SGII campaign system (long)

3 posts ยท Aug 20 1998 to Aug 21 1998

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.

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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.

From: Tony Christney <tchristney@t...>

Date: Thu, 20 Aug 1998 11:19:27 -0700

Subject: Re: SGII campaign system (long)

> At 11:05 PM 8/19/98 -0600, you wrote:

I think that you would need consistent opposing players. The idea of everyone
on the same side seems to me like playing chess with yourself... I don't think
that the opposing player would be motivated enough to win. Just my $0.02.

> Terrance L. Smith, Ph.D.

From: tlsmith@m... (Terrance L. Smith)

Date: Thu, 20 Aug 1998 20:54:39 -0600

Subject: Re: SGII campaign system (long)

> At 11:05 PM 8/19/98 -0600, you wrote:

Actually, I set it up this way to make book keeping easier. This way I only
have to keep track of casualties on one (the player's) side. The op force gets
casualties assigned by rolling a die per the SGII rules.