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SGII campaign system (long)

From: tlsmith@m... (Terrance L. Smith)
Date: Wed, 19 Aug 1998 23:05:36 -0600
Subject: SGII campaign system (long)

Below is the system I have developed to run Stargrunt II campaigns.

*******
Stargrunt II Campaign System

Assumption: The platoon is a small part of a much larger battle. The
success or failure of that one platoon has only a small effect on the
overall course of the battle. Therefore, the results of the SGII game
are
disconnected from the progress of the campaign.

In the campaign, a series of SGII games are played until the campaign
bookkeeping indicates the end of the campaign. Casualties, replacements,
and fatigue are carried over from one SGII game to the next according to
the rules in the SGII book.

Each player in the campaign commands a platoon. All players are on the
same
side. Players whose platoons are not involved in the current SGII game
play
the opposing side or are squad leaders for the active player.

I. Preparation
The progress of the campaign is tracked on a 1 to 13 scale. To determine
the beginning point of the campaign, roll 2d6. Example; if a 7 is
rolled,
the campaign begins at 7, exactly in the center of the scale. Neither
side
has an advantage. When the campaign falls in the 1 to 4 range, blue has
a
strategic advantage. When the campaign falls in the 10 to 13 range, red
has
a strategic advantage.

If not already known, roll 1d6 to determine the quality of the strategic
commanders on the two sides (1=poor; 2-5=good; 6=excellent).

II. Local Situation and Platoon Mission Determination
Roll 1d6 for each side to learn each side's local situation. Apply the
modifier -1 if the side has the strategic advantage, or +1 if the other
side has the strategic advantage (1,2=attack; 3,4=maneuver; 5,6=defend).
Once the local situation is known, roll 1d10 for each side on the
appropriate table to get the platoon's mission.

Attack Table
1-4; Assualt position
5,6; Rear area attack
7; Spot for artillery
8; Ambush
9; Reconnaissance
10; Defend flank

Maneuver Table
1; Assualt position
2,3; Reconnaissance
4,5; Ambush
6; Spot for artillery
7; Rear area attack
8-10; Defend

Defend Table
1; Spoiling attack
2; Ambush
3;Reconnaissance
4-8; Defend
9-10; Rear guard

Most of these are self-explanatory. "Rear area attack" may involve an
attack on a command area, transport, freeing prisoners, etc.

III. Play SGII Game(s)
Each player runs his (or her) platoon once each round, unless that
platoon
has a rest period (see part V). The referee determines if there are
attackments available, arty on call, vehicles, etc.

IV. Change in Strategic Situation
After all players have played their game for this round, do an opposed
roll
to determine the change in the strategic situation. Poor commanders roll
1d6. Good commanders roll 1d8. Excellent commanders roll 1d10. The side
that has a strategic advantage gets a +1 die shift.

Take the difference between the rolls and move that amount in the
direction
of the winner on the strategic chart. Example, if the strategic
situation
chart is at 10, red has the strategic advantage. Blue is a good
commander
and rolls a d8. Red is also a good commander, but has the strategic
advantage and rolls a d10. Red rolls a 4 and blue rolls a 6, the
difference
is 2 in favor of blue. The strategic situation changes to 8, and neither
side has a strategic advantage for the next round.

If these die rolls result in a strategic situation less than 1 or
greater
than 13, the campaign ends. If the campaign continues, go to part IV and
then back to part II.

IV. Determine Fatigue Level
On the first game of the campaign, all platoons are fresh (not
fatigued).
If this is not the first game of the campaign, roll 1d6 for fatigue
(1,2=no
rest-fatigued; 3,4=some rest-fatigued on 1-3 on 1d6; 5,6=rested-not
fatigued). Apply a die roll modifier of -1 if the side has the strategic
advantage, -2 if the other side has the strategic advantage.

With multiple player campaigns, all players with a "no rest" result play
in
the next round. Players with a "some rest" result or a "rested" result
skip
the next round. If only one platoon is involved in the campaign, either
play every round or skip rounds as described above.

Note: The strategic rules have been dry tested 6 times. The campaigns
lasted 2, 2, 4, 6, 6, and 7 rounds. If you want longer campaigns, make
the
campaign track longer. One series of tests with a strategic situation
track
of 20 resulted in campaigns that lasted 1, 2, 4, 14, 15, and 16 rounds.
For
a track of 20 I used 1d10+5 to determine the starting point.

*******

If any of you have ideas for improvements, I would be glad to hear them.

Terrance L. Smith, Ph.D.
tlsmith@micron.net
Nampa, Idaho

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