Showing posts with label Stargrunt II. Show all posts
Showing posts with label Stargrunt II. Show all posts

Friday, October 14, 2011

October Progress Report

So I've managed to add some content to the Stargrunt II section of my website, borrowing the Pan-African Union equipment list from stargrunt.ca as well as adding fluff data for the Combine M25A2 "Grant" and the FSE AGCI-5 "LaCroix IFVs.

M25A2

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AGCI-5

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(pictures originally borrowed from GZG)

I toned down the Combine M-108 anti-material rifle to Impact 1d12x2 to reflect its intent as a sci-fi analog to the modern .50 M82; I've also added basic descriptions for the FSE infantry gear, as there were no descriptions in the book.

So progress is slow and steady, but I still have a lot that I want to add.

That's it for now, but I'll be posting any further developments here as they come along.

Thursday, June 2, 2011

Project Journal: The road ahead.

I know I've been neglecting this log, and I mean to get better about it. I've seen a number of other gaming blogs that go without an update for a year and suddenly the author pipes in with an "I'm so sorry!" post.

I don't want /.moonfire to go through that.

Anyway, here's a quick summary of what I've bee up to, and my immediate projects with Stargrunt II.

1. I'm working out a four-scenario campaign involving the Western Combine (or NAC) assault on the planet Northwind in Eurasian space. Once I've worked out the particulars I'll have the whole lot posted on the Ironshards site.

2. I'm currently up to my elbows in 15mm NAC and FSE pewter. They've only finished drying from the initial filing/washing phase last night, and I will be basing and painting a number of them today.

Also, I've about three squads of 15mm Hammers Slammers infantry that I'm using for Fulson's Fusiliers.

3. I've got a number of hovercraft (tanks and personnel carriers) to put together and paint. I'm still trying to decide which vehicle models will be used by each galactic power I'm using in my own brand of quasi-Tuffleyverse I've got going.


Admittedly I'm a fiend for any little tidbit I can find on SG2, and for all that people have talked about the game in the history of the 'Net between 1996 and now, there really isn't that much in the way of player-generated vehicles, scenarios and such save for all of the few samples and (incredibly useful!) guideline material at sragrunt.ca* and Hyperbear.

All this really means for me is that I have to whip up a lot of this myself. I'm all too happy to do this, but it requires time.

So there's the summary. As you can see I've got a number of things to do, and I'm getting it all done bit by bit.

I'll post an AAR here and on Ironshards as soon as I can get enough of these miniatures finished.

Thanks again!

- Seamus

* The scenario cards are a great resource for coming up with ideas on the fly.

Royal Drop Company TO&E

Here's a quick NAC/Western Combine list I came up with. Tired of looking at so many platoons centered around eight-man squads and generally requiring at least 32 troops, I decided to experiment with six-man squads geared for surgical strike operations; I then expanded this to company-level for completeness sake.

Drop Infantry TO&E (5 Officers, 103 ORs)

Company HQ (1 Officer, Signaller and 4 Other Ranks)
All wearing M3 combat armor and armed with L7A3 rifles.

Medic Attache (Medic, Assistant and 4 ORs)
All wearing M3 combat armor and armed with L7A3 rifles.

1 Observation Platoon (1 Officer, 23 ORs)
All wearing M3 combat armor. Command squad equipped with two recon drones. All soldiers armed with L7A3 rifles.

3x Rifle Platoons (1 Officer, 23 ORs each)

Rifle Platoon (1 Officer, 23 ORs):
Command Squad (Lieutenant, 5 ORs)
All wearing M3 combat armor and armed with L7A3 rifles.

3x Rifle Squads (6 ORs each)
One soldier each armed with an L58 SAW. Second and Third squads each equipped with an IAVR.
First squad includes a marksman armed with an L9A1 sniper rifle.

Wednesday, May 11, 2011

Update!

I have been doing some piecemeal work on Stargrunt II since my last post, but lately I've been distracted.

I just picked up some HOF 15mm bases by way of Noble Knight, which they mistakenly list as out of print even though 15mm.co.uk still produces them.

:shrug:

Anyway, lately I've been working on some infantry for Fulson's Fusiliers, a mercenary armor company with no particular ties to a given nation. I'll have pictures up once I get something finished.

Sunday, March 27, 2011

Ironshards updates.

So I've been quiet for a while. Here's a quick update!

I've been busy working on my wargaming site and other material related to Stargrunt II.

I plan on adding scenarios and more interesting house rules to the site (eventually the After Action Reports section will, in fact, have battle reports linked on it!), but that will probably expand a lot more once I can actually introduce my group to the game.

Be sure to read this article to sort of get a feel for how basic combat in the game works.

Sunday, October 24, 2010

New project website.

So I've created a site called Ironshards as a resource for various wargaming projects I'm working on.

Right now I've only got sections up for Shattered Scepter and Stargrunt II, but I'm sure it will expand.

Right now the vast majority is still framework but I am making progress; both this blog and that site will expand rapidly as I start playing and experimenting.

Thursday, October 21, 2010

Rules modifications.

