Battered copy, but the review is still spot-on!
So, after a lot of work to find a good balance of Firepower, Morale, and Damage [casualties] in the rules [playtests 1-5, check older posts], I took my modifications to the tabletop again.
My Changes:
- The rules had some detailed mechanics regarding individuals that emphasized the RPG aspects, like firing and taking casualties as individual figures. In other areas, it streamlined things by teams or made a mechanic automatic [like Leaders rallying Routing teams]. I divided all the mechanics between two types: RPG style, and Wargame Style - the latter are more streamlined and use the Team as the basic "Unit" for quality, capabilities, etc.
- I reversed Morale Check values so that rolling high is always good, and rolling low is always bad [I hated that it switched around].
- I divided the Command and Panic Phases; now each Side has a Player Turn that is identical to the other.
- I added a Friendly Fire Phase 1 before the Friendly Move Phase. Now you can blast things with preparatory fire and then Move. It doesn't increase the amount of Fire Units get - that's still once per player Turn, max - but it increases options for "when" you can Fire.
- I clarified the Leader rules for Rallying.
- I modified the Personnel Wound Table to make low-value results a morale check instead of it wounding a figure on a 3+ [nearly always], and clarified both the top [11+] and bottom [2-] ends. I added an "Obviously Dead" on a natural '12' [cuz...it happens...sometimes].
- Morale Check results were a bit confusing - I cleaned them up a bit into two categories, Suppressed [Fall Back], and [Forced Back] Rout, and made it clearer how far a failing Team moves.
- I cleaned up a few of the move rules, including Dis/Mounting vics.
- I made a '1' mod to Spot Low IN teams more easily, and harder to spot High IN Teams [recruits are notorious for not taking hiding seriously].
- I added a couple of mods for Hits in DF, including -1 for "Suppressed Target" and +1 for Target Ran. I also switched Burst Size to Diameter instead of a "box centered on the team", so one can radius [1/2 Burst Diameter] which is easier to measure.
- My main complaint - the Armor Combination Table makes no sense according to Newtonian Physics as I understand it. So now I simply take 1/2 the smaller AV and add it to the Larger AV. If you have a Combat Environment Suit AV6, and you're behind a Wall AV4, your total is therefore AV 8. In the Raw, it would be...13! I am open to a smarter person explaining why it makes sense as-is, but until then...!
Overall, I made combat results more Morale-driven, and less Wound-driven. That is on the basis of my reading of modern war, especially from the last 20 years, where most small arms fire is suppressing, and not even attempting to aim and hit you. This worked nicely because the forces on the table for this batrep are...TL9! So just a few years in the future, but they are mostly using weapons from 20 years ago our timeline.
Given this changes, I was excited to see how they played out.
*** Scenario Intro ***
For the two sides, I had 30 Conscript Zhodani figures, local militia, trying to interdict the advance guard of a Long-Service Mercenary Striker force of 20.
The Z's have 5.5mm Assault Rifles [M16s] and 4cm RAM Grenade Launchers [GL, 1 per Team]. They are Armor Value [AV] 4 with a combo cloth armor / helmet. The Platoon Leader PL has Image-Enhancing Goggles.
The Striker's have 7mm Assault Rifles [AK47], 7mm Auto Rifles [BAR, BREN, 1 per Team], and 4cm RAM Rifle Grenades [RG]. AV is 5 and they have the same Image-Enhancing Goggles for their PL.
The prices came out to 600K in personnel, and 55K in gear apiece, with only 55 pts difference.
The main difference in tactics is that the Strikers can volley RG's by Team, while the Z's have 1 per Team, 6 for the force [these could have been consolidated, but they would then have been more vulnerable]. Both sides have the same ammo limit, 6 mags [12 Fire phases, 6 Fire Phases using full Auto].
In terms of Scenario Design, the Strikers have a +1 advantage in Direct Fire [DF] due to higher quality. Their Auto Rifles also have a '+1' advantage to Hit and to Penetrate. Both sides have Cover from the hill crests they are on, and Concealment from the brush that covers the entire area. Also, both sides have carefully taken up positions with camouflage, the attacking Strikers setting up in the cover of the dark just before the dawn.
I'm using scenario #7 Flank Attack from "One-Hour Wargames", which is a straight forward flanking effort. Were this a Traveller 1e session, it would have gone down like this: "The Strikers [the PCs] won the roll for Surprise in Foothills, chose an engagement range of 200m for their flanking force [which puts them in effective Rifle Grenade range] and the defenders did not choose to attempt an Escape."
