2nd/3rd rate powers
From: "Thomas Barclay" <kaladorn@m...>
Date: Wed, 14 Aug 2002 10:16:54 -0400
Subject: 2nd/3rd rate powers
In terms of troop qualities, here is the IMU
version (keep in mind, these are averages -
some units in any poor nation's forces may be
good and some units in any good nation's
forces may be less useful):
This rating is in terms of doctrine, troop training
and the training/motivation/leadership skills of
junior and senior leaders, as well as the design,
supply and logistical abilities of the armed
force. It doesn't reflect the "size" of the armed
forces at all, thus it isn't a relative POWER
ranking, just quality. Note: Being 2nd Rate in
this categorization is not being substandard!
Also note that ratings of the aliens is a tough
one as they are just plain "different" and so its
only a rough guess.
First Rate
----------
NAC
NSL
Empire of Gorkha (Gurkhas)
UNSC Marine Corps
KV
Second Rate
--------------
ESU
FSE
SK
Swiss
NI
FCT
Japan
RH
OUDF (though there are concerns that budget
cuts may take them to 3rd rate)
PH
Some of the best mercenary units
The best of the megacorp forces
Third Rate
-----------
NFR
IF
Turkey
PAU
UNSC (foreign troops)
Scanfed (budgetary constraints and inability to
perform large scale exercises have taken them
from 2nd->3rd)
ORC (and only rate here because of getting
some good defectors with former bloc-power
military experience)
SV
Average mercenary units
Most megacorp forces
Fourth Rate
-------------
IAS (just not a military power - more security
focused)
AE (some parts of it.... some might classify as
high as 2nd rate such as the Imperial forces)
LLAR
The worst of the mercenary units (often short
lived)
Most pirates and other criminal forces
This is only my own view of my own universe, of
course, and YMMV. I tend to give poorer units
things like: Less efficient TO&E (less command
and control, less articulation, fewer support
weapons and special weapons, fewer specialists
in fields like CBE, Intel, Med, EW, Comms, etc),
poorer ratings for leadership (2's and 3's),
poorer ratings for troop quality (blue -> green
and sometimes yellow), and the occassional
special morale or reaction rule (such as pirates
and such being plunder driven and not too
interested in helping other subunits in trouble).
You can also reflect it by making fewer units
mechanized, by making mech units degrade
from grav -> AC -> tracked -> wheeled ->
cavalry -> foot. And by applying the pre-battle
attrition rolls to represent a higher incidence of
disease, of desertion, of unfit for duty (drunk, in
the klink, etc).
The problem is you have to kind of be careful.
Especially in SG2, it isn't always obvious how
fast these reductions potentiate in a synergistic
way. One or two small reductions, no big deal,
some game effect, three or four, more effect,
half a dozen or more, and suddenly a unit
drops from moderately handicapped to utterly
ineffectual. So a small amount of discretion (and
dare I say playtesting) is a good idea.
Giving out 2nd and 3rd rate forces is a good
handicapping technique too! Give the good
player the weak forces and the newbie or
weaker player the strong, good quality forces.
That really DOES make the game more of a
challenge for the good tactician, though he
might find even the best tactics can't save some
forces.....
T.
---------------------------------------------
Thomas Barclay
Co-Creator of http://www.stargrunt.ca
Stargrunt II and Dirtside II game site
No Battle Plan Survives Contact With Dice.
-- Mark 'Indy' Kochte