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Stargrunt II Campaign Rules v0.

1. Introduction
This document is a set of company level campaign rules for Stargrunt II. The
intention is to provide players with the ability to lead their forces throughout a series
of battles for larger objectives and to manage resources and assets. These rules
should be fairly high level, and hopes to be a fair balance between realism and
drudgery of being the quartermaster.

Definition of Terms
• Force: Any TO&E command level above the platoon equivalent. These
Forces are directly represented on the Campaign Map. Example Forces might
be a Company HQ Force, a Weapons platoon Force, and sever Platoon Forces
(each of which contains several Units).
• Unit: The Stargrunt II equivalent of a unit, or squad.

Campaign Game Scale


The Campaign map should be made up of hexes, each being 5 miles across in scale.
Each Campaign turn will represent a single day.

2. Initialization of Forces
Each player starts with a Table of Organization and Equipment (TO&E) equivalent to
the modern idea of a company; i.e., roughly 100-150 men with approximately three
layers of command (company commander, platoon leader, squad leader). There may
be rules later on for the construction of your own TO&E. Here is a sample TO&E
based on a modern US Army TO&E, with the equivalent campaign Forces in bold:
• Company HQ squad (4 riflemen)
• Weapons Platoon (3 Rocket Assisted Mortars, 9 riflemen)
• Platoon HQ (4 riflemen)
• Rifle squad (8 riflemen, 1 SAW)
• Rifle squad (8 riflemen, 1 SAW)
• Rifle squad (8 riflemen, 1 SAW)
• Platoon HQ (4 riflemen)
• Rifle squad (8 riflemen, 1 SAW)
• Rifle squad (8 riflemen, 1 SAW)
• Rifle squad (8 riflemen, 1 SAW)
• Platoon HQ (4 riflemen)
• Rifle squad (8 riflemen, 1 SAW)
• Rifle squad (8 riflemen, 1 SAW)
• Rifle squad (8 riflemen, 1 SAW)

This is your ideal TO&E. Very few forces have ever fielded their exact TO&E for
various reasons, such as casualties, sick soldiers, and so forth. To represent this,
certain members of your TO&E will be removed before starting the campaign. The
soldiers are simply gone— they do not count as wounded. For each squad in the
TO&E, roll 1d6 and consult the following table:

Table 2-1
Roll Effect
1 This squad loses 1d4 randomly selected members.
Roll 1d6 again. 1-3, raise leadership number by 1;
4-6, lower morale by one level.
2-4 This squad loses 1d2 randomly selected members.
5-6 No effect.

3. Game Setup
Each player should have a token for each of his squads. These tokens should be
placed on the map along the owners map edge. Each marker should be flipped over
after moving during a turn. An alternative that may be attractive due to the
probability that the Campaign will stretch through several night of gaming is to use a
turn track, where each Force’s activation during each turn can be permanently noted
for record keeping.

4. Playing the Game

Turn Sequence
The turn sequence in the campaign system follows the Stargrunt II turn sequence; i.e.,
the player with the fewest units is allowed to decide who moves first, and play
alternates from there. If the other player has more unactivated units than you do, you
may elect to pass; otherwise, you must activate a unit, even if the unit takes no
actions.

Available Actions
When activated, the unit may take one of the following actions:
• Move
• Evacuate Wounded
• Reorganize

Movement Action
A unit may move to an adjacent hex a number of times equal to its movement factor.

Table 4-1
Unit Type Movement Factors
Infantry 2 hexes, doubled on road.
Ground 10 hexes, tripled on road.
Vehicle
VTOL 50 hexes

A force may not move through an enemy force. If it enters a hex containing enemy
forces, its movement action ends immediately. Any force ending its movement action
in a hex occupied by enemy forces may initiate combat (see below).

Evacuate Wounded Action


A unit with wounded members may take an Evacuate Wounded action in order to call
for off-map resources to retrieve its wounded members for medical attention The unit
leader must successfully beat the squad’s leadership on a d8, just like a request for
artillery support in the Stargrunt II rules. Unless it is a dedicated medical trooper
making the evacuation request, the roll is at +2 to the leadership rating.

Reorganize Action
Any unit receiving new reinforcements or having just participated in combat is
considered unorganized. In order to return to full operation, the unit must take a
Reorganization action. This represents the unit leader integrating new soldiers int the
unit command structure and redeploying current soldiers to fill vacant slots or take
new orders. Success is automatic.

Combat
At the end of any activation in which a force ends in the same hex as one or more
enemy forces, it has the option to fight combat. If it declines, the owner of any other
unactivated forces in that hex have the option to initiate combat with the activated
force and any other enemy forces in the hex. The combat will be fought out as a
normal game of Stargrunt II between the two forces. This game will have a particular
scenario based on how it is initiated.

Each player secretly selects one of the following courses of action for his forces in the
hex where the combat is taking place: Hold or Take Location, Fight, or Retreat. The
following table is then referenced based on the selections to determine the time of
scenario that will be fought, or even if there will be no conflict at all.

Hold Location
The Hold Location Course of Action may only be taken by the forces that first
entered this hex. This force is considered to control the land represented by the hex,
and this Course of Action indicates a defensive course of action to continue to
maintain control over this hex, rather than necessarily defeat an enemy force in this
hex..

