Stargrunt/Dirtside
From: jatkins6@i... (John Atkinson)
Date: Sun, 10 May 1998 21:24:21 -0500 (CDT)
Subject: Stargrunt/Dirtside
Got my copy of Stargrunt a few days ago, so pardon the newbie
questions, but I'm trying to work out TO&Es which are usable for both
DS and SG. Easy with the unarmored infantry (squad=2 Dirtside teams, 1
rifle team=4 men). But the Power Armor is driving me up the wall. The
only way I can see to make it work with a 6-man squad of power armor is
to call a team of PA 3 men, and reconfigure all my APCs to carry 2
elements of Powered Armor. Which only works (Folks, I'm NOT trying to
use a size 4 APC for a single squad!) if you use the SG construction
rules and an element of PA takes up 6 points of space, not 8. Anyone
think this would be too unbalancing? This kinda limits the firepower
of this APC to a GAC/1. But how much fire support does it need?
APFCs--how would I represent these in Stargrunt?
APSWs--don't appear to have an equivelant in Stargrunt. All the
Stargrunt machine guns are one-man affairs, LMGs. Or is an APSW team a
team armed with 4xSAWs? What happened to crew-served support weapons
short of light AT guns (RFAC/1)?
Finally, IAVRs and GMS/Ps. In Dirtside all your good infantry (and
some of your crappy infantry) carries IAVRs. In Stargrunt GMS/Ps are
issued at the rate of 1 per squad and screw the IAVRs. I'm working on
the basis that to qualify as carrying IAVRs in Dirtside, several have
to be carried by the Stargrunt team. And 1 GMS/P would translate to. .
. I'm torn between a 1 or 2 chit GMS/L or 1 GMS/P=Dirtside IAVRs.
Whatever. Comments?
John M. Atkinson