"Roger, Tiger Leader. Do you need help, over?"
Returning to Striker 1e, I set-up the same dust-up, a Platoon-level fight in moderately rough terrain. This mimics the narrative on p. 13-15 of the rules:
"It's the sort of ticket you hate: a jerkwater tech 8 world where there hasn't
been a serious fight for forty years, a banana republic without enough
money for a standing army, and now a real shooting war. And you're in
the middle of it, as a mercenary cadre for the militia that's supposed to
track down and drive out the other side's mercenary strikers. It's the
sort of ticket that could get you killed."
This narrative is why I kept the Striker 1e rules all these years - it sounds so "real" and professional compared to Bullywood and the artistic license folks. Every time I considered purging this set of booklets, I'd read through the first several pages and this storyline and then keep them, thinking "someday...". Did toss the box, after it got squashed, however. Anyway, it is now "someday..."!
A smaller but higher quality Striker force of Mercs is confronting a slightly higher Tech Level [TL] and slightly better armed opponent that is lower quality. I characterize them as "Striker v. Home Defense" forces. Their quality is "Long Service" verses "Conscript" for the red Zhodani figs. This results in the Conscript Teams having a Morale of 6+ on 2d6 [plus generous bonuses] and the Long Service Teams having a morale of 9+ on 2d6 [plus generous bonuses].
Once again, the Zhodani are defending a hill in One-Hour Wargames Scenario #7 "Flank Attack". About a Platoon [37] of conscripts face a Section [20] of Strikers.
Tactical Situation: the strikers have managed a covered approach from two directions. Flanking the conscript "Tigers" on the right from a small wood with two Teams - a Squad, half the force - is the Section Sergeant. To pin their front, the other half - also a Squad - is on a lower rough hill with the Section Leader.
Engagement Range.
Per original scenario, the attacking Strikers are *just* within range of their small arms, 9mm ACRs, about 300-350m. This is an important scenario issue as the defenders actually outrange the attackers thanks to their TL12 4mm Gauss Rifles. The ACRs are out-performed by the Gauss overall, and the mercs have to rely on Discarding Sabot ammunition for effective Fire at this range, along with TL10 Rifle Grenades. The Effective Range Bands are:
Mercs
TL10 ACR Slugs and HE = 300m, DS 450m
TL 10 Rifle Grenades 370m
Zhodani
TL12 4mm Gauss = 600m
TL 11 4cm RAM Grenade Launcher = 370m
The set-up distances are very important.
- if the range is 475 to 600m, the defenders have a big advantage - more people and 25% better chance to Hit.
- If the Range is <450, the DS ammo gives the mercs near parity with shooting. If they don't have DS, then they would again be at a disadvantage.
- If the Range is <300m, then the ACR can hit well, but is still out performed by the Gauss. The mercs would have to rely on their Rifle Grenades for some punch to open up the firefight.
Both sides have the same Range with their Grenades whether RG or GL.
Another scenario tension is that the Flanking force is closer than the pinning force. This could allow the pinning force to engage the defense at a disadvantage, hoping for the closer range and high quality of the flanking force to beat up the defense.
Another scenario tension is that while the pinning Mercs could be farther forward, they would lose the benefit of Cover [50% Hit protection] from the military crest on which they straddle, and which the defense also has, and only have Concealment [which is a penalty to spotting and a small penalty to Hit].
I hope this explanation of Ranges and set up helps to show the tactical problem clearly: with a variety of weapons of variable effectiveness, the initial Range of the firefight are very important.
Regarding dispositions, if this was a Traveller RPG game, then there would be a tactical roll-off between the two sides: if the defense won, the attacking mercs would be detected first, at a longer range [board edges] and while on the move - this would make for a tough day for the mercs!
The assumption with my setup is that the mercs won [not unlikely] and were able to advance to the best range possible given the terrain, and then attack the defenders on their terms. In game terms, I am allowing the mercs to pick being Player 1 [Blue] or Player 2 [Red]. The main difference is that Red Fires, then Blue gets two Fires, then Red gets another Fire. In Turn sequence, both sides roll to Spot opposing teams, all needing a 10+ [I could also give one side no camouflage, which means they're spotted on an 8+, 25% easier]. Red would then get Overwatch Fire, then Blue would Fire, then Red would Move [if desired] then Blue would Fire again. This looks like:
Blue Move
Red Fire
Blue Fire
Red Move
Blue Fire
Red Fire
So the Strikers get to choose, and they choose Red to get the first fire. They then have to endure two Blue fires, then they will Fire again.