Take Location
The Take Location Course of Action may only be taken by any forces which were not
the first to enter this hex. This force is considered to be attempting to take control of
this hex, rather than necessarily defeating an enemy force controlling this hex.
Fight
The Fight Course of Action may be taken by any forces in a hex. This indicates the
force is primarily attempting to attack and destroy an enemy force in this hex.

Retreat
The Retreat Course of Action indicates this force is attempting to avoid any combat
altogether.

Table 4-2
Initiating Force
Defending Take Location Fight Retreat
Force
Hold A/D A/D No action
Location
Fight A/A A/A Retreat
Retreat No action Retreat No action

Example: Both Samuel and Sophia have forces in a particular hex. Sophia had forces
in the hex first, and is considered to control the hex. Samuel has just finished a
force’s activation in the hex, and declares he will start combat. Both Sophia and
Samuel write a Course of Action secretly on a slip of paper for their forces in the hex.
Samuel writes “Take Location,” while Sophia selects “Hold Location.” The ensuing
game will be an Attack/Defend Scenario, with Samuel’s forces attacking and Sophia’s
forces defending.

Attack/Attack Scenario (A/A)


This is your usual wargame— both forces line up on either side of the board, within 8
inches of the corresponding board edge, and go at it. The winner of this game selects
three adjacent hexes for the losing forces to retreat into. The owner of the losing
forces must retreat his forces into one of these hexes.

Attack/Defend Scenario (A/D)


In this scenario, the Hold Location force deploys using hidden markers, anywhere on
their half of the board. The attacking forces then deploy. The winner of this game
selects three adjacent hexes for the losing forces to retreat into. The owner of the
losing forces must retreat his forces into one of these hexes. In addition, the winner is
considered to have control of that hex.

Retreat Scenario
In this scenario, played lengthwise along the table, the Retreating forces are deployed
up to 1/3 the length of the table away from the Fighting force’s table edge, but not
within 8” of the table edge. The Fighting forces are deployed within 8” of their table
edge. The Retreating force may only exit the board via the edge of the table opposite
the attacker’s edge. They will be placed according to the normal Retreating During
Combat rules (see below).

Reinforcements During Combat


During a game of Stargrunt II, a force on the table may request reinforcements from
any friendly unactivated unit in any adjacent hex where there are no opposing units.
The procedure for this is as follows:
1. During the activation of a unit on the table, that unit must complete a
communication test to the company commander as normal. If the company
commander is on the table and making the request, skip this step.
2. At the end of the next turn, the company commander must make a communication
to the reinforcing force as normal. This can continue once after each subsequent
turn until it is successful.
3. After three full turns, make a leadership check for the reinforcing unit. If
successful, the force enters the board on an edge determined by how the unit
enters this hex from the hex it was in. If the hex edge crossed runs parallel to the
wide edge of the board, the force may enter anywhere along that wide edge. If the
edge corresponds to a corner of the board, the force may enter along the half of
the short edge including that corner, and the adjacent quarter of the wide edge.
See below for an example.

Image 4-1
Retreating during combat
A force that retreats all its units off a table edge is moved to a hex adjacent to that
edge on the campaign map.

Losing combat

After combat
Each force is disorganized after combat, and remains disorganized until the force
takes a Reorganize Action. If a disorganized force is involved in combat, it fights at
Low Motivation.

5. End of the Turn

Event Card
At the end of each turn, after all forces have activated, each commander draws and
immediately plays an Event Card (alternatively, roll a d20 and re-roll if the number is
too high). These cards represent the unpredictable events that occur during wars.
The deck is as follows:
1. No reinforcements this turn.
2. No wounded returned this turn.
3. Random unit may move twice its Movement Factor next turn.
4. Random unit may not move next turn.
5. Random unit fights at High Motivation next turn.
6. Random unit fights at Low Motivation next turn.
7. Double the number of reinforcements available this turn
8. Double the number of wounded returned this turn (up to all wounded).
9. No off-board artillery available next turn.
10. No wounded evacuation available next turn.
11. May deploy up to two units hidden in one battle next turn.
12. Random unit immediately takes a free action.
13. Bad Weather— all units move half their Movement Factor next turn.
14. Intel: Reveal men and quality (but not leadership) of random enemy force.

Reinforcements
At the end of each turn, roll a d10. On a roll of 10, you receive reinforcements this
turn. Roll below to determine how many arrive. These reinforcements are a single
force that arrives from your table edge, with random leadership (on a d6: 1-3, 3
leadership; 4-5, 2 leadership ; 6, 1 leadership). This force may be detached and joined
in other forces as desired.

Reinforcements
During the Admin Phase, each player rolls a d10 and consults the following table:
Table 5-3
Roll Result
0-5 No reinforcements
6-7 D6+1 men. Roll again, 8-10: 1 specialist
8-9 D8+1 men. Roll again, 6-10: 1 specialist
10 D10+1 men. Roll again, 4-10: 1 specialist

Roll modifiers:
• +1 if the company commander is in a city
• +1 for each 10 men missing from the full strength TO&E
• -1 for each 10 hexes the company commander is from your map edge. Non-road
hexes count double.

Reinforcement Quality:
Roll a d6 and consult the following table to determine the quality of the
reinforcements:
Table 5-4
Roll Result
1-3 Green
4-5 Regular
6 Veteran

A. Sample Map

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