1. Introduction Stargrunt II Campaign Rules v0.2 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) Platoon HQ (4 riflemen) Platoon HQ (4 riflemen) 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: Roll Table 2-1 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 Infantry 2 hexes, doubled on road. Movement Factors
Ground Vehicle VTOL 10 hexes, tripled on road. 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:
Roll Table 5-3 0-5 No reinforcements Result 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: Roll 1-3 Green 4-5 Regular 6 Veteran Table 5-4 Result A. Sample Map