To cap off all the scenario variables obviously possible:
- could have a roll-off to determine starting positions [this changes the scenario from that of the OHW book].
- this would impact the starting range between the defender and each attacking force.
- could have either side or both in camouflaged positions
- could have either side or both ready in Overwatch
- could have either side start as Blue or Red side.
Each of these variables can give an advantage to a weaker side or weaker player. This is a great example of how complex it can be to set up what appears to be a simple scenario. It also shows the large number of possibilities that can be manipulated to change the story line in a Striker game. The game's heritage as an RPG tool is pretty obvious, when you think about it!
The defending Zhodani conscripts [dark red figs] deploy two squads forwards at the crest of the plateau and one on the left flank; the fourth in reserve. Another very small reserve team made up of the PL and a couple of trigger pullers is to the right rear. They could have deployed with fewer figures up front, and worked on spotting the enemy. This might have enabled the attackers to maneuver sooner, and faster, so I went with the assumption that they are playing cautiously and are also not concerned about artillery fire [like the book narrative].
After Blue Move phase, spotting of all Units takes place. The mercs spot a couple of Teams and the Zhodani one merc Team. In true wargame fashion, both sides decide to 'unleash hell' and Fire everyone at the spotted Teams. End result, 1.5 Zhodani Teams are beat up [and one flees], but the mercs also have one Team get beat up.
Their left flank is still holding on, however!
However, in subsequent Spotting and Fire phases, more of the Zhodani are spotted. They slowly lose the struggle for Fire Superiority. Two more Teams are shot up, and another flees. At this point, 50% of the Zhodani force is off the line. From the front, most of the damage is from the Discarding Sabot rounds of the ACRs, while from the flank a volley of Rifle Grenades took out most of a Team, pinning the survivor.
Altho the mercs have taken one loss and a few Light Wounds....
and the flanking force isn't looking too great, after some hot rolls by the Zhodani.
But in the Panic Morale Check Phase, some more of the Zhodani Fall Back or are Forced back.
The mercs get some hot shots in, also, which tears up most of the Zhodani in the front line.
Turn 2 ends with a couple of Routs by Zhodani Team remnants, and these carry off a few more personnel. With no one manning the front line, the mercs can now easily advance and start "alpha-striking" the last few Teams and panicking troops, so the Zhodani wisely decide to fall back, reporting that they have met then enemy and retreated in good order, carrying their wounded after a heroic defense.
Their left flank is still holding on, however!
Altho the mercs have taken one loss and a few Light Wounds....
and the flanking force isn't looking too great, after some hot rolls by the Zhodani.
This fight went down in a similar way to the previous, altho the mercs took more casualties this time. Three Seriously Wounded and three Lightly Wounded, largely due to good Spotting and Fire rolls by the Zhodani.
Again, nothing wrong with how this went down. As a campaign game, assuming the mercs were the Player Characters, this would be fine. As a wargame, I think the Zhodani need an advantage or two returned to them, perhaps taking Camouflage away from the mercs, or having them start out of Line of Sight and have to Move up [this gives the opponent a bonus to Spot figures in Concealment].
Substituting the entire scenario for, say Cold War 'Nam or Germany, or a bit further forward into the present era, could easily be done. Then [in our minds] the Strikers would be US forces and the Zhodani insurgents / guerillas. I'd then reduce the weapon and armor of the Zhodani, and give the US the grenade launchers.
The likable thing about Striker is that it is very easy to shift it into different historical time periods with nothing more than a change of figures and weapon categories. Or, into a future that hasn't occurred yet, or the distant future.
This is pretty significant, as learning and re-learning new games and rules is a drain of time and energy. Striker 1e provides plenty of nuance in a single game engine, and if you also have Traveller 1e [the free / cheap white book] you can easily add a narrative, or toss in Book 4 Mercenary for a lot more depth as well as a campaign.
Oddly, perhaps, the thing I want to do next is fight my British and my Italians in the desert using this rules set, and see if Striker feels good in an historical context that I've gamed a lot.
So... Stay tuned!