Skirmish Dawn

jedion357's picture
March 6, 2011 - 7:40am
I'm going to be brainstorming/white boarding ideas in this thread for skirmish level of gaming, thus the thread name feel free to comment.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
March 6, 2011 - 8:33am
On the RPG/AD level of gaming a PC or NPC has skill and ability stats, equipment list and defenses.

a key component is that ammo for both weapons and defenses runs out. You could say that the side that runs out first looses.

To transition to Skirmish Dawn we go from 1 Miniature/figure to squads of 6 miniatures or 1 miniature/counter will represent 6 individuals, The benefit of actually using 6 miniatures to represent the whole squad is that you can pull casualties and eliminate record keeping as its fairly obvious that a squad is down 2-3 figures.

I think the practical thing to do concerning expendable resources is assume that squads are well equiped to perform their mission at this level of gaming and not try to track ammo supplies and defenses. Instead the squad's expendibles will be figures. Casualties degrade performance.

Possible combat resolution: Squad's quality rating plus 10%/ individual still in the squad rolled on a KHs style table verse the defenses of the target. though mixed defenses in a target squad will  cause problems unless we just have a column that says mixed defenses. Perhaps its slightly easier to get a casualties on the mixed defenses but the target has a better save roll to avoid out right kills.

Qualities of military squads: Rabble/mob, Green, Trained, Veteran, Elite

Rabble have a quality rating of 0%
Green have a quality rating of 5%
Trained have a quality rating of 10%
Veteran have a quality rating of 15%
Elite have a quality rating of 20%

When a squad takes casualties there is a saving throw  to avoid outright death by a figure, wounded figures are laid on their side and if the squad has a medic  and if the medic does not fire a weapon (this would mean the squad will not add the 10% for the medic figure to the attack that occurs while he's tending the wounded) then the medic can restore a casualty to combat effectiveness.  Since retreating and leaving wounded squad mates is bad for morale so 1 figure can carry 1 wounded figure at half speed or 2 can do it at full speed but not running speed.

of course sathar dont care about wounded and they typically field large squads of lower quality.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
March 6, 2011 - 11:00pm
How about using squad cards. Like miniature cards that represent a figure, these cards represent the entire squad. You place tokens on the card as you loose men, when it reaches 6 (or whatever the number in the squad) the card is eliminated.

Each squad card can have differ stats based on it's pupose. These are just off the top of my head....
  • Attack Squad - high output damage, low defense, special abilities like grenades, rocket launchers. 
  • Defense Squad - high defenses, low attack, used to move accross a battlefiled.
  • Medic Squad - moves between squads patching up men.

Anonymous's picture
w00t (not verified)
March 6, 2011 - 11:02pm
Oh.. and you can come up with commander effects. They can be placed on a squad or may effect every squad that meets certain criteria. 

thespiritcoyote's picture
April 1, 2011 - 4:10am
-waits as a minority to be outvoted-
A six man squad requires one note card with six boxes to represent six loses of effectiveness.
With similarity to mercenary squads in battletech, which uses both mini's and chits on the same field, to show the massive scale differences between anti-mech squads and vehicles compared to the 20 to 80 foot mechs. Power armored Elementals require a little more book keeping, but still fit on the same card and also represent on the field with chits. Those rules also translate between minis on hex grid or open table and measured moves.
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