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Strategic Stargrunt

From: Mike.Elliott@B...
Date: Thu, 8 Jan 1998 10:20:07 +0000
Subject: Strategic Stargrunt



The following is a simple idea that allows you to set SGII games within
the
context of a larger battle. It is based on an article in a (way) back
issue
of Mini Wargs.

"Pawns in the Game" - Strategic Stargrunt
-----------------------------------------

1. You need a map of some sort marked off in squares. An Ordnance Survey
map is conveniently divided into 1km squares. A bit big, but OK. Ideally
the squares should approximate to the size of your playing area. E.g for
a 6ft by 4ft table the squares should be about 700m across (~72 * 10m).

2. You also need some counters to represent units on the map. Each
counter
represents a platoon sized force. Some platoons may be understrength and
some may be reinforced (say with a tank or a Power Armour squad). Draw
up
a TO&E so you know what each counter represents. Assign a quality to
each
unit.

3. Place the counters on the map. There is no fixed time scale. Let a
map
turn represent, say, an hour - whatever feels right to you. Each counter
can move 2 squares per turn unless all troops are mounted in vehicles,
in
which case allow them to move 3 or 4 squares in a turn.

4. The idea is that you are the commander of _one_ specific unit, not
the
whole force. So higher command will decide strategy. This can be done by
rolling a D6 at the start of each day:

       1, 2    defend
       3, 4    counter attack if attacked
       5, 6    attack

+1 if this force is on a "campaign offensive". The die roll may be made
for
the force as a whole or for two or more sectors depending on the size of
overall force.

5. Where opposing units enter the same square:

If one of them is _your_ unit, then fight an SGII battle. The situation
on
the map should determine the scenario for the battle.

If neither of the counters is _your_ unit then resolve the conflict by
rolling the quality die of the units in an opposed roll. The difference
in
the scores is the number of squares the loser is pushed back. If the
higher score is double or more than the lower score then the loser is
"destroyed" (suffered sufficient casualties for it to be withdrawn).

See also the campaign suggestions in the SGII book.

Comments?

Mike Elliott

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