Advice on running a mercenary campaign/running unit combat

Eradan

Mongoose
Hi all, I am fairly new to running traveller as a system and have a fairly large group of players involved in a mercenary campaign. I am running the starter adventure, Trial by Fire, and have thus far been enjoying it, but it has been difficult to get my party engaged in the back end of running the company and it is hard for them and me to wrap our heads around all the ins and outs of the combat system.

The fights have thus far seemed to mostly consist of me asking them for a few policy decisions, spending a couple minutes tallying modifiers, and then just one roll and then we do it all over again. I'm not sure if I am just running it poorly or if the system is just that clunky and hard to use. I would really appreciate any input/tips and tricks from those of you who have run mercenary games before.
 
The mercenary rules are widely considered to be... not the best thing Mongoose has ever put out.

Personally, I would suggest you and your group decide what you want out of the game narratively and whether it could be run with the standard Traveller rules on on the individual level with the large scale matters of company management being abstracted.
 
Hi all, I am fairly new to running traveller as a system and have a fairly large group of players involved in a mercenary campaign. I am running the starter adventure, Trial by Fire, and have thus far been enjoying it, but it has been difficult to get my party engaged in the back end of running the company and it is hard for them and me to wrap our heads around all the ins and outs of the combat system.

The fights have thus far seemed to mostly consist of me asking them for a few policy decisions, spending a couple minutes tallying modifiers, and then just one roll and then we do it all over again. I'm not sure if I am just running it poorly or if the system is just that clunky and hard to use. I would really appreciate any input/tips and tricks from those of you who have run mercenary games before.
As has already been said by Tforbes, the Mercenary box set is not Mongoose's finest hour. The system is clunky and poorly constructed. War by spreadsheet just isn't very interesting for most people, even at the best of times.

One option would be to get hold of the MGT first edition Mercenary book which, although controversial in parts, is at least a bit more useful for running a mercenary outfit, and a bit easier on the grey matter.
 
I'd use the Merc combat tables only if you MUST know the outcome, but don't think it would be fun to run it using one of the other combat system options.

I've not run a mercenary campaign but I played in one for a little while, and I am running a campaign where the players have a small security unit at their disposal (the DNR). In the campaign I played in the referee did use the mercenary combat rules once, and they kinda worked but it was really a letdown in terms of excitement level. It's like you build up the actual dramatic climax and then the action all occurs off-screen.

From my referee experience, at up to about three squads, you can run a decent combat with Mongoose rules for a firefight, but it does take a lot of prep to get the combat ready, (which will make you lean towards railroading the players away from peaceful solutions once you've put in the work). For the merc campaign, if they are running a small unit, that's fine. For a bigger unit, you might try to create occasions for the players to run crucial small firefights while the big fight occurs off-screen (maybe with modifiers from the smaller fight outcome).

My players seem to like roleplaying more than fighting for the most part, but also get into looking for clever ways to get advantages over the enemy, and for that you really need to get into the nitty gritty of what's the layout, where are the enemy located, what is in the environment , which the mass combat tables do not do.

I give them each direct control of a fireteam as well as their own player, even those who aren't present. Those who are in the SecTeam get the ones they normally are bosses of, but those who aren't just get some random team. I only take control of player-side NPCs if they aren't integrated into the PC's command structure, and decide to do something the PCs might not want them to.

Most of the game can probably be smaller scale interactions, though, as the players meet with people and try to influence them or get information, lead patrols through the jungle, finding supplies, getting that tank fixed, etc. These provide opportunities for social and technical skills, but also the occasional violent interpersonal interaction.

I think what the Mongoose Mercenary misses, though, is that the attraction of a mercenary campaign IS precisely the big combats, and for that you might look at Striker, which is designed for company sized engagements.
 
I think what the Mongoose Mercenary misses, though, is that the attraction of a mercenary campaign IS precisely the big combats, and for that you might look at Striker, which is designed for company sized engagements.
I was just about to recommend Striker / Striker 2 or variations thereon; maybe 'At Close Quarters' by the 'British Islands Traveller Support' (BITS) group would be a nice fit for more exciting combat. In any event, I don't think there are many rule-sets for Traveller combat which work for larger fights straight out-of-the-box; some tweaking is probably required.
 
