Million Credit Squads

locarno24

Cosmic Mongoose
Figured I might have a quick try with the new massed battle rules, and might as well do it here where I can be hauled up short if (when) I get it wrong.

I like the idea of the rules, so let's have a quick try on the details.

One million credits worth of dudes and killy things, drawn from: Core Rulebook, (old) Mercenary and the new playtest weapons rules. I'm not too bothered about the credit-for-credit balance of units as I am the rules working and being fun and clear to use.

I'm going to assume (as suggested) that I can substitute skills at the same skill level for the same cost.

If anyone would care to suggest some forces to throw in, let me know.

First few suggestions:

Tons Of Dudes With Pointy Sticks

Soldier:
Spearman - Melee/0 (Cr1,000)
Spear - (Cr50)
Jack Armour - (Cr50)
Cr1,100

Squad:
19 Spearmen (Cr1,100) plus 1 Spearman (Cr1,100) with Sergeant upgrade (Cr1,000)
Cr23,000

Platoon:
5 Squads (Cr23,000) plus 1 Spearman (Cr1,100) with Lieutenant upgrade (Cr2,000)
Cr118,100

Company:
4 Platoons (Cr118,100) plus 1 Spearman (Cr1,100) with Captain upgrade (Cr3,000)
Cr476,500

Hence Cr1,000,000 gets 2 companies worth - each of 405 spearmen.

Unit Name: 1st Horde of Pointy Sticks
Organisation: Company
Type: Primitive Infantry
Size: 405
Morale: 7*
Endurance: 405
Attack/Damage: 0/2D
Traits: None
Skills: Melee/0
Weapons: Spear (2D)
Armour: Jack (1)

Unit Name: 2nd Horde of Pointy Sticks
Organisation: Company
Type: Primitive Infantry
Size: 405
Morale: 7*
Endurance: 405
Attack/Damage: 0/2D
Traits: None
Skills: Melee/0, Leadership/1 [Officers & NCOs only]
Weapons: Spear (2D)
Armour: Jack (1)

*(as per MSprange post) + 1 (generic officers Leadership skill) +0 (Salary) -1 (Skill 0) = 7

Slightly Less Dudes With Assault Rifles

Soldier:
Rifleman - Gun Combat (Military)/1, Recon/1 (Cr2,000)
Tough+10% (Cr500)
10% Salary Increase (Cr250)**
TL10 Light Advanced Combat Rifle (Cr1,000) with 3 Reloads (Cr90)
TL10 Cloth Armour (Cr500)
Cr4,290

Heavy Weapons Soldier - Gun Combat (Military)/1, Heavy Weapons (Man Portable)/1 (Cr2,500)
Tough+10% (Cr625)
10% Salary Increase (Cr313)**
TL10 Advanced Light Autocannon (Cr1,000) with 3 Reloads (Cr2,400)
TL10 Light Advanced Combat Rifle (Cr1,000) with 3 Reloads (Cr90)
TL10 Cloth Armour (Cr500)
Cr8,428

Squad:
7 Riflemen (Cr4,290) plus 1 Heavy Weapons Soldier (Cr8,248) plus 1 Rifleman (Cr4,290) with Sergeant Upgrade (Cr1,000)
Cr48,488

Platoon:
5 Squads (Cr48,488) plus 1 Rifleman (Cr4,290) with Lieutenant Upgrade (Cr2,000)
Cr248,780

Company:
4 Platoons (Cr248,780) plus 1 Rifleman (Cr4,290) with Captain Upgrade (Cr3,000)
Cr1,002,460

So a single company of 205 men, or about 4:1 odds.

Unit Name: 512th Foot & Mouth
Organisation: Company
Type: Light Infantry
Size: 207
Morale: 9***
Endurance: 226
Attack/Damage: 1/4D AP
Traits: Tough +10%, Support +1D
Skills: Gun Combat (Military)/1, Recon/1, Heavy Weapons (Man-Portable)/1 [Specialists only], Leadership/1 [Officers & NCOs only]
Weapons:
TL10 Light Advanced Combat Rifle (3D AP, Auto 6, Magazine 100)
TL10 Advanced Light Autocannon (6D+4 AP, Auto 8, Magazine 200) [Specialists only]
Armour: TL10 Cloth (5)



Are these units built up correctly?
Will have a try with them when I get a chance.
Any other forces welcome.