In the normal rules for Stargrunt II, squad weapons-fire is resolved by rolling the Firepower die (whichever die type is closest to the combined FP score of the firing group (i.e. FP 5 would use a d6 while FP 9 uses a d10 etc.) and the Quality Die (based on range), plus a Support die if someone in the squad has a SAW/LMG they want to add to the salvo. Each individual die has to exceed the number on the Range die rolled by the defending player; the result is referred to as the Target Roll.

If even ONE of the attackers dice exceeds the Target result, the defender is either suppressed or suffers effective fire if at least TWO dice exceed this number.

Anyway, if the fire was effective, the attacker takes the combined total of his Firepower, Quality and Support (if applicable) dice and divides this number by the type of die used for the Range die (i.e if the Range die was a d6, the total is divided by 6.) This is the number of dice (type determined by weapon) the attacker gets to use when dicing off versus the defending squads armor dice (determined by armor type).

Any Impact die result higher than the corresponding Armor die result indicates a wound; if an Impact Die result is higher than (Armor Die)x2 the soldier is killed.

A wounded soldier that suffers another wound is killed.

This system is actually pretty easy once you know the various dice scores for the equipment and how to shift die type for things like range and morale¹, but the number of dice rolls can drag the game a bit.

There is a quick & dirty option in the rulebook (pages 36-37) that suggests dividing the FQ/Quality by the Armor Die type. This eliminates the need to dice off for impact-vs.-armor and speeds the process up at the expense of nullifying the point of having different small arms and emphasizes cover over distance to nullify incoming fire.

Allen Goodall of hyperbear.com proposes a different quick and dirty system that replaces Armor Dice with an Armor Rating as such:

Armor Die ________ Armor Rating ______ Example
N/A ___________________ 1 __________ Civilian
D4 ____________________ 2 __________ Basic Fatigues
D6 ____________________ 3 __________ Flak Armor
D8 ____________________ 4 __________ Combat Armor
D10 ___________________ 5 __________ Light Power Armor
D12 ___________________ 6 __________ Heavy Power Armor

(AR is modified by 1 for Soft Cover and 2 for Hard Cover; this number cannot exceed 6.)

Each Impact Die is rolled off against the AR instead of another die result. While this means that AR4 armor is impervious to archaic weapons (crossbows and muskets have an Impact of d4) and Power Armor is impervious to pistols (d6), this does make things flow a bit better.

Thus an assault rifle (d8) versus combat armor (AR 4) has a 50% chance of being ineffective, and a 50% chance of wounding. There is no chance of a kill unless another wound is scored.

Both of these optional rules cut down on the number of actual kills, which places emphasis on field medics.

What I might do is divide the combined total of the Attack Dice by the Target Roll, and treat any Impact die result equal to (AR)x2 or above as a kill.

Thus an assault rifle (d8) versus combat armor (AR 4) has a 50% chance of being ineffective, a 37.5% chance of wounding and a 12.5% chance of a kill.

I'll do some experimentation once the platoons I've ordered arrive, but I expect that this last example will speed things up and increase lethality a bit.

I'll post my findings here.

¹Jon Tuffley wrote rules for Stargrunt II and Dirtside II that are a lot easier to play than they are to explain. :)

Wednesday, October 20, 2010

Grab your rifle, soldier.



I've been reading up on Stargrunt II (Ground Zero Games) lately, and decided that I'll give it a shot whenever I can meet up with my usual gaming group to play.

The rules favor leadership, morale and tactics over suicidal heroism and science-fantasy elements of say, WH40K. Not that I don't enjoy a good game of Warhammer, but a solid; open-ended "hard Sci-Fi" wargame provides a nice alternative. Especially if I can tinker, modify rules and make up my own armies.

By default Stargrunt II does not use a points system. The game is centered around using scenarios which are not usually balanced on a man-per-man basis. Players commanding under-gunned forces will definitely have to make use of tactical maneuvers, terrain and whatever assets they might have to survive, let alone succeed.

If players really want a points system, they can write one, or use one of the several that have been posted to the Internet. I might do this myself, just to experiment.

Between Stargrunt II and Crater (whenever I get round to that last revision) I'll even get some practical use out of the copy of "Scenarios For Wargames" (Charles Stewart Grant) I've been reading through.

While the game as written focuses on squad-to-platoon-level engagements it is possible to expand the elements used on the table. You can, for instance, play at battalion- or regiment-strength if you wish (as long as you have the table space and patience!), and it looks like it doesn't take too much extra work with the rules for it.

I've decided to start a collection of 15mm figures to help with this. Sure, I've got orks and space marines up to my ankles, but I'm not really willing to play an Apocalypse scale game at Games Workshops "28mm" scale. With 15mm, I've got a very wide selection of companies and miniature ranges to choose from (GZG alone has some great miniatures); I can field a battalion with the same table space a 40K platoon (equivalent) would take up and collecting 15mm is dirt cheap by comparison.

So I've got some work cut out for me, however, as that will still require a lot of painting, experimenting with rules and of course playing with TO&E lists for each of the armies.

Oh, and let's not forget about the battle reports once I get a few games in! Personally writing after-action reports and TO&E lists are two of my favorite aspects of wargaming.

So I'll keep posting about my progress here on /.moonfire, and let you know what I'm doing if I decide to use any alternate or house rules.

Until next time!

- Seamus