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[SG] Large Scale Stargrunt - longish.....

From: "Glover, Owen" <oglover@m...>
Date: Mon, 14 Feb 2000 23:23:33 +1000
Subject: [SG] Large Scale Stargrunt - longish.....

Ho ho,

Well, here goes,

Paul O'Grady and I played around with a bastardised version of Crossfire
to
play larger scale Stargrunt; Demi battalion, Combat Teams etc. So I've
been
thinking of this a lot lately and hve finally come up with a first draft
of
some modifications  to facilitate SG in larger games; you should
actually be
able to swap between standard SG games and these mods and back in the
one
game to speed parts of the game up! i've borrowed some ideas from Tom,
Adrian and co on RFAC fire from the last few days too.

Don't be afraid of ripping in to these (as if....). I want to try these
out
this weekend at the club so would welcome constructive advice.

Not complete by any means but feel okay on first glance. needs
polishing?

Cheers,

Owen G
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Large Scale Stargrunt

These are suggestions to enable large scale games of Stargrunt or even
to
speed up aspects of games at perhaps BIG demo games where there are more
than 6 squads aside.

SCALE

In 15mm  - 1cm = 10mm

If you feel adventurous play in 25mm then use 1"=10m as SGII....

SQUAD ORGANISATION

Squads are represented by two "Stands" or "Teams" of 1 to 3 figures with
1
figure representing 1 or 2 men (rounded up). Generally a Rifle Team and
a
Support/Weapons Team. Rifle Team would include the Squad Leader (SL) and
SAW
Gunner. Weapons Team includes the PPG or GMS/P and one or two riflemen.

Stands should be a square or Rectangle with a frontage of the number of
figures in cm eg 3 figure 3 cm. Depth should be 2cm.

A typical 8 man NAC squad might consist of:

Rifle Team of 3 figs (5 Men) and a GMS/P or PPG Team of 2 figs (3 men)

Firepower of the squad is calculated as per SG so the Rifle Team might
have
FP of 4x3=d12 and SAW of d8; the full squad would have still d12/d8 but
might add the PPG d6. 

For larger squads I suggest simply using the multiples of stands. eg 12
man
squad with two SAWs would simply be 2 Rifle Teams. or perhaps 3 smaller
4man
teams.

I suggest that Detachments in the normal Stargrunt sense should not be
played in this scale. Their actions might best be assumed to be
occurring in
the normal squad activations. If you really wish to use Detachments then
I
suggest that they move to 12cm from parent willingly and may carry out
ONE
Action per Activation. They Activate at the same time as the parent and
will
test with a +1 TL penalty in all tests. The Detachment tests for any
cause
of the Parent if in LOS.

ACTIVATIONS, ACTIONS AND MOVEMENT

Infantry movement is considered to be able to occur in both actions at
any
turn, but with penalties on Comms and Firing if movement is more than
half
available.

Infantry - 12cm or Combat moves of 6cm+3d6

Power Armour - 24cm or 12 +2d12s

Vehicles as per DS See Table Attached.

Squads still have two actions each Activation but must detail both
actions
at the start of their Activation. For example Move 12cm and Fire, Move
6cm
and Comms, Comms and Reorg.

A squad may only be Activated ONCE in a game turn!!!
However, the Pl/Coy Commander may, with ONE Comm Action, attempt to
Activate
any or all of his immediate subordinates in his Activation with
expending a
single Action.

Example, Pl Comd decides he will move forward and at the same time Comm
to
his 3 Squads to fire on a single target. He moves > 6cm so his Comm roll
will be at a +1 penalty. If successful all three squads may move/fire
etc as
he orders. They are, after all listening in on the same command net!

Similarly, the Coy Commander may send Coy Orders in one Action and
Activate
all three Pl Comds! Ooh this could be brutal! Obviously EW can be used
to
much greater effect in these games and I would encourage it!

COMBAT

Infantry Ranged Fire

Firing to Hit is as per standard SG. If multiple squads are firing then
simply add the FP dice of the squads together and one dice of the
Average
Quality Rounded Down! Defender rolls Range die as normal. 

On a MAJOR success divide the total of the Firers scores that were
GREATER
than defenders Range die and divide by the Range Die type, rounding up
as
per SG. This is the number of stands that may be lost. 

Roll Impact vs Armour (modified for cover as per SG) dies and for each
Imp
greater than Armour a CL Check will be required to a Max of two CLs.

If Imp is > 2x Armour die stand is removed at the Defenders choice.
Yeah,
this could be brutal!

