Sunday, 1 November 2009

For the Union Blue III: Escalation

Chastened by their eviction from Kenport, the Denismen called on reinforcements from their sponsors off-world. The Judicate soon dispatched a battalion (-) of Hervestian lift cavalry. Their mission: to crush Cheltenham's Chasers and remove the obstacle to the Judicate's allies taking control of Naasha.

Here is the orbat for the Hervestians (a TL9 force):


HERVESTIAN LIFT CAVALRY BATTALION

Battalion Headquarters: 1-Operational Command Stand
1-Staff Uplink stand
1-Idinu grav sled
Engineer Section: 2-stands engineers
1-engineer grav sled
Battalion Fire Spt Battery: 1-Kaakhuu light grav sled w/remote ARLs
1-air/raft
1-forward observer stand
1-FDC light grav sled
Medic Platoon: 2-single figure medic stands
2-fireteam medic stands (dressing stations)
2-Ambulance sleds
Field Kitchen: 1-fireteam stand of cooks
1-light utility sled
Maintenance Platoon:

3-Lift Cavalry Squadrons, each:
Squadron Headquarters: 1-Operational Command Stand
1-Idinu grav sled
1-single figure medic stand

Tank Troop: 1-tactical command Khiliig grav tank
2-Khiliig grav tanks
Lift Infantry Platoon: 1-tactical command infantry stand
5-infantry stands
3-Idinu grav sleds
Scout Troop: 2-self-ordering Anlaar recon sleds


Because of transport constraints, the Hervestians deployed to Naasha with only two lift cavalry squadrons instead of their normal three.

At the same time, Cheltenham's Chasers requested support from the Union of Sufren, and were told to expect reinforcements from Adnan Skeritt's star mercs.  The Chasers were joined by two platoons of local recruits, armed with bolt action rifles and shotguns.


The Chasers deployed in an area of rolling hills, small towns and farmland and prepared to try to stop the advancing Hervestians.  The Hervestian commander went for mass and deployed most of his force in a single wave of nap-of-the-earth hugging grav vehicles.  They were preceeded by UAVs deployed from the Anlaar recon sleds, using their sensors to seek out the concealed Chasers.


Spotting a forward moving Chasers grav APC, a UAV used its laser designator to mark the target for a salvo of Hawkwind missiles from the defilade-lying scout sleds.  The APC shot down one missile with its point defenses, but another slammed into the APC and destroyed it.


Hervestian grav APCs hovered briefly and disgorged infantry in front of the positions of Bravo Platoon, Cheltenham's Chasers.  Using their gatling guns the Hervestian APCs suppressed the defenders and caused them to withdraw.


Meanwhile, the Chasers forward observer used his own laser designator to illuminate a Hervestian Khiliig grav tank and destroy it with precision artillery fire.  Unfortunately, the observer was spotted and eliminated by return fire from the remaining Hervestian grav tanks.


Things were looking dire for the Chasers, their infantry anti-tank weapons could not penetrate the frontal armour of the Hervestian grav vehicles and when they fired at the circling UAVs they were subject to retaliatory strikes by distant remote MRLs.  The two Lancet armoured cars were having trouble hitting the nimble grav cavalry and did not want to expose themselves to the Hervestian grav tanks.


But the methodical Hervestian advance was suddenly interrupted by the arrival in the area of a flight of Mongoose speeders from Skeritt's star mercs.


Staying at high altitude and standing off from the battlefield, they loosed off a salvo of Thunderbird missiles with devastating effect - three Khiliig grav tanks exploded in quick succession.  Their TL9 defences were no match for the hyper velocity TL12 missiles.

The Hervestians now scattered and began trying to make better use of cover, aware that they were vulnerable to the distant speeders if they were spotted.  The Denismen attack helicopters raced across the battlefield seeking targets for their autocannon.  A strike on the Lancet armoured cars failed, however.


The battle was turning.  The Chasers forward observer called down a strike on a convoy of militia trucks.  Although only one was destroyed, the rest of the militia fled to the rear.

The Chasers rapidly fell back into the settlements so as to have some cover from the prowling Hervestian grav armour.  The battle now turned into street fighting as Hervestian troops tried to evict the Chasers.  Losers were high on both sides, and when the Hervestians had driven the Chasers from one of the two towns they hed, the Chasers decided to withdraw from the battelfield.

Losses:
Chasers lost 3 Grav APCs, 2 stands of infantry and a stand of militia.
Hervestians lost 5 Grav Tanks, 2 Grav APCs and 3 stands of troops.  The two Denismen attack helicopters were both damaged during strafing runs.

Lessons learnt: The Hervestians really needed some long-range anti-air missiles or lasers so as to make life uncomfortable for the speeders.  Their battalion TOE should be adapted to include an AA battery with long range IR homing missiles with good speed so as to nullify the negative speed DMs the grav speeders are capable of generating.
 

