From: tlsmith@m... (Terrance L. Smith)
Date: Wed, 19 Aug 1998 23:05:36 -0600
Subject: SGII campaign system (long)
Below is the system I have developed to run Stargrunt II campaigns. ******* Stargrunt II Campaign System Assumption: The platoon is a small part of a much larger battle. The success or failure of that one platoon has only a small effect on the overall course of the battle. Therefore, the results of the SGII game are disconnected from the progress of the campaign. In the campaign, a series of SGII games are played until the campaign bookkeeping indicates the end of the campaign. Casualties, replacements, and fatigue are carried over from one SGII game to the next according to the rules in the SGII book. Each player in the campaign commands a platoon. All players are on the same side. Players whose platoons are not involved in the current SGII game play the opposing side or are squad leaders for the active player. I. Preparation The progress of the campaign is tracked on a 1 to 13 scale. To determine the beginning point of the campaign, roll 2d6. Example; if a 7 is rolled, the campaign begins at 7, exactly in the center of the scale. Neither side has an advantage. When the campaign falls in the 1 to 4 range, blue has a strategic advantage. When the campaign falls in the 10 to 13 range, red has a strategic advantage. If not already known, roll 1d6 to determine the quality of the strategic commanders on the two sides (1=poor; 2-5=good; 6=excellent). II. Local Situation and Platoon Mission Determination Roll 1d6 for each side to learn each side's local situation. Apply the modifier -1 if the side has the strategic advantage, or +1 if the other side has the strategic advantage (1,2=attack; 3,4=maneuver; 5,6=defend). Once the local situation is known, roll 1d10 for each side on the appropriate table to get the platoon's mission. Attack Table 1-4; Assualt position 5,6; Rear area attack 7; Spot for artillery 8; Ambush 9; Reconnaissance 10; Defend flank Maneuver Table 1; Assualt position 2,3; Reconnaissance 4,5; Ambush 6; Spot for artillery 7; Rear area attack 8-10; Defend Defend Table 1; Spoiling attack 2; Ambush 3;Reconnaissance 4-8; Defend 9-10; Rear guard Most of these are self-explanatory. "Rear area attack" may involve an attack on a command area, transport, freeing prisoners, etc. III. Play SGII Game(s) Each player runs his (or her) platoon once each round, unless that platoon has a rest period (see part V). The referee determines if there are attackments available, arty on call, vehicles, etc. IV. Change in Strategic Situation After all players have played their game for this round, do an opposed roll to determine the change in the strategic situation. Poor commanders roll 1d6. Good commanders roll 1d8. Excellent commanders roll 1d10. The side that has a strategic advantage gets a +1 die shift. Take the difference between the rolls and move that amount in the direction of the winner on the strategic chart. Example, if the strategic situation chart is at 10, red has the strategic advantage. Blue is a good commander and rolls a d8. Red is also a good commander, but has the strategic advantage and rolls a d10. Red rolls a 4 and blue rolls a 6, the difference is 2 in favor of blue. The strategic situation changes to 8, and neither side has a strategic advantage for the next round. If these die rolls result in a strategic situation less than 1 or greater than 13, the campaign ends. If the campaign continues, go to part IV and then back to part II. IV. Determine Fatigue Level On the first game of the campaign, all platoons are fresh (not fatigued). If this is not the first game of the campaign, roll 1d6 for fatigue (1,2=no rest-fatigued; 3,4=some rest-fatigued on 1-3 on 1d6; 5,6=rested-not fatigued). Apply a die roll modifier of -1 if the side has the strategic advantage, -2 if the other side has the strategic advantage. With multiple player campaigns, all players with a "no rest" result play in the next round. Players with a "some rest" result or a "rested" result skip the next round. If only one platoon is involved in the campaign, either play every round or skip rounds as described above. Note: The strategic rules have been dry tested 6 times. The campaigns lasted 2, 2, 4, 6, 6, and 7 rounds. If you want longer campaigns, make the campaign track longer. One series of tests with a strategic situation track of 20 resulted in campaigns that lasted 1, 2, 4, 14, 15, and 16 rounds. For a track of 20 I used 1d10+5 to determine the starting point. ******* If any of you have ideas for improvements, I would be glad to hear them.