With all this in mind, let's see what happened!
*** Scenario with Story ***
It's the sort of ticket you love; a TL9 world that has border incursions often enough to keep the locals on their toes, and a fanana republic with enough money to buy a little insurance - your company of Mercenary Strikers. The shooting war is under way, and you are taking the fight to the neighboring Zhodani colony.
While anything could get you killed, you're confident in your people and their skills. You jumped on this because you were short on cash and long on experience; besides, the money was too good to pass up! So now you find yourself leading the tip of the spear, a Section of long-serving professionals, clearing the main road ahead of the advance. While your other section is off to the left on a parallel trail, you doubt you'll need them. Besides, they won't be able to show up in time with all this heavy bush, anyway.
There are 20 men in your section, including yourself and your Section Sergeant. All of them have been in several firefights, and the two squad leaders are also solid. Intel has reported a Zhodani blocking force on a hill overlooking the road, and tasked you to maneuver in the early hours to drive them off. Your Section Sergeant [SSG] leads one squad to engage them frontally in a firefight. While they pin them down, you'll lead 2nd Squad against their left flank - they carelessly left a small wood unguarded, and it will be your initial attack position. After achieving Fire Superiority, you plan to smash the defense with a classic hammer and anvil!
"Tiger 2, Tiger 1 - we are in position. One Z-Team spotted on hill corner. Ready to kick off when you are."
"Tiger 1, ACK. Spotted a Team near that corner. I'm sure there's more near it. Opening Fire." They start laying down long bursts at full Auto to shock and awe the defense. You give the closest Team Leader a 3-2-1 finger count, and they open up as well - the firefight is on!
Zs *almost* spotted a Team, so now believe there is enemy out there, and *could* use "Recon By Fire if they wanted - but the chances aren't good for a Hit.
Strikers start the firefight in the Enemy Fire Phase. 1Sq hammers the corner Team with rifle grenades, causing two casualties and a light wound - the Team Falls Back, Suppressed [red circle] away from the crest of the plateau. The other Spotted Team takes Hits then [barely] fails a -3 Morale Check, and are also Suppressed.
In their Fire Phase, the Z open up with the one Flanking Team, which really needs to get some retaliatory Hits, but they roll bad and miss despite the fact that the Striker's are in Effective Range. At the end of the EFP, the PL *just* manages to Spot the other flank team with his IEGs, which bodes well for the Friendly Fire Phase.
The Flanking Squad hammers the newly-Spotted Team with another volley of Rifle Grenades, completely wiping it out. The squad's survivors Panic then Rout!

"1st Squad, let's go, angle in there!" You shout into the push. They continue advancing through the brush at the hill's edge. You can see some movement, but nothing clearly. You know the Z are there, but...where?
As Turn 5 continues, the Strikers got their say. The Team missed, but the PL again got a good Hit and a Serious Wound that was rolled onto the Z Platoon Leader! There's an ugly Morale Check, but the sole survivor rolls high, and only gets Forced Back instead of a Rout!
Counting up the casualties, the Zhodani are over 50%. Time for them to gather their wounded and retreat from the field!
And in their Move Phase, they do, with all their Teams Running except for one that is Suppressed.
Overall, I was very satisfied with how this played out. The balance of the key mechanics including the shooting and wound table seemed good. The Z force had four figures Run from the field, and 16 Wounds. About 8 of them were Serious Wounds, and 8 were Light Wounds. Most of the Serious Wounds were from Contact Hits by Rifle Grenades.
The Z Section Sergeant then fails Morale upon seeing his Team's casualties; now he is also Suppressed!
The hill's corner erupts in explosions, and bits of brush fly everywhere as bursts of automatic Fire and Rifle Grenades are accurately placed. No Z are in sight, now!
"That's it, men, pour it on!" you shout into the Section Push. And just a bit farther back, barely visible but right where you expected them...another Team is Firing back at you.
However, the Z are also able to spot a three Striker Teams, and they will be able to lay down some effective Fire soon - right after the next Striker Fire Phase.
"Tiger 1 to all Tigers. Enemy Teams Suppressed. There's more farther back on the hill. Keep on 'em, I want Fire dominance!" You keep looking for more enemy - they must be along the hill line...or are they hiding in defilade?
