SGII Campaign Idea

2 posts ยท Feb 1 2000 to Feb 6 2000

From: dadams@p...

Date: Tue, 1 Feb 2000 14:12:35 +1000

Subject: SGII Campaign Idea

This is just idle musing, based on the narative campaign that was used for the
SGII games at Cancon 2000.

With a campaign, especially withe SGII and its agressive no-points
system, it can be hard to justify why a player has 1 platoon of power armour
supporting a regiment of Size 5 Grav tanks on the outer reach of known space.
This system will allow both a guide to what forces are deployed and their tech
levels, as well as provide scenerios for play. This system still needs a GM to
stop abuse, but should be elegent enough to allow play. It has not been
playtested.

1. Force Availability.

Each player in the campaign can have 4 to 10 unit allocations. The composition
will be based on an agreed apon TOE (generally Company Level with support
Elements). Vehical designs should also be approved by a GM before being
allowed in play.

An allocation point can be spent on the following:

1 Platoon of Infantry foot / truck mobile infantry or 1 Platoon of
Airborn Infantry without transport (1 allocation) Transport for Infantry
platoon (1 allocation)
1 Platoon of Suppot (Armour/Walker/Arty/Aerospace)  Size 1-3 (1
allocation) (1-5
assets)
1 Platoon of Support (Armour/Walker/Arty/Aerospace) Size 4-5 (2
allocations)
(1-5 assets)
Command / Control / Communications (Company / Regiment level) (1
allocation)

2. Tech Availability.

Tech is devidid into 3 groups, based on the normal catagories used for FC and
ECM.  This inclused Firepower rating of weapons (1 Basic, 2 Enhanced, 3+
Superior), Fire Control, ECM drivetrain types (Hover Enhanced, Grav/VTOL
Superior).

To increase a unit's tech, it costs 1 allocation per level (Basic to enhanced,
enhanced to superior). This is an all or nothing cost. Example, if a Tank
Platoon has Superior FC but Basic ECM, the cost would be paid as Superior
Tech.

3. Disadvantages

Disadvatages may be spent in order to get more allocations (1/4 of the
total max). These are used to help determine scenerios, and may also impact on
the fighting ability of the army in game terms. Any disadvantage may be bought
once only, but some may allow more, see below for full listing. Each
disadvantage gives 1 allocation.

Limited Logistics: Company has limited resources, (example, low fuel ort
ammo).
Make a check on each unit with a TL+1 , failure means 1 item unit
carries are not available for the battle(missiles, ammo, fuel et al). If you
roll the maximun on the dice, 2 items are unavailable for the battle

Limited Intel: The company has no battlefield intel or may have lost it due to
losses. Allways deployes first and the opponant may keep 1-4 units
hidden.

Stradegic instalation: You have a static item (starport, mine, comms center)
that has to be defended. You may allocate whatever resoirces to guard it, but
all campaign player will know it excists, and some may have it as a victory
objective. (may be bought more than once)

Assult!: You do not start with any forces on planet All forces must be landed
from space. This maybe a problem, if FT is being used to determine who
controls the system. (Generally assume that for the 1st turn, orbit is
contested or owned by this player).

Green:  1/2 your forces are conscripts or just out of training.
(Determine
randomly, each squad that rolls 1-3 on a d6 looses 1 level of quality
(minimum green).

Any feedback or flames welcome.

Darryl

From: Geoffery R <geofferyr@h...>

Date: Sun, 06 Feb 2000 02:12:12 PST

Subject: Re: SGII Campaign Idea

Darryl

I didn't see you go. Sorry I invited you and didn't pay more attention. Hope
you got something out of the night anyway. You surprised me turning up
otherwise I would have kept my night more open and not gotten booked into
umpire or play.

If you or any other gamers are still interest in gaming Sci-Fi Or
anything else let me know.

Buck