** should this take the tough surcharge into account or not?

*** 7(as per MSprange post) + 1 (generic officers Leadership skill) +1 (Salary) +0 (Skill 1) = 9
 
There needs to be some sort of TL adjustment to the units. A horde of guys with TL1 pointy sticks needs to be waaayyyy cheaper than 2 companies of TL8 mercs. It makes no sense to make them equivalent.
 
That's an artefact of the rules - the main cost for the TL1 units is the soldiers.

If this was a wargame, I'd agree with you, but I'm more bothered about if the rules are fun and simple; from a rules perspective recruiting isn't going to be massively harder or easier based on the TL of a world.

I could see an argument that you'd get away with paying TL1 worlders less but I'm not sure how that it'd work in the rules.
 
locarno24 said:
I could see an argument that you'd get away with paying TL1 worlders less but I'm not sure how that it'd work in the rules.

You can pay them less (already in the rules), but as soon as they get transported to other worlds and see how the other half live, they will realise they are getting paid less :)
 
I used to play Warhammer; assigning points and/or costs to achieve balanced play is tricky and subject to abuse, both by the writer/publisher and the usual suspects.
 
Condottiere said:
I used to play Warhammer; assigning points and/or costs to achieve balanced play is tricky and subject to abuse, both by the writer/publisher and the usual suspects.

This is true, but there is a very, very important thing to remember here;

Traveller is not a wargame but an RPG, and there is absolutely no reason why things have to be strictly 'fair.' The referee is there to curb the worst abuses, and there is every possibility in the Traveller universe that some forces will be less than optimal because of the society/culture/technology they come from.

This is perfectly fine :)
 
First play-through:

The first one is pretty much a shooting gallery. The 512nd are 250m away (the edge of long range) across open ground, and the enemy are charging at them. The 512 have enough time to empty both reloads and be halfway through their last magazine before contact. With two hundred (admittedly not especially 'aimed') rounds downrange per man, this should be pretty one-sided...

_________________________________________________________________

"Chaaaaaaaarge!!" The wave of barbarians broke into a run, spears hefted to strike.

"Stand fast, men!" Cried Captain Winfield Gressinton-Smythe (the 512th's CO). "And don't shoot until you see the whites of their eyes."
"Permission to speak, Sir?" asked the senior sergeant.
"Granted."
"We have scopes on these ACRs. We've been able to see the whites of their eyes for a while now."
"Oh. Fair enough. Fffffire!"

As one, nearly two hundred combat rifles and ten light autocannons opened up....

Initiative:
512nd - Tactics Check roll:5,6 - Tactics/0* - Effect 3 - Initiative 9
1st Horde - Tactics Check roll: 4,5 - Effect 1 - Initiative 4
2nd Horde - Tactics Check roll: 6,6 - Effect 4 - Initiative 9

Automatic fire from the LACRs will reduce the 512ths initiative by a recoil of 1+3 (Auto 6) to Initiative 5

Round 1
Range 250m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) = +1
Roll: 3,3,3,4,5,5 split into three rolls of 8, 9, 9
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 0): 2,3,5,6 = 48
Hit 2 (Effect 1): 1,4,5,6 = 51
Hit 3 (Effect 1): 3,4,4,5 = 51

1st Horde loses 150 endurance

1st Horde
Minor Action - Move
Significant Action - Move x 2

Okay....yeah. 1/3 casualties in one turn of fire. The hordes are probably dead meat. We'll try scattering a bit and using cover ("dodging" on unit scale)

Round 2
Range 232m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

even with the initiative penalty from auto-fire, the 512th still goes before 1st horde.

512nd
Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 1,1,2,4,4,4 split into three rolls of 2, 6, 8
Hit 1 (Effect 0): 1,2,3,3 = 27

1st Horde
Minor Action - Move
Significant Action - Move x 2

Well that went better. Observation - niether support weapons or snipers improve a units odds of hitting, only the damage you do if you hit. Is that right?

Horde 1 is now down 177 endurance, with 228 remaining. Another burst of fire will require a morale check.

Round 3
Range 214m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 1,2,3,3,5,5 split into three rolls of 3, 8, 8
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 0): 1,2,4,4 = 33
Hit 2 (Effect 0): 1,1,1,6 = 27

1st Horde loses 60 endurance

Endurance 168/405 - Morale Check DM+0 - Roll 1,3 - Fails
1st Horde Breaks.