Having resurrected Striker with my gaming group a few weeks back for a tabletop battle, I'm not sure I can recommend it. Very much a product of its time. Quite a few WTF moments in rules such as orders or morale checks. Plus the roll 2D6 per person shooting takes away all the advantages of a mass combat system in terms of speed and elegance.
 
Having resurrected Striker with my gaming group a few weeks back for a tabletop battle, I'm not sure I can recommend it. Very much a product of its time. Quite a few WTF moments in rules such as orders or morale checks. Plus the roll 2D6 per person shooting takes away all the advantages of a mass combat system in terms of speed and elegance.
I have some friends who play ... quite a lot of ... 'Command Decision'. It was descended from Striker, and written by Frank Chadwick (whom we sometime play with in local cons) so many of the same basic themes and structures are there. Maybe I am just accustomed to the way it works.
 
Having resurrected Striker with my gaming group a few weeks back for a tabletop battle, I'm not sure I can recommend it. Very much a product of its time. Quite a few WTF moments in rules such as orders or morale checks. Plus the roll 2D6 per person shooting takes away all the advantages of a mass combat system in terms of speed and elegance.
I was just going from memory, but memory is a treacherous mistress. As a teenager, I had a LOT more time and rolling to-hit 50 times in a row would not have bothered me at all. I even managed to play Fire in the East.
 
MegaTraveller had rules in the Referee Companion for conglomerate units. This allowed for units to be amalgamated and maneuvered as a "stand"

For a platoon vs platoon you may have the units as squads or individual fire teams, for company scale then squad is likely to be the preferred size.

You can go to battalion and larger using platoon sized or company sized "stands".

There should be a way to adapt this to Mongoose...
 
I have some friends who play ... quite a lot of ... 'Command Decision'. It was descended from Striker, and written by Frank Chadwick (whom we sometime play with in local cons) so many of the same basic themes and structures are there. Maybe I am just accustomed to the way it works.
Indeed, we too play CD (now with the latest version Test of Battle or CD4, which I highly recommend).
The great innovation of original CD over original Striker was that CD did away with Striker's order system (which was essentially unplayable in any reasonable period of time - "Oh, I have to wait 16 turns for my orders to take effect, and all that time my unit sits still...?"). The CD command system of being able to place an order chit within a specified distance of a commander was so much slicker - while still preventing the Godlike player standing over the table from doing whatever he wants, when he wants.

Striker-II of course had the CD mechanics. Yay! But it was edited poorly, came out at the fag end of the TNE period just as GDW went bust and still hadn't cracked the scale issue ("Oh, you say my grav tank can move 1400cms in a single turn...!?"). That said, you can still have a decent game provided you have very few vehicles and stick to say an infantry company versus an infantry company (Striker-II has a different unit scale to normal CD - one stand is a fireteam in Striker-II, instead of a platoon in CD).

Stargrunt-II and Dirtside-II (which are available free as pdfs from Ground Zero Games) are probably the other two most commonly suggested options for Traveller players wanting miniatures battle rules. Stargrunt-II is more a skirmish ruleset, and IMHO doesn't give you much more than you've already got in the MGT corebook plus the CSC for combat. But there are freely downloadable adaptations of SG-II to the Traveller OTU, complete with Battle Dress and FGMPs, so it is a pretty low-effort alternative.

Dirtside-II has a unit scale more similar to Striker-II, and so is better for mass battles. It also has a brilliant vehicle/unit construction system that is nearly everything the various MGT efforts at vehicle and weapon construction systems have not been!
 
I would really appreciate any input/tips and tricks from those of you who have run mercenary games before.

Just some thoughts:

Not that I know anything about it, but combat is a very confusing, fluid, constantly changing situation, composed of many people with limited situational awareness trying to fight each other and react to micro-contingencies while experiencing various states of physical and cognitive dysfunction.

"Platoons seal the fate of armies." -S.L.A. Marshall

What I used to do to account for this:

A company level unit is engaging a similar enemy. Note how the die rolls affect the narrative and feel of the adventure. Place emphasis on how soldiers can only see their small part of the situation, and that they are often in circumstances that they didn't create and cannot control, like a bad tactical position because the poor decisions of others, or a good position because other echelons did a good job.

1. The company commander or the company headquarters team (average the relevant skills) makes a roll to determine how well his initial plan is set up, how well his elements are deployed, how well he's managing his logistics and support.

If the roll is exceptional either positively or negatively, include this in your GM narration of the situation, and decide on a die roll modifier for the next echelon down the chain of command.

