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AAR Stormtroopers vs Rebels

From: Roger Books <books@j...>
Date: Thu, 19 Sep 2002 11:22:24 -0400 (EDT)
Subject: AAR Stormtroopers vs Rebels


It was another pointless slog through the swamp on Wampus III.	The
LT was riding in air conditioned comfort in the friggen chicken
walker while the stormtroopers were left slogging through the
heat and humidity of this hell hole.  This was the fifth one this
month and the likelihood of encountering enough rebels to warrant
a platoon reinforced by an AT-ST and an extra squad.  Maybe the
chicken walker would sink in the swamp like the one did last
month and that rear-end kissing officer would be replaced by
someone who could lead instead of pointing fingers and dodging
responsibility...

We finished a game of Stargrunt set in the Star Wars universe 
last night.  Things went pretty well for our first real attempt.

The Imperium consisted of 5 squads of 8 stormtroopers and an
AT-ST, one rather large platoon with the OIC riding the AT-ST.
Their mission, to seek out a possible rebel sighting, capture
as many as possible and kill whatever they couldn't capture.
They were the elite of the Imperium so their motivation was
medium in spite of the grinding conditions and officers
afraid to wipe without a direct order.

The rebels consisted of two platoons of rebels, 4 squads of
4 men each.  Their mission motivation was high as they felt
they were doing something important as well as the fact that
both platoon commanders as well as the captain in charge
were well respected even by the green squads that barely knew
them.  Their mission was to delay the stormtroopers until
their Bothan spy managed to knock out the Imperial communications
so the shuttle of scientists could escape.  The scientists
were studying a few native life forms which radiated so strongly
during the mating season that interstellar communications were
shut down on the planet for about 2 weeks in the spring.

The rebels had advanced warning from their spy.  They couldn't
just leave because if notified the Star Destroyer on the other
side of the planet would make short work of the rebel starship
waiting to leave.  They were in position and 4 squads managed 
to dig in, they were all well hidden.

It was a fun game, the rebels really didn't have the firepower
to hurt the stormtroopers but they piled on the suppressions.
Starting on the third turn I started rolling a d10, on a 
10 the Bothan spy would be successful, on a 1 he would succeed and die
in the process.  On turn 4 one squad of stormtroopers made it
to a place where they could see the starship and reported back
to the platoon commander.  On turn 6 the commander reported back
to the base (he had to use an action for this and needed it on
turn 5).  As the base commander went to relay this information
to the Star Destroyer his communications array exploded in a
huge fireball.	While relaying this information the Bothan spy
was shot and killed by base security.

Basicly on the last possible chance between turns 6 and 7 I
rolled a 1 for the spy.  Very cinematic.  The starship left,
the remaining rebels surrendered and it was a wrap.

Roger Books

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