Solo Stargrunt

6 posts ยท Jul 17 1997 to Jan 16 2001

From: Thomas Heaney <Thomas@k...>

Date: Thu, 17 Jul 1997 14:18:02 -0400

Subject: Solo Stargrunt

Here's some ideas I've came up with for solo SGII. Any comments.

Solo StargruntII.

Having been impressed with GZGs rules Dirtside II and Full Thrust, I decided
to Id buy Stargrunt II and see if they came up to the same standard. Without
going into a full review, SGII exceeded the standard set by the two previous
releases, and I would advise anyone who is
interested in SF skirmishing(or even Modern/WWI) to give them a go.  The
following are some ideas I came up with for solo play using SGII, trying to
use as many of the mechanisms in the rules as possible. Ill also explain the
thought behind some of the ideas I came up with, so that they may be of use to
non SGII players.

The scenario used was one set someplace/sometime in NW Europe in late
1944. A British infantry platoon, with a Sherman Firefly in support
were to locate and destroy a German Anti-tank gun known to be in the
area. The Germans had a single 75mm Pak40 AT gun plus crew but no limber. To
defend this, they also had two infantry squads and a light machine gun. Mabey
not the most balanced of scenarios, but I was more interested in developing
solo rules and learning the SGII rules themselves.

Each German unit was given three counters, and these were placed about the
table in places that I thought the units would be likely to hide. As an extra
rule, the AT gun could only be represented by a counter that had LOS to a road
running up the center of the table. The AT gun would only become active when
spotted or the tank came under fire(explained below).

The main idea behind these rules was that each unit the player (British) had,
would have to roll a dice each turn at the start of their activation to see if
they came under fire or not. The chances of coming under fire increased the
closer they moved to the German table edge, and the units quality(green,
regular, veteran etc.) would also have an effect, to represent better
fieldcraft, camouflage etc. of the higher quality troops. This test was only
taken if at least one enemy counter had line of sight to the unit.

Once a unit came under fire, an enemy unit was chosen(in this case at random),
ready to be put onto the table. Next, one of the counters that had LOS to the
unit was chosen to be the position of the enemy. In SGII, each unit has a
number of range bands represented by a type of dice(D4, D6, D8 etc. relating
to close, medium, long etc.), and the quality of the unit determines the
distance of each band. For example, for a green unit, each band is 6 inches,
so close would be up to 6 inches, medium up to 12 inches and so on. A reaction
test was taken, and the unit placed on the table according to the results. The
idea, in a nutshell, behind this test(for non SGII players this test
determines a units reaction to an event depending on the units quality and how
much of a threat they are under), was to try and simulate higher quality units
waiting until their target was closer before opening fire on them,
with green units more likely to panic/ misjudge the situation and open
fire earlier than veterans.

These are the two main rules that I came up with, other situations such as
spotting hidden counters are already covered in SGII(or probably in what ever
set you use). They are very much a first draught and could still do with quite
a bit of work. Below is the actual SGII rules I came up with, plus some ideas
for the future. If anyone has any
comments/improvements I would be more than happy to hear them.

Chances of a unit coming under fire.

Each unit throws 1 quality die at the beginning of its activation. To
remain unnoticed, exceed the following -

        Friendly third of table - 0
        Middle third of table   - 2
        Enemy third of table    - 3

Modifiers

        Unit fired last turn    +1
        Unit stationary         -1
        Unit in cover           -1

If no counters have LOS, do not test. If a unit comes under fire, throw a D6,
and on a 5 or 6 another enemy unit opens fire. Repeat this until no more
counters in LOS or no more enemy units.

Calculating range band of unknown enemy firer.

The enemys LV and quality must be known in advance.

Take a reaction test for the firer, but do not apply the threat level yet.

Threat level Range band used

3 D4 2 D6 1 D8 0 D10
-1                      D12

The fire comes from within the shortest range band which would allow the firer
to pass the test. For example a firer has an LV of 2 and is a regular unit. To
fire at D4 band, the dice roll(D8) would have to exceed 5 (LV of 2 plus the
threat level of 3 listed above for that
range), at D6 more than 4 (LV + threat level of 2) and so on. If there
are more than one counter within that range band from the target, select at
random, if there are none, use common sense.

For the future.

Possibly dividing the table up into risk zones for chances of coming under
fire, not necessarily related to enemy and friendly table edges. Any ideas
welcome.

