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