Thursday, 6 August 2009

For the Union Blue Part II


Cheltenham's Chasers muster before Operation 'Heartfire' to relieve Kenport
And so to battle...
With the Denismen encamped in and around the railyards and Kenport town, Cheltenham's Chasers found they had to launch some sort of attack to bring the Denismen to battle. Initial recruiting of disgruntled locals after the Chasers' arrival on Naasha only resulted in a small platoon of two squads of personnel being ready to join the liberation attempt.
Just after dawn on 298-1124 the two Adagar grav bikes of the Chasers'recon/FO element headed cautiously and watchfully towards Kenport at low level. They soon spotted a platoon of local troops allied with the Denismen encamped along a wooded ridge a couple of clicks east of downtown Kenport. Ten minutes of fruitless attempts to properly target precision-guided munitions from the supporting Ironfist SP guns some kilometres distant left the scouts increasingly frustrated. As the first artillery rounds started exploding harmlessly, and the locals realised they had been spotted, they opened up on the scouts with their 12mm hunting rifles at long range. Only on examining their mounts later did the scouts realise that they had been lucky when a bullet apparently perforated a grav bike but missed anything vital.
Switching to regular high explosives brought better results as airbursts shattered the trees and quickly caused casualties amongst the local defenders. Poorly led, and with little motivation, they fled in an effort to escape the shellfire.
Strongwing APCs, Lancet armoured cars and an Agadar pursue retreating enemy motor infantry.
Now Strongwing Grav APCs swooped in and raked the fleeing trucks with autocannon fire as they raced back towards Kenport. One truck exploded in flame along with its occupants, while the other two reached the relative safety of the built-up area. Commander Tumagi set about rallying the troops.
A Denisman Bayard APC brews up on the outskirts of Kenport.
Supported by Lancet armoured cars, the local insurgent infantry advanced through the vacated positions and on towards Kenport. To the south, Bravo Platoon of the Chasers engaged another outlying platoon of the Denismen's local allies. 45mm autocannon shredded the tree line and again the poorly motivated locals fled deeper into the foliage and out of line-of-sight. Alighting from their grav APCs, infantry squads of Bravo Platoon swept the wood, eventually killing or capturing most of the local motorised infantry platoon for no losses.
Bravo Platoon, Cheltenham's Chasers attacks woods south of the railyard.
Desperate to reverse the tide, the Denismen launched an armoured riposte.
A platoon of Endurance heavy tanks (right) and a Hornet light tank advance out of Kenport.
The mighty fission-powered Endurance heavy tanks and the nimbler Hornet light tanks emerged from their hiding places in the built-up areas in an effort to overwhelm the thinly spread Chasers.
Another view of the armoured riposte, which only managed to knock out a grav bike.
It was not to be. Laser-designated artillery rounds quickly landed amongst the heavy tanks, taking out one Endurance. Momentum disrupted, they fell back into cover, having only managed to destroy one grav bike with their 12cm cannon.Foreground is the destroyed grav bike, overlooking in the distance a burning Endurance and Hornet.
The Hornet light tanks were engaged by the 8cm guns of Lancet armoured cars and the 45mm autocannon of Alpha Platoon. Quickly two Hornet's were destroyed, again without damaging any Chasers' vehicle. The surviving platoon command tank wisely had held back and evaded into the settlement.
Burning Hornets on the outskirts of Kenport.
Their armoured attack thwarted, the Denismen called in an airstrike from their Sandusky attack helicopters (which had, to date, failed to hit anything with their target designated missiles). The helicopters strafed and rocketed some grav APCs and armoured cars caught in the open, but failed to inflict any lasting damage.

Under covering artillery fire, Alpha Platoon of the Chasers attacked into the built-up area nearest the railyards on foot. Fierce street fighting resulted, but losses were not even. As they came off worst, a platoon of Denismen regulars cracked and tried to flee. Hervestian troops were committed to cover the withdrawal deeper into Kenport, but were cut down by the advancing Chasers who proved deadly effective in the close quarter fighting. Soon Alpha Platoon could report to HQ that they had control of the section of Kenport closest to the railyards.
Fierce street fighting in the area of Kenport nearest the railyards.
With defeat in the air, the Denismen heavy tanks tried another counter-stroke, emerging from the rail sheds in an effort to strike the flank of Alpha Platoon's Strongwings. A good plan, but poor execution by the Endurance gunners meant they failed to register a telling blow - and the counter-fire sent another tank up in flames.
A last attempt to turn the tide as Endurance tanks try to hit the Chasers in the flank.
With only one heavy tank left, his helicopters out of anti-tank missiles, and morale cracking, Tumagi ordered a retreat. The Denismen would have to return another day. Helicopters covered the withdrawal.

Garrett Cheltenham could reflect on an astonishing victory that evening. The Chasers had retaken the railyards for very low casualties, with only the grav bike loss really hurting. Less than a dozen personnel were casualties. The Denismen and their local allies had lost 15 stands of infantry (60 personnel, including the Hervestian volunteers), two heavy tanks, three light tanks, three APCs and four trucks.

The Denismen could only reflect that they could not possibly shoot as badly next time. Perhaps, thought Tumagi, he had been too aggressive with his tanks, but the early losses and fragility of the local troops had required some sort of morale-boosting action...

Monday, 6 July 2009

Traveller mod for Fast And Dirty

FAD is a free and highly regarded set of generic fast-play sci-fi miniatures rules. To play FAD in a more Traveller-friendly fashion, I've created a file with Traveller weapons and a few sample organisations.
Traveller mod for FAD

Saturday, 16 May 2009

For the Union Blue: Part One

(For the Union Blue was a Traveller adventure originally published in GDW's defunct 'Challenge' magazine issue 68. The author was Charles E. Gannon)

Setting: IY 1125. The Rebellion Era. Naasha (E697575-6): Sufren subsector 2208/Diaspora Sector.

The Third Imperium has disintegrated into civil war after the assassination of the Emperor Strephon. One of the sharpest political rivalries in the Diaspora sector is between the Union of Sufren and the Vassalry Judicate, both of which are based in Sufren subsector. This rivalry goes back many years and is based on the frequently bitter economic competition between the two clusters of worlds.

