Prev: Re: The GZGverse UN Next: ORGANIC BASING MATERIALS

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


Prev: Re: The GZGverse UN Next: ORGANIC BASING MATERIALS