Positive result: The company commander / command team really has their act together. Artillery TRP's are accurate and laid on. He has a solid mobile reserve element. Friendly adjacent units are coordinated with. Logistics are set up and effective. Troops are rested and ready. The avenues of approach are smart, like taking advantageous terrain early. The tactical plan is solid.

Platoon leaders get +2 on their tactics rolls.

GM narrative: "The plan has your platoon advancing along a ridge. Scout teams report hostile forces are set up to ambush the valley below. You have outflanked them, and their crew served weapons are pointed at the road in the valley, not uphill toward your axis of advance. Other platoons report similar success, or varying success, depending on platoon leader tactics rolls. NPC troops are confident and ready for combat.

The player characters' squad gets orders from the platoon leader. If he rolls well or average, the squad leader gets a +1 or +2 to his tactics roll, and the GM narrates the squad getting the drop on the enemy squad, etc. If he fails his roll badly, he gives orders which are counterproductive. He orders his squads to attack before the other platoons are in position, he calls in artillery danger close, makes tactical errors which alert the enemy, etc.

The battle plays out according to tactical rules or Traveller character vs. character rules.


If the company commander flubs his roll, there are negative effects.

The company commander is not that competent. His staff officers suck. Nobody coordinates with support elements, and artillery assets are otherwise committed. Nobody coordinates with adjacent units, with can lead to friendly fire incidents and adjacent units not being in position to support. All the little admin and coordination tasks that need to get done to make an operation go smoothly aren't getting done. The logistics are screwed up. Troops are low on ammo and water. They haven't gotten hot food in a while. The sleep plan is crap. People are tired, stressed out, and not confident. No recon elements got sent out. The intel is outdated. The tactical plan is stupid. The commander could order troops to advance along a route vulnerable to ambush because "it's faster" or "the GPS says", or he could order his platoons to attack fast and hard regardless of their lack of tactical advantage, because he's a gloryhound or he's trying to make himself look good.

Platoon leaders get -1 or -2 on their tactics rolls, because they've been put into a bad tactical position from the start of the operation.

GM narrative: "The plan has your platoon advancing along a road in a valley. There are no reports from any scout teams. Intel is three days old. The company commander keeps demanding status updates and yells at the platoon leader to move faster. Experienced NCO's look around in consternation, recognizing the vulnerability of the platoon's position."

The platoon leaders can save this with excellent rolls, but they have to have good skills or be damn lucky.

Good roll: The platoon leader confers with squad leaders, and makes a sound tactical move that gets the squads out of a likely ambush zone.

Bad roll: The platoon leader goes along with the bad plan or develops or makes an even worse move. The enemy has the advantage, +1 or +2 to his tactics roll.

GM narrative: "There's an explosion up ahead. The squads stop, strung out along the road. Medics rush forward. After a few tense minutes, word comes down. Half of 1st Squad got annihilated by a mine. The player characters' squad watches its sector. Movement, on the ridge! The platoon is being flanked. The enemy springs his ambush and cuts loose with his crew-served weapons. His infantry squads open fire from both sides, creating a deadly killing field."

The battle plays out according to tactical rules or Traveller character vs. character rules, but it starts with half of 1st Squad down, and the other squads engaged. Junior leaders don't know what to do during the critical first minute. Gunfire is deafeningly loud, interfering with communication. There's no cohesive response, just squads doing what they can, returning fire, staying under cover, bugging out back down the road, or trying to break out of the killing zone. Leaders become casualties. In this deadly chaos, the player characters don't know what's going on, while the enemy is moving with a purpose. Then it's up to the player character to decide what to do and move fast.

EDIT:

Something else. The rolls for the NPC platoons in the player characters' company actually matter. If their NPC leaders roll well, then they handle their battles and are available to maneuver against enemy units engaging the player characters' squad or platoon. If they roll poorly, then no help is available, and the player characters' company is engaged, and the NPC company commander has to send the mobile reserve element to help out, or figure out what to do. Consider how things can develop when some leaders rolls poorly, some roll well, some junior leaders roll poorly, some roll well, and how the states of the squads and their leadership begins to affect how the battle plays out. Everything can go poorly, but one NPC squad gets great rolls. They can fight through to the player characters and link up with them, and together they have half a platoon to try to salvage the situation. There are the die rolls and the game mechanics, but that's an example of how to integrate them with the roleplaying narrative for a dramatic battle encounter.
 
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