These differences, unimportant when the worlds were all part of the larger Imperial framework, once again rose to prominence in the wake of the Rebellion. Now the two polities have renewed their old rivalry. The Union of Sufren has major ties with Margaret's Domain and cordial relations with Daibei. It boasts an efficient internal economy, crack military units and relatively high technology (TL14).

The Vassalry Judicate is dominated by Backman (Diaspora 2209) and tends to avoid ties with other powers. External policy objectives focus on efforts to absorb other, less stable polities. The Judicate has a tremendous industrial and commercial sector, but is occasionally hampered by infighting between its member-worlds.

Naasha is an unwilling host to unwelcome visitors. A few months ago, a fairly large merc unit, concealed aboard a flotilla of merchantmen, landed on the planet. Debarking at night, they took control of Kenport (the capital city) and the railyards that control all cargo movement into and out of the city. This brought the local economy to a shrieking halt since all Naasha's agricultural produce must pass through the railyard before it reaches the starport for export.

An irregular unit affiliated with Skerrit Adan's starmercs is being sent to contest this invasion. This unit, known as Cheltenham's Chasers, is being financed by a consortium of wealthy Naashaans and various commercial interests on Sufren. Thirty percent of the Chasers are from Grourard (Sufren 1701). The rest are mercs from a scattering of nearby worlds.

The invaders are a rival merc unit known as the Denismen. They are being underwritten by merchants from the Vassalry Judicate, who unsuccessfully tried to intimidate the Naashaans into reducing their grain tariffs. When negotiations failed, force prevailed. The Union of Sufren is worried about the Judicate's increasingly aggressive role in the subsector and decided to counter this invasion by helping the Naashaans meet the expense of hiring a merc unit and regaining their freedom.

The other political keystone in this conflict is that Grourard (the source of Cheltenham's Chasers and a Union world) and Naasha are the only agricultural planets in the subsector. If, in gratitude to Grourard and Sufren, Naasha can be enticed to join the Union, that polity would then have a virtual monopoly on subsector food exports. This would allow the Union to exercise greater, yet nonviolent, control over the Judicate, whose key worlds (Backman and Hervestia) are high-population planets which need to import a significant percentage of their foodstuffs.

Cheltenham's Chasers are a fast, hard-hitting unit that is numerically inferior, but technologically superior to the Denismen. Their objective is to wrest control of the railyard from the invaders and restore the independent local government. The mission of the Denismen is rather simpler - hold their current position.

Both sides have ships in orbit as the conflict begins, but those vessels have only been contracted for transport, not combat. The only available combat air assets are those integral to the merc units.

Denismen

Commander: a'Tumar Shokagi (a native of Hervestia)
Unit Structure:

1 Command Section: 1 TL8 Hornet light tank and crew.
1 TL6 Bayard APC carrying an operational command stand and a staff radio stand. Quality: Experienced. Morale: 14.

1 air support squadron: 2 TL8 Sandusky medium attack helicopters. Quality: Experienced. Morale: 14.

1 heavy tank troop: 3 TL7/8 Endurance heavy tanks and crews. Quality: Experienced. Morale: 14.

1 light tank troop: 3 TL8 Hornet light tanks and crews. Quality: Experienced. Morale: 14.

2 armoured infantry platoons each: 3 TL6 Bayard tracked APCs and crews.
3 squads of infantry, each squad contains one infantry stand with 7mm assault rifles and an integral light mg, and one infantry stand with 7mm assault rifles and an integral light assault gun. All infantry are in cloth armour. One stand in the first squad is the platoon HQ and is a tactical command infantry stand. Quality: Experienced. Morale: 14.

Auxiliaries:
1 Hervestian 'volunteer' infantry squad: one command infantry stand with DEI laser carbines and an integral light mg, and one infantry stand with SMGs and an integral light assault gun. All are in cloth armour. Quality: Veteran. Morale: 18.

3 indigenous motorised rifle platoons each with: 3 TL5 Oxwain trucks and drivers
3 squads of light infantry, each squad of two infantry stands equipped with 7mm rifles and an integral 13mm hunting rifle. They have no armour. On stand in the first squad is the platoon HQ and is a tactical command infantry stand. Quality: Novice. Morale: 10.

The Denismen vehicle crews are armoured in flak vests and carry 9mm autopistols. They carry smoke grenades to cover vehicle abandonments. All individuals have access to HE grenades and wear filter masks for Naasha's dense, tainted atmosphere. Ammunition supplies for all units are plentiful.

Cheltenham's Chasers.
Commanders: Majors Garrett and Janine Cheltenham (husband and wife)
Unit Structure:
1 recce/command section: 1 TL9 Strongwing grav APC (CP unit) with crew, one operational command stand and one staff uplink stand.
2 TL9 Lancet armoured cars and crews.
2 TL9 Adagar grav bikes and rider/scouts.
Quality: Veteran. Morale: 18.

1 fire support troop: 2 TL9 Ironfist self-propelled guns and crews. Quality: Veteran. Morale: 18.

2 lift infantry platoons, each with: 2 TL9 Strongwing grav APCs and crews.
2 squads of infantry, each with one DEI laser rifle-equipped tactical command stand, two infantry stands each with 7mm ACRs and integral TL10 RAM grenade launchers, and one infantry stand with 7mm ACRs and an integral Assault Rocket Launcher. All wear Combat Environment Suits. Quality: Veteran. Morale: 18.