Special Fire Actions

Sustained Fire	-  if a squad doesn't move in the activation and fires
on
the same target as last turn it may claim Sustained Fire and the target
Range Die has a -1 Die Shift!

Fixed lines/Overwatch  -  A Squad spends a full Activation to claim
Fixed
lines/Overwatch. Face the Teams on the exact bearing of the direction of
the
watched area. ANY target entering an area measured by the full width of
the
squads frontage with stands touching, on an Arc of 1 tenth of the
distance
may be fired on. This equates to an arc of 200 mils. All targets after
the
first squad are given a +1 die shift in favour on the Range Die.
Example,
two Rifle Teams each 3cm frontage extend a line 6cm wide. at 10cm they
may
engage 8cm wide area. at 20cm 12cm, at 40cm 16cm. This means a squad
might
actually fire a dozen times in a game....so what? Any fools crazy enough
to
get run across the same patch of ground 11 others got shot at running
over
deserves it!

Dangerous Space!  -  after declaring fire on a target draw a line
through
the target and any other squads that the line touches will also
potentially
suffer fire effects. Calculate Range die with a +2 die shift. Use the
same
Firepower roll made for the initial target squad. Yeah, watch where
you're
shooting now huh!

Close Combat

To start, CL rolls as per SG, odds for Defender are counted in Stands.
Defensive fire as SG with process as above. If both Attacker and
defender
pass then carry out the Close Combat resolution. 

Roll a Qual die for each stand involved in the combat. Attackers get a
+1
positive shift for Attacking plus +1 if more than one third of Team is
equipped with CC Weapons. Defenders get +1 shift if in Cover/In Position
but
-1 if have two Suppressions or more.

Compare dice scores for each stand; if ANY ONE opponents score is higher
the
stand will withdraw 1d6cm, if ANY TWO dice are higher the stand will be
lost. Now the side that lost most stands does a CL Check +1 for each
Enemy
stand LOST and -1 for each Friendly Lost. If passes, Winner also tests.
If
both pass then the stands remain in contact and the Turn will continue
to
resolve the CC. Those stands that were forced to withdraw may roll a
Reaction Test with TL of +1 on top of the normal CC CL Check to attempt
to
rejoin the CC in their next Activation.

Power Armour stands roll two dice instead of doubling score as per SG
standard rules.

If Defender is a single stand, then it may still roll two die but the
second
is a -1 die shift on its Qual die and there is no benefit from In
Cover/Position. -1 for Suppressions still count :(

MORALE

CL checks are made if Friendly units within LOS or direct Line of
Command
are destroyed/lost. Modifiers:

Own Platoon, in LOS  +2
Own Platoon Comd in LOS +3
Own Platoon but not in LOS  +1 when next activated

Friendly in LOS +1

VEHICLE MOVEMENT

Base Movement

LoMobility Wheeled	40cm
HiMobility Wheeled	40cm
Slow Tracked		30cm
Fast Tracked		50cm
Slow GEV		50cm
Fast GEV		60cm
GRAV ground level	60cm

Modifed for terrain as per DS Movement rules.

VEHICLE COMBAT

Vs Vehicles as per DS Rules with Ranges modified from inches to 10s of
cm eg
DS 8" = 80cm

GMS/P have maximum range of 200cm, IAVR Ranges are as per SG Range
bands.
APSW are covered as vehicle/fixed mount SAWs with 12cm Range bands.

Additional Range is Point Blank which is half Close. Range die for
Infantry
fire is d4. Range die is modified for Cover etc as normal SG.

Fire At Infantry is somewhat different. 

Weapons larger than size Two will engage Infantry similarly to Indirect
Fire. Resolve the To Hit Roll as normal SG using DS Ranges; PB d4, Close
d6,
Medium d8 and Long d10. A Minor success means the shot has deviated d12
direction and d8cms. Impact diameter is weapon size in cm. Any stand
touched
by the shot diameter takes a d8 impact and suppression. A Major Success
means the shot is accurate. Impact is still d8 but Firer chooses centre
of
impact!

Size 1 or 2 weapons ie RFAC/MDC/GAC/DFFG but not HEL, use their Qual
Die,
and Fire Con Die. They also roll a second die which is Firecon -1 die
shift;
essentially representing Firepower(?). the effect of a Size2 weapon is
likely slower Rate of Fire but more intimidating larger rounds!? If fire
is
within Close Range band then infantry are automatically Suppressed but
may
make an immediate 'free' attempt to remove the suppression at TL +1.
Minor
Success rolls Impact of d8 vs Armour die. Major Success rolls Impact of
normal Impact for weapon size. eg Size1 RFAC d10/Size2 RFAC 2 d10s.

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