From: Andy Cowell <andy@c...>

Date: Mon, 15 Jan 2001 03:01:05 -0600

Subject: Solo Stargrunt

Anybody play Stargrunt solo? I am in the middle of an interesting game (my
wife says I have to go to bed). I took an idea Marvin Scott presented in "The
Rear Guard Game: A Solo Mechanism," Lone Warrior #105 (BTW, www.magweb.com
rocks).

The idea is, you're fighting a rear guard action. What follows is taken
largely from Marvin's article, and adapted to SG2 as I play it. I chose to
play the defender, although the article says to play the attacker. I don't see
much difference, other than the odds are with the attacker.

Pull 13 cards for the defender, and get the following forces based on any
Spades drawn:

2-9: Infantry squad, d6-2 IAVRs
J-K: Infantry squad with APC
Q-A: Tank

Quality: Roll a d6 1: Green
2-5: Regular
6: Veteran

Confidence: Roll a d6
1-3: Shaken
4-5: Steady
6: Confident

Defender fights with a High Motivation.

(In my game, of 13 cards I drew two infantry squads-- Steady Green 1,
Confident Vet 2, each with 2 IAVR-- and a tank-- Steady Reg 2.  The Co
Vet 2 was chosen as platoon leader. I placed them on the defending edge using
the following mechanism.)

Shuffle in all non-Spade cards drown.  Pull 5 cards for the pursuing
force. All pursuers are Confident. Place them face down along pursuer's edge
at randomly selected locations; e.g., my table was five foot wide, so for edge
card I rolled a d6, ignoring 6's, and placed the card that many feet from a
selected edge. Face down pursuing cards move as infantry, two 6" moves, until
revealed, whereby they move normally. Repeat this at the end of each turn.

My platoon leader was located on the far left of the board, and my green squad
on the far right. The tank was located roughly in the center. Each infantry
squad double moved for woods where they could get in position at the edge and
cover the edges of the board. The tank took up position atop a wooded hill in
the center, giving him a good view of the center and the right, where the
green squad was.

The green squad moved slowly, and only as they got into position, they
were essentially in contact with two cards-- a tank and a loaded APC,
both Veterans. My tank had the pursuing tank in the open, but in its third
range band, and missed. The pursuing tank fired, causing a casuality in the
Green squad, as my tank was reactivated and destroyed it. The APC laid down
some fire and dismounted its troops.

The tank took some ineffectial small arms fire in the center from a Regular
squad without any IAVRs, and on the left, a Veteran squad completed a 10"
charge to contact my platoon leader. My squad had a one man advantage, held
its ground and, while having only a single figure wounded, took four prisoners
(one wounded), and killed two enemy. The remaining two attackers fled, Shaken.
In the interest of expediency, the prisoners were executed.

...and now my wife has just activated me, and ordered me to combat move up the
stairs and go to sleep. For what is really my first solo Stargrunt game, it's
pretty fun. With any luck, my 19 month old child

From: Laserlight <laserlight@q...>

Date: Mon, 15 Jan 2001 12:36:12 -0500

Subject: Re: Solo Stargrunt

> Anybody play Stargrunt solo?

From: Thomas Heaney <Thomas@k...>

Date: Mon, 15 Jan 2001 18:25:16 +0000

Subject: Re: Solo Stargrunt

In article <200101150901.DAA28439@okura.cowell.org>, Andy Cowell
<andy@cowell.org> writes
> Anybody play Stargrunt solo? I am in the middle of an interesting
<snip>

Have a look at my much neglected SG2 page at http://www.kontos.demon.co.
uk/sg/rules/solo.htm or view it as I sent it into Lone Warrior on
Magweb, LW issue 121 (there is also an article on solo Killzone).

Hope this helps.

From: Beth Fulton <beth.fulton@m...>

Date: Tue, 16 Jan 2001 10:28:40 +1100

Subject: Re: Solo Stargrunt

G'day Laserlight,

> I'm not going to mention that you're

I don't know whether to feel flattered or insulted that you question my virtue
;)

Beth

From: Laserlight <laserlight@q...>

Date: Mon, 15 Jan 2001 19:52:02 -0800

Subject: Re: Solo Stargrunt

> G'day Laserlight,

Noted. Please revise to: "You're as bad as the KV 'LRP' and Phalon