Possibly Available:
Up to 6 squads of local insurgent light infantry, each of one tactical command infantry stand with 7mm rifles and one infantry stand with shotguns. They are unarmoured and wear filter masks. Quality: Novice. Morale: 12

All Chasers vehicle crews are armoured in CES and carry SMGs. Ammunition supply is restricted to full onboard load, plus one load in reserve for each vehicle. Personal weapon ammunition is plentiful. This will tend to emphasise the use of personal weapons until such time as a major attack can be driven home. Food supplies are short until locals are contacted: food supplies then become plentiful.

Sunday, 3 May 2009

Striker II errata v1.1

This file collects suggestion in two categories: formal errata for the rules-as-written; and optional rule updates that incorporate mechanisms from more recent editions of Command Decision.

(Rule Update). Page 4: 1.1 Scale. Delete references to centimetres and simply have "one inch equals 50 metres" (as per CDTOB).
(Errata) Add "Measurements, when made for actual movement or fire, are made from and to the closest point on a stand."

(Rule Update) 2.31, 2.32 and 2.33. Make any listed stand dimensions only suggestions. As long as opposing forces are mounted on similar sized stands
the precise dimensions are not crucial. You can even use round bases, as most personnel have a 360 degree arc of fire.
(Errata) Add “Vehicles are mounted on ¾” by 1” bases.”
(Errata) Delete any reference to HIW stands.

(Rule Update) Page 7: 3.32 Range. The range recorded on the card in the first column is the equipment's short range in inches. (Since each inch in the game represents 50 actual meters, take the range in meters of Traveller equipment and divide by 50 to find the Striker range in inches.)

(Errata) 3.33 Rate of Fire. Add "Indirect Fire weapons have a ROF of 2 if up to 100mm calibre, and ROF of 1 if larger."

(Errata) Page 8: 4.11 Self-Commanders. Add “Self-commanders may only place movement orders.”

(Rule Update) 4.12 Tactical Commanders and 4.13 Operational Commanders and 4.14 Strategic Commanders. Change "15 cm" to "6 inches".

(Errata) 4.22 Rapid Advance. Change to "...must move half their full movement allowance..."

(Errata) 4.23 Disengage. Change to "...and may move up to its full movement
allowance but may stop when it enters cover and is out of line of sight."

(Errata) 4.24 No Order. Change "They may fire normally" to "This allows it
to fire in the Opportunity Fire Phase."

(Rule Update) Page 9: 4.32 Placing Orders. Change all references to 15cm
to "6 inches from the centre of the chit".
(Errata) Change "If a stand that is under that command is not intended to follow the order, that fact must be stated when the order is revealed. Stands that do not intend to follow the order are considered to have been given a no order" to "If a stand subordinate to a command stand within 15cm/6" of the order chit is not intended to follow the order, this fact must be indicated by placing a "No Order" marker under the stand when the order is placed. " Add “Pinned stands may not issue orders.”

(Rule Update) 4.421 Take Command Orders. Take Command orders may not be issued to demoralised stands.

(Rule Update) Page 10: 4.423 Visibility and Command Stands. Change all
references to 15cm to "6 inches". Change all references to 5cm to "2 inches".

(Rule Update) Page 11: Rule 5 Movement. Add "Roll for initiative, winner determines who acts as Side A, re-roll ties. (Advanced rule: Novice rolls D6, Experienced rolls D8, Veteran rolls D10, Elite rolls D12) Side A reveals orders and completes all movement activity. Then Side B reveals orders and completes all movement. Spotting is then resolved." Change personnel movement allowance of 20 centimetres to "4 inches". Add "Cavalry and ski-mounted personnel stands have a movement allowance of 8 inches."

(Errata) 5.14 Disengage. After "directly away from the nearest visible enemy stand", add "...at the time the disengage order is placed..."

(Errata) Page 12: 5.4 Movement and Enemy Units. After "no personnel stand" in the first paragraph, add "...or soft vehicle...” Change "ground vehicle" in the second paragraph to "ground Armoured Fighting Vehicle" and add, "If the enemy ground AFV was visible before it was contacted, the moving AFV may move around it, as it would a terrain obstacle (See 5.3)."
(Rule Update) Add “Once a personnel stand is in contact with an enemy stand, it may not break contact until one side either is forced back or eliminated by fire, or one side fails morale. An armoured fighting vehicle may move even if it begins its movement in contact with an enemy stand.”

(Rule Update) 5.5 Terrain Effects and Movement. Change cm to "inches".

(Rule Update) 5.52 Effects of Terrain on Tracked Vehicle Stands. Change 5cm to "1 inch".

(Rule Update) 5.53 Effects of Terrain on Wheeled Vehicle Stands. Wheeled vehicles pay quadruple (not double) to move through settlements. Change 10cm to "2 inch".

(Rule Update) 5.54 Effects of Terrain on Air Cushion Vehicle Stands. Change 20cm to "4 inches".

(Errata) Page 13: Add "5.56 Effects of Terrain on Flying Vehicle Stands. Flying vehicles at low-level may not enter woods or jungle, and pay quadruple movement costs in a settlement."

(Rule Update) 5.62 Man-handling Towed Weapons. Change to "Unlimbered Class
I towed weapons have a base movement allowance of three inches. Unlimbered
Class II towed weapons have a base movement allowance of two inches."
(Errata) If playing with original Striker-II scale, change “Class III towed weapons are moved one inch...” to “Class III towed weapons are moved 1 cm...”

(Rule Update) Add 5.63 Artillery Templates. Any stand that wishes to move into an IDF Template (see Rule 8: Indirect Fire) must spend its base move allowance to do so. Thus if an infantry stand has a base move of 4, and it rapid advances, it costs 4 inches to enter the template, and then it may move up to the remaining 4 inches allowed. Since it costs a base move to enter a template, a stand on a cautious advance order may never enter one. If a stand begins its movement already under the template, it does not pay any movement penalty when moving through that template. A Forced Back stand is not required to enter an artillery template and halts its retreat.