You keep pounding the hill, spreading Fire around, just in case there are more Zs near the spotted teams. Suddenly, the entire hill line opens up - all the fire is focused on 2nd Squad, your base of fire. You hear the 2Sq TL:
"Raikul's hit, bad! We're pulling back behind the crest!" Out of the corner of your eye you see the SSG rise to a crouch, gesturing sharply.
The Z spotted the Second Squad's Teams, and Severely Wound one Soldier. The rest of the Team unexpectedly head to the rear! [They rolled a '3' and are Forced Back].
Turn 2, more Fire is exchanged in the Enemy Fire Phase, but not much results.
You consider saying something, but the SSG knows his job. 1 Squad has already stopped firing, as there is no sign of the enemy teams.
"1 Tigers, execute 'Hammer', repeat, execute 'Hammer'!" You take one last look at 2nd squad, then begin leading 1st Squad to their right, which will outflank the Z position. While you walk, you switch to 2nd Squad's push, to check on that situation. SSG Korleits is letting them have it.
"...takes another step back will be shot, then I'll walk over and kick his *** from here to hell and back! You get me!? Pull yourselves together and get back on the line, NOW! Follow me!"
After some hot dice, the Z return Fire goes cold. Turn 3 the fleeing Team is rallied by the SSG while his other Teams lay down some Smoke Grenades. 1st Squad commences their flanking maneuver. 2nd Squad still has two Teams Firing, so they Fire Incendiary Smoke Grenades, building a Dense screen that blocks Line of Sight for the Z on the hill front.

Turn 3, there's some more Firing and Spotting all around. Nothing decisive happens, so C-Team advances towards the hill behind the Smoke screen.
"1st Squad, let's go, angle in there!" You shout into the push. They continue advancing through the brush at the hill's edge. You can see some movement, but nothing clearly. You know the Z are there, but...where?
Turn 4 passes quickly, as both sides re-position. The Strikers are pushing against the flank and front. The Z order their reserve Team forward, and make a new line facing their left flank. All the leaders are busy Leading.
As the smoke starts to thin, C-Team opens up and lays some heavy Fire on a Z-Team that was moving up into position, Suppressing it. 1st Squad advances and the hill is quiet, but it's not a good quiet - they're still out there!
The smoke screen thins a bit, so C-Team pops off Rifle Grenades - they are easily within range after their dash forwards. A series of explosions erupt, tight together, and at least one Z flies through the air and lays still at the crest. Another dashes to the rear.
Running forwards, the Striker Team crosses a range band for their RG, get three of four Hits, and takes out 3 of 4 in the Z Team which Routs [red pipe cleaner]. Another Team on the hill's front is Suppressed but takes no casualties.
Z return fire causes a -2 Morale Check on C-Team, but they easily pass. The SSG consolidate the two Teams. "All of you - on me!" he says forcefully. C-Team takes a bunch of Fire, but they clearly are giving better than they get.
You can all see 2nd Squad advancing to the hill. "Tiger 2, we're on the hill, but can't see any Z yet."
"Tiger 1, we're still Suppressing the Z on our side - they gotta be feeling the heat at this point!" he says enthusiastically.
As the smoke screen dissipates, C-Team lays another volley of RGs on the last Z-Team facing them on the hill, causing a wound and Suppressing them.
Right on front of you, 1st Squad creeps forward. You are looking thru the IEGs, and are *certain* the Z are just ahead, some slight movement, shadows...
"All First Tigers, volley some RGs just ahead of us, they're out there!" Dull thrumps are heard, followed by explosions. Some cries and red movement, you know you've caught some of the defense! More are ahead, so you quickly ready and fire off an RG, and a red body is flung through the air.
"Gotcha." You say to yourself, with satisfaction.
In game terms, I split the -4 for Recon By Fire into a -2 for "suspected" enemy and left the -4 only for true RBF, when there's no reason to *believe* in game terms anyone is there. The below exchange has Teams so close that they can sense and catch little glimpses, and so are able to Fire with only a -2 instead of the -4 penalty [Book1 16.D]. In a real game, the Z would be Dummy Markers against the Striker players. Still, with the Z PL in the Team, they easily pass the Morale Check despite a -5 penalty [they have a +4 bonus!].
