space! - after declaring fire on a target draw a line through the target and any other squads that the line touches will also potentially suffer fire effects. Calculate Range die with a +2 die shift. Use the same Firepower roll made for the initial target squad. Yeah, watch where you're shooting now huh! Close Combat To start, CL rolls as per SG, odds for Defender are counted in Stands. Defensive fire as SG with process as above. If both Attacker and defender pass then carry out the Close Combat resolution. Roll a Qual die for each stand involved in the combat. Attackers get a +1 positive shift for Attacking plus +1 if more than one third of Team is equipped with CC Weapons. Defenders get +1 shift if in Cover/In Position but -1 if have two Suppressions or more. Compare dice scores for each stand; if ANY ONE opponents score is higher the stand will withdraw 1d6cm, if ANY TWO dice are higher the stand will be lost. Now the side that lost most stands does a CL Check +1 for each Enemy stand LOST and -1 for each Friendly Lost. If passes, Winner also tests. If both pass then the stands remain in contact and the Turn will continue to resolve the CC. Those stands that were forced to withdraw may roll a Reaction Test with TL of +1 on top of the normal CC CL Check to attempt to rejoin the CC in their next Activation. Power Armour stands roll two dice instead of doubling score as per SG standard rules. If Defender is a single stand, then it may still roll two die but the second is a -1 die shift on its Qual die and there is no benefit from In Cover/Position. -1 for Suppressions still count :( MORALE CL checks are made if Friendly units within LOS or direct Line of Command are destroyed/lost. Modifiers: Own Platoon, in LOS +2 Own Platoon Comd in LOS +3 Own Platoon but not in LOS +1 when next activated Friendly in LOS +1 VEHICLE MOVEMENT Base Movement LoMobility Wheeled 40cm HiMobility Wheeled 40cm Slow Tracked 30cm Fast Tracked 50cm Slow GEV 50cm Fast GEV 60cm GRAV ground level 60cm Modifed for terrain as per DS Movement rules. VEHICLE COMBAT Vs Vehicles as per DS Rules with Ranges modified from inches to 10s of cm eg DS 8" = 80cm GMS/P have maximum range of 200cm, IAVR Ranges are as per SG Range bands. APSW are covered as vehicle/fixed mount SAWs with 12cm Range bands. Additional Range is Point Blank which is half Close. Range die for Infantry fire is d4. Range die is modified for Cover etc as normal SG. Fire At Infantry is somewhat different. Weapons larger than size Two will engage Infantry similarly to Indirect Fire. Resolve the To Hit Roll as normal SG using DS Ranges; PB d4, Close d6, Medium d8 and Long d10. A Minor success means the shot has deviated d12 direction and d8cms. Impact diameter is weapon size in cm. Any stand touched by the shot diameter takes a d8 impact and suppression. A Major Success means the shot is accurate. Impact is still d8 but Firer chooses centre of impact! Size 1 or 2 weapons ie RFAC/MDC/GAC/DFFG but not HEL, use their Qual Die, and Fire Con Die. They also roll a second die which is Firecon -1 die shift; essentially representing Firepower(?). the effect of a Size2 weapon is likely slower Rate of Fire but more intimidating larger rounds!? If fire is within Close Range band then infantry are automatically Suppressed but may make an immediate 'free' attempt to remove the suppression at TL +1. Minor Success rolls Impact of d8 vs Armour die. Major Success rolls Impact of normal Impact for weapon size. eg Size1 RFAC d10/Size2 RFAC 2 d10s.