(Rule Update) Delete the first paragraph of 5.7 and start at 5.71 Closing to Contact.

(Rule Update) 5.8 Facing. Add "A facing change does not count as movement
for the purposes of spotting."

(Errata) 5.81 Front and Flank and 5.83 Firing on the Flank. Add reference to Rear and using the Rear armour rating if firer in the rear 120 degree arc of a vehicle as shown in the illustration.

(Rule Update) Page 14: 6.2 Visibility. "The normal maximum visibility range
is 60 inches. Increase by 10 inches for each elevation level difference between the spotting stand and the target." Change 650cm in example to "90 inches".

(Errata) 6.3 Line of Sight (LOS). Delete reference to friendly stands blocking line of sight. Add "Line of fire is identical to LOS with one exception: friendly units (but not enemy units) are obstacles to line of fire. A stand can see through a friendly stand but may not shoot through it, unless both firer and target are on a higher elevation."

(Errata) 6.36 Settlements, Streets and LOS. If using original Striker-II ground scale, in first paragraph delete “2 inches” and replace by “5 cm” and delete “1 inch” and replace by “1 cm”. In paragraph 5, change “inches” to read “cm”.

(Rule Update) Replace 6.32, 6.33 and 6.34 with "Stands on the very edge of Cover may see out and be seen. Stands deep inside cover (such as woods or settlements) may not been seen from the outside or see out but may see other stands in the same cover which are within 2 inches." Delete 6.35 and 6.36 entirely and do not create settlements with streets between settlement blocks. Add "6.35 Elevation: When a line of sight is traced between stands at different elevation levels, the line of sight may pass over any obstacles between the stands, leaving the actual line of sight unblocked. If the height of the obstacle is lower than or equals the height of both stands, the line of sight is unblocked. If the obstacle is higher than one of the stands, then the minimum requirement for passage of line of sight over an obstacle is the stand on the higher elevation must be at least one level higher than the obstacle, and the obstacle is closer to the higher stand than to the lower stand. If the higher stand is at least three levels higher than the obstacle, the obstacle can be at any point along the line of sight, as long as it is not within two inches of the lower stand.
Obstacles have the following heights:
Bush, friendly stands, eliminated vehicles: 1 level
Towns, woods, hill (each contour): 2 levels
Smoke screen: 3 levels

(Errata) Page 16: Spotting Difficulty Modifiers. Note that, even if an unspotted stand fired during a previous turn, but it did not fire during the current turn, it is not considered to have fired for the purposes of spotting modifiers.

(Errata) 6.44 Handing Off targets. Add “...or Fire sub-phase (if spotted during the fire phase)...” to make it clear that stands spotted while firing may be engaged in subsequent fire sub-phase(s).

(Rule Update) 6.45 Autospot. Change 5cm to read "1 inch". Change the last sentence to read "Any stand that moves or fires in the open is automatically spotted by all units within LOS and maximum visibility distance."

(Errata) Page 17: 7.22 Order of Fires. Change to "Within a sub-phase (except the Opportunity Fire Sub-Phase when initiative is not applied to fire order and all fire is simultaneous), units fire in the order of their initiative number, with the highest initiative units firing first." Add "Firers with a rate of fire that allows them to engage more than one target in a sub-phase, must declare their targets before any die rolling. All fire by a unit must be conducted in the same sub-phase (except point defense fire)"

(Rule Update) 7.23 Opportunity Fire Sub-Phase. Change last sentence to read, "Any stand moving in cover under a cautious advance order receives the benefit of concealment. All other stands moving in cover do not receive the benefit of cover in opportunity fire."
(Errata) Change the first sentence to read, “Stands conducting direct fire during the Opportunity Fire sub-phase may fire at any moving or non-moving target. Fire may take place at any point during movement. A firing stand may fire at a target at any point along the target’s movement, and it may also fire at any point during friendly movement.” Add "No opportunity fire may be directed at a stand conducting a disengage move unless the stand's movement brings it closer to the firer".

(Errata) 7.24 General Fire Sub-Phase. Add "All stands which were
eligible to fire in opportunity fire, but did not do so, may also fire.
General Fire may be directed at disengaging stands provided such are within
range and LOS at the end of their movement."

(Rule Update) Page 18: 7.43 Small Arms Hit Distribution. Change to "Hits from small arms fire (SA) are not placed on the target stand. SA hits are distributed evenly among spotted target stands within a 4-inch diameter target area centred on the nominated stand, starting with the stands closest to the firing units and then spreading to stands farther away. If a player fired applying a cover modifier the stands in cover closest to the firing stands are hit first, with all hits going on stands in cover until each has received one hit, then going on stands in the open closest to the firing stands. No stand will receive a second hit until all affected stands in the target area have been hit at least once by the fire from a stand or group of stands firing using the same target modifiers. Remaining hits are then distributed in the same order as described above. No stand will receive a hit, even if it is within the 4-inch target circle, unless it is in the range band used and the Line of Fire of at least one firing unit. Only enemy stands within the 4-inch target circle suffer hits; friendly stands do not."

(Errata) Page 19. 7.521 Saving Throws. Change last sentence to "However, a die roll of 6 always fails, and the hit is suffered."

(Errata) 7.5242 Plus Penetration Weapons. Reword as "No saving throw is permitted, regardless of protection, for the first hit on a personnel stand inflicted by a plus penetration weapon. A saving throw is allowed for a second or subsequent hit inflicted by that weapon."