Anyway, altho the squad caused a light wound and a Morale Check, the High IN PL fired and caused a Serious Wound, removing a member of the Z command Team. Nice shootin' there, Tex!
I prefer how this evolved into a Spotting and Quality contest that takes a couple of Player Turns to "peel the onion", instead of the simple "move'em up and shoot" of most wargames.
SSG Korleits runs forward, with both Teams right with him. Grenades explode on the hill top, and a red body is goes down. But there's movement at the hill crest, and then Fire erupts - a merc to the right suddenly halts and flops on the ground. There's no time to stop, no time at all..."
After a Turn spent gathering them up, the 5 mercs advance with the SSG. Surprisingly, a lucky shot from a Z Team that moved up takes out a merc - nothing you can do about hot dice!
"Give them another volley!" you shout into the 1st Squad push. A few seconds later, grenades explode all over the crest of the hill. Then you launch your own more on instinct than aim. A flash of red in the bush. Gotcha again, ya red bastard."
And in their Move Phase, they do, with all their Teams Running except for one that is Suppressed.
"Tiger 1, I'm seeing movement to my front - how about you?"
"Nothing here, but we'll press forward" you say. Catching the eye of the two TLs, you point forwards and to the right. The Squad begins to cautiously advance. After a few meters, the IEGs show some forms crouching in the brush...
The remaining Z Team with a Section Sergeant [Veteran] are recovering from being Suppressed and can't move or fire. 1st Squad is closing in on them.
Suddenly, the red figures dash away, into the brush!
The Z Team fails its Proximity check, and Runs for the rear with the rest of the defenders. By Turn 7, the hill will be uncontested, plenty of time to call it a win.
As you press onwards, uncertain if this is a ruse or not, a break in the foliage gives you a good few beyond the hill. Dashing in and out of the brush are at least a dozen Z, with some slower moving groups behind, moving their wounded.
"All Tigers, proceed with caution, but it looks like they bugged out." You pull off your helmet, keeping the push near your ear, and feel the cool breeze of morning run over your nearly shaved head. You glance at your chronometer - it's only been about three minutes since the attack began, and it's already over. Another little hill, in another little war. You're elated!
The Strikers had 2 Serious Wounds. Three would have Run from the field if the PL hadn't dashed over and Rallied them.
In terms of Ammo, the Strikers used 2/3 of their Rifle Grenades, and the 2nd Squad - Base of Fire - used half their ammo. The Z who stood and fought used up half their ammo and grenades.
*** Alternative Outcomes ***
If the Z had stronger Morale, I believe the fight would have ended differently, with both sides low on ammo and the Z holding a corner of the hill, which would have been a loss for the Strikers.
Had the scenario been different, say, in T1e terms, the Strikers had not achieved surprise, the engagement would have begun at longer range and the initial attack would have been less effective. The forward deployment on the hill for the Zs would have been more effective, as they could have fired upon the Strikers who would be on the move, without the benefit of a prepared, camouflaged attack position. This would likely have resulted in the Z driving off the Strikers, as they have more people to pull more triggers.
Another option for Team Z who are sitting on a win - the hill - would be to start and stay in defilade, and not dispute the advance of the Strikers. While I plan to try this tactic, I think that the use of grenades - including smoke - and better morale will see the Strikers closing in quickly and winning the close fight after carefully developing it.
*** Reality Assessment ***
In terms of modern warfare, I think the game played 'realistically' with the options and modifications I chose as a Referee. Forget the space suits, change the figures out for 15mm 'Nam or any Cold War insurgency, and it would have played almost identically. With slightly updated gear, it would feel like modern US / ISAF in Afghanistan.
You have a mission with parameters, a situation you have to develop using Spotting and choosing when to open Fire and what type of Fire. So... altho I've mostly been a gamer wargamer, now I'm leaning in to gaming the spotting and ammo - two things that a lot of gamers flat out refuse to do.
Striker is granular enough that you have to be familiar with each phase of the fight, when you will Fire, when you will Maneuver, when you will lay your smoke screen, etc. Once you've made decisions [A LOT of decisions!] about how to create, arm, armor etc a Force, you need to learn how they work together with their gear in game terms. The good news is that you can largely re-use what you learn, especially in a campaign setting which is my ultimate goal.
I hope this inspires you S1e and T1e fans out there to dust off your stuff, get it on a table, and post some bat reps of your own - your ticket is waiting!