Star Grunts II Squad Generation Point system [Long]

5 posts ยท Jul 16 1997 to Jul 18 1997

From: Phillip E. Pournelle <pepourne@n...>

Date: Wed, 16 Jul 1997 11:10:52 -0400

Subject: Star Grunts II Squad Generation Point system [Long]

Hello, In my quest to generate a campeign system that spans Full Thrust,
Dirtside and StarGrunts, I have borrowed from Steve Gibson's point system and
come up with the following point system. The goal was to enable players to
have a quick reference to throw one of games together or generate campeigns
that flow through the three game systems. Previous analysis determined 1 Full
Thrust Point was equal to about 60 Dirtside Points. The result is a system
that should enable players to generate equal forces on the battlefield.
However, Jon is quite right in that when you combine factors such as morale,
playing field, role (attacker, defender, etc) this chart is not fool proof. It
is supposed to be a general guide to help people put games together.

Each of the Values below are for a single man, to generate the point cost you
will have to multiply the cost by the number of men in the team and then add
the heavy weapons, etc. For squads with a heavy weapon element, generate the
two team seperately, say five Soldiers in the rifle team and three Soldiers
with SMGs plus the SAW in the heavy weapon team. Once all the men have been
equipped from tables 1 thru 4. Add them up and multiply them by table 5. The
lists also show how to translate the squads up to Dirtside II and back as
well.

Table 1 Armor

Armor Type SG:Die Type DS:Hits to Kill* Cost per Man Basic D4 2 0.5 Partial LT
D6 3 1.0 Full LT D8 4 2.0 Light Power D10 5 4 HVY Power D12 6 6

	*   Hits to kill a 5 man team.	For example a three man HVY
Weapons team
with Full LT armor 3*4/5=12/5=2.4 Three hits.  A four man attack squad
in
HVY Power 4*6/5=24/5=5

Table 2: Movement Movement SG DS Cost per Man Foot 6" 2" 0.0 Scout 8" 4" 1.0
Calvery/Power   12"             6"                      2.0
Motorized 15" 8" 3.0 Jump jet 15" 8" 4.0 Skimmer 15" 8" 5.0

Table 3: Weapons Weapon Range Firepower Impact Cost per Man Lt Auto Pistol CC
1 D6 0 Hvy Auto Pistol CC 1 D10 0.25 SMG CC 3 D8 0.5 Shotgun CC 3 D8 1.0
Hunting Rifle 1 D10 0.75 Lt Assault Rifle 2 D8 0.75
Lt Assault Rifle w/GL           3               D8      1.0
Advanced Combat Rifle 2 D10 1.0
ACR w/GL                        3               D10     1.5
Gauss Rifle 2 D12 2.0
Gauss Rifle w/ GL               3               D12     2.5

Squad Assault Rifle D8 D10 4.0 Gatling SAW D10 D10 5.0 Gauss SAW D10 D12 6.0
Infantry Plasma Rifle D6 D12 7.0 Automatic Grenade Launcher D12 D8 4.0
Multiple Launch Pack D8 D8 6.0 IAVR D10 D12 1.0 per shot

Table 3.5 Effect of these weapons on DSII:
Weapon/Cost     Range/Damage chits
Close Medium Long Infantry Plasma 2" 4" 6" Cost: 8 All Red Yellow Yellow (draw
3)

Auto GL 4" 6" 8"
Cost: 3         1/2 Red/Yellow  Yellow          1/2 Green       Yellow
(draw 3)

MLP 6" 12" 18"
Cost: 6         1/2 Red&Yellow  1/2 Red&Yellow  1/2 Red&Yellow  1/2
Yellow(D3)

IAVR 4" Cost:3 Red&Yellow Draw 2

Table 4: Close Assault Weapons Weapon Close Assault Die Shift Cost per Man
Pistol/SMG              +1                      Pay from Table 3
Sword/Axe               +1                      0.25
Shotgun                 +2                      Pay from Table 3
Flamer                  +2                      0.5
Power Sword/Hull Cutter +3                      1.0
Light Saber             +4                      2.0

Table 5: Troop Quality Multiple Troop Type Quality Die Dirtside Multiple
StarGrunt Multiple Elite D12 1.5 2.0 Vetran D10 1.35 1.7 Regular D8 1.20 1.4
Green D6 1.0 1.0 Untrained D4 0.75 0.6

The reason for the two multiples is the effect of the quality die in the two
games. In SG the QD is very significant as it affects range, fire
effectiveness, morale, comms etc. However in DSII the QD is not so extreme.

Please comment on this. I intend to use it for a campeign and want to find the
bugs before it gets going. Thanks, Phil P.

From: mechavar@a... (Miguel Echavarria)

Date: Wed, 16 Jul 1997 18:30:05 -0400

Subject: Re: Star Grunts II Squad Generation Point system [Long]

> Hello,

Phil, I know your quest is to play out the Star Wars universe and show that
the movies were all rebel propaganda;)

From: Owen Glover <oglover@b...>

Date: Wed, 16 Jul 1997 20:38:15 -0400

Subject: RE: Star Grunts II Squad Generation Point system [Long]

Aside from some arguments you might get about exactly what multiplier you
should have for what level these look okay for someone who NEEDS a point
system.

However my CONSTRUCTIVE criticism is there dowsn't appear to be a
consideration for the leadership of the squad and perhaps the points should
reflect the Platoon organisation. Really, the majority of games will be played
at platoon level (ie multiple squads) and a Platoon commander's one or two
extra avtivations will make a significant difference to the outcome of a game.
In the same vein, if opposing forces have roughly equal number of troops (nay,
say exactly equal number of troops) then the force with the more squads again
has a
significant advantage - battlefield initiative.

Having said that, my compliments on a fine piece of work.

From: Phillip E. Pournelle <pepourne@n...>

Date: Thu, 17 Jul 1997 10:04:59 -0400

Subject: RE: Star Grunts II Squad Generation Point system [Long]

> At 10:38 AM 7/17/97 +1000, Owen Glover wrote:

> However my CONSTRUCTIVE criticism is there dowsn't appear to be a

I completely agree. That was why a month ago I proposed a cost sheet for
multiple levels of leaders. If you want to make smaller squads out of your
rifle teams then you have to buy a squad leader, etc. I try and repost it
sometime, or someone can dig it out of the archives. Phil P.

From: Mike Wikan <mww@n...>

Date: Fri, 18 Jul 1997 04:22:59 -0400

Subject: RE: Star Grunts II Squad Generation Point system [Long]

Nice stuff Phillip! We are just now really getting into SGII and we've been
playing with the balance stuff. this should help considerably!