(Errata) Page 20: 7.711 Forced Back. Add to the first sentence "...and ends movement facing in the direction it moved."

(Rule Update) 7.72 Personnel Stands and 7.73 Vehicle Stands. Optionally for each hit roll a D10 and consult the following hit results chart:

Target stand’s troop quality rating No effect Forced Back Eliminated *
Novice 1 2-5 6+ 10
Experienced 1-3 4-6 7+ 10
Veteran 1-5 6-7 8+ 10
Elite 1-6 7-8 9+ 10
Modifiers to the die roll are +penetration and –target armour. *An unmodified roll of 10 is always elimination at Short range or at least Forced Back at other ranges.

(Errata) Page 21: 7.81 Range and Line of Sight. Change all references to line of sight to “line of fire”.

(Errata) 7.87 Turret Weapons. Add “A flying vehicle with a main turret may not traverse it if operating under a travel order and may only use approach fire.” (see FF&S1 page 23)

(Errata) Page 22: Rule 8: Indirect Fire. Add "The Indirect Fire Rule is used for the plotting, spotters, and accuracy of indirect fire shots; the effects of exploding indirect fire shots (burst area, fire values, hit effects) is given in the exploding rounds rule (7.6)."

(Errata) Delete “Meson gun fire is also treated as indirect precision fire”. Meson gun rules are given at 13.6.

(Rule Update) 8.21 Observation. Add “The target point must be placed within one inch of either a friendly stand or a visible and spotted enemy stand.”

(Errata) 8.211 Dedicated Forward Observers. Add “Self-observed indirect fire by on-table weapons is also counted as using a dedicated forward observer.”

(Errata) Page 23: 8.231 Continued Missions. A Forced Back morale result for the observer will also prevent continued indirect fire. A continued mission may change ammunition delivered without having to re-roll accuracy.

(Rule Update) 8.232 Shifting Fire. Change 10cm to "2 inches".

(Rule Update) Page 24: 8.41 Smoke Templates. Change cm to "inches". Add “see 15.4 Smoke”.

(Errata) Page 25: Rule 9: Morale. Change to "...all stands which were fired at during the course of the turn or have seen a friendly stand eliminated, must check morale."

(Rule Update) 9.2 How Morale is Checked. Change 15cm to "6 inches".

(Rule Update) Morale Modifiers Table. Change 25cm to "12 inches and LOS".

(Errata) 9.21 Pinned. Change to "Pinned stands may never move towards visible enemy, and may only fire in the Final Fire sub-phase. All attacks against pinned stands are conducted with a +1 DM modifier. This modifier is applied after all other difficulty modifiers are applied. Pinned stands check morale with a -2 modifier." Add "Pinned stands may not issue orders."

(Errata) 9.22 Forced Back. Add "Because a forced back stand is also pinned, it will check morale with a total -3 modifier until recovered from the pin."

(Errata) Page 26: 9.3 Rally Orders. If using the original centimetre scale of Striker-II, change “6 inches” to “15cm”. Add to the last sentence "...and permanent morale loss."

(Errata) Page 28: 11.21 Broken. Add “Personnel in broken count as in concealment for direct fire resolution (+1 DM).”

(Errata) 11.23 Contour Lines. Add "A turreted vehicle stand on a hill is hull down to direct fire only through its front facing. It is hull down (through its front facing) against stands at elevations lower than it; it is hull down against stands at the same elevation level if on a different hill. It is not hull down against any stands at a higher elevation or stands at the same elevation on the same hill."

(Rule Update) Page 29: 11.56 High Embankments. Change 5cm to "1 inch".

(Errata) Page 30: 11.61 Bunkers, Pillboxes and Entrenchments. Delete reference to each “inch” of entrenchment and simply say “each entrenchment may hold a personnel stand.”

(Errata) 11.65 Barbed Wire. Add “Cavalry must dismount (see 12.13) before crossing barbed wire.”

(Rule Update) Page 31: 12.11 Transport Vehicles. Example. Change 40cm to "8 inches". Change 10cm to "2 inches". Change 20cm to "4 inches". Change 30cm
to "6 inches".

(Errata) 12.13 Dismounted Troops. Add “No mounted stand may dismount, or dismounted stand mount while in base contact with the enemy.”

(Rule Update) Page 33: 13.43 Drone Missiles. Change 20cm to "4 inches".
Change 60cm to "12 inches".

(Rule Update) 13.52 Approach Fire. Change centimeters to "inches".

(Rule Update) 13.522 Bombs and Rockets. Change 10cm to "2 inches". Change
50cm to "10 inches". Change 100cm to "20 inches".
(Errata) Add “The height of the flying vehicle is added to any lateral range when it is fired upon by weapons on the ground or on flying vehicles at low level.”

(Rule Update) 13.53 Pop-Ups. Add "Grav and VTOL Flying vehicles may execute
a pop-up attack. They rise vertically from behind cover, spot and fire, and descend back behind cover all in the same turn. They may only be fired upon by firers eligible to fire in the Opportunity Fire Sub-Phase, unless they are still visible to the firer when the pop-up is completed. Opportunity fire against a pop-up target is resolved as if the target were concealed (see 7.41)."

(Errata) Page 35: 14.2 General Support Fire. Change "They are fired by battalions: a single battery may never be assigned to a general support mission" to "They are fired by batteries: a single weapon may never be assigned to a general support mission."

(Errata) 14.22 Counterbattery Fire. Counterbattery sensors detect fire by mortars, guns, rockets, and mass drivers. Add “The weapon firing counterbattery fire must have an indirect fire range equal or greater than the targeted weapon.”

(Rule Update) Page 37: 15.2 Night. Change 12.5cm to "2.5 inches" and 100cm to "20 inches".

(Rule Update) 15.212 Command and Orders. Change 15cm to "6 inches" and 5cm to "2 inches".

(Errata) 15.51 Effects. If using original Striker-II ground scale, change “inches” to “cm”.

(Rule Update) Page 38: 15.72 White Light Spotlight. Change 2cm to "1 inch" and 200cm to "40 inches".

(Rule Update) 15.73 IR Spotlights. Change 2cm to "1 inch" and 100cm to "20 inches".

(Rule Update) Page 39: 16.21 Light Mud. Change 4cm to "4 inches" and centimeter to "inch".

(Rule Update) 16.24 Flooded Areas. Change 5cm to "1 inch".

(Rule Update) 16.26 Unmiring Vehicles. Change cm to "inch".

(Rule Update) Page 40: 16.31 Snow Cover and 16.32 Deep Snow Cover. Change
cm to "inch".

(Rule Update) Page 43: 18.21 Portable Bridges. Change 2cm to "1 inch", 1cm
to "0.5 inch" and 4cm to "2 inches".

(Rule Update) Page 44: 18.24 Ferries. Change 25cm to "5 inches" and 50cm to
"10 inches". Change 2cm to "0.5 inches".

(Rule Update) 18.3 Assault Boats. Change 10cm to "2 inches" and 2cm to "0.5
inches".

(Rule Update) 18.4 Minefields. Change 5cm to "1 inch".

(Rule Update) 18.411 Manual Placement. Change 10cm to "2 inches".

(Rule Update) 18.413 Mine Launchers. Change 50cm to "10 inches".

(Errata) 18.414 and 18.422 Remotely Delivered Mines (RDM). These rules are in error. Change to “TL7+ indirect area fire artillery of 10cm bore or greater may fire remote delivered mines using the normal indirect area fire rules. Each weapon that fires accurately may place a single uncamouflaged minefield square (or two adjacent squares if an ARL). They may not be placed in woods.”

(Rule Update) Page 45: 18.433 Line Charges. Change 5cm to "1 inch".

(Rule Update) 18.524 Antitank Ditches. Change 1cm to "0.5 inches".

(Rule Update) 18.525 Barbed Wire. Change 10cm to "2 inches" and 5cm to "1
inch" and 1cm to "0.5 inches".

(Rule Update) Page 46. 18.527 Abatis and 18.528 Antivehicular Obstacles.
Change 1cm to "0.5 inches".

(Rule Update) 18.6 Demolitions. Change 10cm to "2 inches".

(Errata) Page 48: 19.31 Systems Affected. Add "...and tac missiles" to
those systems affected by decoys.

(Rule Update) Page 49: 20.1 Mission Orders. Change 50cm to "10 inches".

(Rule Update) 20.22 Range. Change 20cm to "4 inches".

(Errata) Page 56: Rule 25: Campaign Moves. More complete campaign rules, including mass combat rules, are given in World Tamer’s Handbook pages 43-47.

(Errata) Page 65. Advance Party. The unit is unarmoured, delete “Armor: Combat Environment Suit Save: 1”. Delete 7mm LMG-6 stat line as this unit is not equipped with LMGs.

(Errata) Page 66. First Element and Second Element. The units are unarmoured, delete “Armor: Combat Environment Suit Save: 1”.

(Errata) Page 72. The Blood-Life Tercio. TL10 Battle Dress has a Save:4 not 6. Supreme Headquarters. TL10 Combat Armour has a Save:1 not 2.

(Errata) Page 89. Life Guard (Main Body). TL10 Combat Armour has Save:1.

(Errata) Page 91: Converting Traveller to Striker. Direct Fire Weapons. Number of Dice. To the chart add “ROF:4 Dice: 4”.
(Rule Update) Page 91: Direct Fire Weapons. Range. Change to “Calculate short range is Striker (in inches) by dividing the Traveller/FF&S range (in metres) by 50, rounding to the nearest whole number.” Burst. Change to “...divide the Traveller primary burst radius (in metres) by 50, rounding all fractions up.” Nuclear Burst. Change to “...dividing the Traveller destruction and primary burst radii (in metres) by 50.” Indirect Fire Weapons and Sensors and Communicators. Range. Change to “Each kilometre is 20 inches on the gaming table.” Personnel. Movement. Change to “...the movement allowance in inches, take the Traveller walking speed in metres and divide by 2.5...subtract 0.5 inches from the movement allowance for every agility reduction due to body armour.”

(Rule Update) Page 92: Vehicles. Movement. Change to “...the cross-country movement allowance for ground vehicles, in inches, take the safe cross-country combat speed (in metres) and divide by 2.5. A vehicle with a cross-country safe combat speed of 10 metres would have a Striker cross country movement allowance of 4 inches.” Change to “To find the NOE movement allowance in inches for flying vehicles, multiply the Traveller safe NOE speed in 10-metre grid squares by 4. To find the high altitude travel movement for flying vehicles in inches, multiply the Traveller high altitude movement rating in 10-metre grid squares by 12.”

(Errata) Page 132: Appendix F: Missiles. The rating of many missiles is incorrect. For Imperial TL15 95kg Heavy Tac Missiles, command guided and target designated variants should have A:5 (not 4), and their A:8/10 tgt desig/tgt seeker variants should have max/short range of 13.3km/12.4km/11.8km not 133km/124km/118km.
For Imperial TL15 30kg light ‘fire and forget’ tac missiles, the max/short range is .54km (540m) not 54km.
For Reformation Coalition TL12 Tac Missiles, for Skybird missiles the correct max and short range is 20.9km. For Songbird missiles, the correct max and short range is 24.8km. For Jailbird missiles, the correct max and short range is 3.5km. For Butcherbird missiles, the correct max and short range is 3.4km.
For Zhodani TL14 35kg Tac Missiles, correct max/short range is 5.5km, not 55km.

(Errata) Page 156. Quick Reference Chart. The table labelled “Orbital Range Bombardment” should read “Aerial Bombardment”.

Wednesday, 1 April 2009

Striker-II Errata and Rules Updates

Replaced by above post.

Thursday, 5 March 2009

Another struggle on Denotam

As the struggle for Denotam continued another encounter between Imperial defenders and Zhodani invaders took shape.

This time the rules used were GDW's Striker-II by Frank Chadwick.

Opposing Forces:

Zhodani - Drawn from the 24th lift Infantry Division

Task Force HQ with 1 operational command stand, 1 self-ordering FO stand, Z-31 Staff Uplink Sled.

2 Line Platoons, each with:
1 tactical command stand
1 Command Sled
Point Defense Team, with:
1 Point Defense Sled
3 Rifle Squads, each with:
1 tactical command stand
1 support infantry stand
1 infantry stand
1 Z-30 GravAPC

2 Grav Tank Platoons, each with 3 self-ordering Z-80 Qiknavra Mk1 Grav Tanks

2 Platoons each 3 self-ordering Dizdreez scout speeders.

1 Battery of 2 Zhodani MRL sleds and 1 FDC Sled with counter-battery radar.

Imperial -Drawn from 3277th Imperial Marine Regiment, 193rd Imperial Fleet.

Command Post Section, with:
1 operational command stand
1 staff uplink Imperial Marine Command APC
1 infantry stand

2 Marine Platoons, each with
Platoon Headquarters, with:
1 tactical command stand
1 Imperial Marine Support APC
5 Marine Squads, each with:
1 tactical command stand
2 infantry stands
1 Imperial Marine APC

2 Armored Cavalry Platoons, each with:
Tank Section: 2 self-ordering Heavy Grav Tanks
Rifle Squad, with:
1 tactical command stand
2 infantry stands
1 Imperial Marine Grav APC
Scout Section, with: 2 self-ordering TL15 Armed Air Rafts

The Battle

Zhodani forces advanced boldly on their objectives across the rolling countryside of Denotam. Marine units erupted from their deep-hides and moved quickly to interrupt the Zhodani progress. Battle was joined as the Imperial Marines ambushed a Zhodani lift infantry platoon that strayed into their sights. Imperial Heavy Grav Tanks lashed out with their fusion guns, easily overwhelming the Zhodani APC armour. Zhodani infantry debussed as best as they could.

The Zhodani struck back, launching nuclear-tipped missiles at some Marine cavalry who had pressed close to their lines, and those missiles which avoided point defence fire inflicted rapid and dramatic losses on the foremost Cavalry platoon.

The tit-for-tat nature of the struggle was evidenced by immediate Imperial retaliation against the Zhodani, whose TL14 decoys proved unable to distract the superior Imperial sensors and fire control. Using the rapid movement capability of grav vehicles, the Imperial commander quickly concentrated his force against exposed Zhodani tanks and a volley of nuclear tipped missiles annihilated three of them - despite the best efforts of Zhodani point defence. Another group of Qiknavra and speeders were caught trying to flank the Imperial lead Cavalry and also dispatched by the combined firepower of the two Marine APC platoons (one at long range and the other from pop-up positions behind a hill).

Only three Zhodani vehicles out of eight in the attack survived. They disengaged rapidly and fled back into cover behind some hills. Zhodani counterfire managed to destroy pop-up two Imperial Marine APCs, but the exchange ratio was not in the Zhodani favour, especially with all of his grav tanks now out of action.

The Zhodani commander had gamely advanced his command team into the built-up-area immediately to the rear of his advancing vehicles, and now the team was isolated and surrounded by Imperial troops and the irradiated wreckage of Zhodani vehicles. Imperial Marines in Battle Dress moved into the buildings andquickly captured the command post, despite Zhodani MRL fire being called down on them.

On the other flank, a Marine infantry platoon assaulted the remnants of the Zhodani lift infantry who had survived the initial ambush by Heavy Grav Tanks. The Zhodani fought as best as they could, but they only had two remaining APCs for support, and their gauss Rifles proved inadequate against Imperial armour. The surviving Zhodani infantry broke and ran, leaving behind the wreckage of their APCs.

At this point the Zhodani were clearly defeated, with the remnants pulling back as the Imperial Marines consolidated their hold on all the six objectives in this area.

Lessons learned:

Using the Fire, Fusion & Steel design sequences, it is a relatively trivial exercise to design highly agile nuclear-tipped tac missiles that are extremely hard to shoot down with point defence. The sub-kiloton nuclear warhead ensures a kill.

The designs for Zhodani tac missiles in the back of Striker-II are well and truly broken.

Gauss rifles, as designed in Striker-II, are pretty useless against advanced Battle Dress.

All ground troops need portable tac missiles. Although they are not given them in the Striker-II army lists, the Zhodani lift infantry need them.

Ultra-tech combat is very lethal. If you can be seen, you can be killed. Losses mount up with alarming speed. In this encounter the Zhodani commander lost most of his force in a couple of turns intense exchange of fire.