Round 4
Range 196m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 2nd Horde
Significant Action - Automatic Fire (Auto 6) at 2nd Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 2,2,5,5,5,6 split into three rolls of 4, 10, 11
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 2): 3,4,6,6 = 63
Hit 2 (Effect 3): 1,2,5,5 = 48

2nd Horde loses 111 endurance

....Ow. Horde 2 is now being flayed by automatic fire.

Round 5
Range 178m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 2nd Horde
Significant Action - Automatic Fire (Auto 6) at 2nd Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 1,2,3,3,4,6 split into three rolls of 3, 6, 10
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 2): 1,2,3,4 = 36

2nd Horde loses 36 endurance

Still tottering (just) above 50% endurance. Note that Endurance =/= casualties necessarily - 50% endurance breaking point may come significantly before 50% kills.

Round 6
Range 160m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Reload - 2 Reloads Remain
Significant Action - Automatic Fire (Auto 6) at 2nd Horde

Attack DM: +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = -1
Roll: 1,1,3,3,4,5 split into three rolls of 1, 5, 8
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 0): 1,2,2,6 = 33

2nd Horde loses 33 endurance

Down to 225 endurance.

Round 7
Range 142m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 2nd Horde
Significant Action - Automatic Fire (Auto 6) at 2nd Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 1,1,2,2,3,5 split into three rolls of 2, 4, 8
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 0): 4,4,4,5 = 51

2nd Horde loses 51 endurance

Endurance 174/405 - Morale Check DM+0 - Roll 3,5 - Passes

Obviously made of sterner stuff, this lot.

Round 8
Range 124m (Long)

That's right, folks, they've officially made it halfway....

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 2nd Horde
Significant Action - Automatic Fire (Auto 6) at 2nd Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 1,1,1,2,3,6 split into three rolls of 2, 3, 9
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 1): 1,2,3,6 = 39

2nd Horde loses 39 endurance

Round 9
Range 106m (Long)

2nd Horde
Minor Action - Move
Significant Action - Move x 2

512nd
Minor Action - Aim at 2nd Horde
Significant Action - Automatic Fire (Auto 6) at 2nd Horde

Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 1 (Dodging) = 0
Roll: 1,1,1,2,3,6 split into three rolls of 2, 3, 9
Damage modifier: x1 (outmatching) x3 (unit size) = 4Dx3
Hit 1 (Effect 1): 1,2,4,6 = 42

2nd Horde loses 42 endurance

Endurance 93/405 - Morale Check DM-2 - Roll 1,5 - Fails
2nd Horde Breaks.



Well, they covered over a hundred metres into the teeth of some serious fire. In fairness, the rolls for the automatic fire were fairly atrocious but equally with decent cover the spearmen might have done a bit better. I'll try again later with the hordes starting closer thanks to some long grass and dusk-light (which should also make the 512nds job a lot harder as they'll have 1/4 cover and low light to contend with)....

....more importantly, it wasn't notably harder than a combat between three people; it just took more rounds due to the huge endurance score of a big mob of angry people (although even there, the fact that attacks were generally taking off 30-50 endurance per "hit" meant they were scythed down pretty quickly).

Things should in theory tip the other way quickly if a Horde does actually reach them. Overmatching swings the other way, too, so even with only Melee/0 and TL1 spears, they're getting a DM+2 to their melee attacks and doing twelve times their 2D6 roll for damage, meaning one attack can realistically wipe out nearly half the 512nds endurance in one attack, and are liable for at least two, maybe three morale checks as a result (half endurance, damaged by a unit x3 your size, damaged more in a melee than your opponent).

Which reminds me - if you are liable for multiple morale checks from a single event, do you take them all in sequence, or just the worst, or do you add up the DMs and combine them?

* Not mentioned earlier but assumed for the sake of sanity.
 
msprange said:
locarno24 said:
I could see an argument that you'd get away with paying TL1 worlders less but I'm not sure how that it'd work in the rules.

You can pay them less (already in the rules), but as soon as they get transported to other worlds and see how the other half live, they will realise they are getting paid less :)

Very true. But as a potential ref (or even player) I suspect many others will use these rules to build up the opponents that PC's will be facing. Or perhaps that PC's have been called in from off-world to help bolster the resistance.

I have always assumed that what will come out of these rules is a system that will be used to build not only the player's forces, but the forces that they'll be going up against. It just makes too much sense to use the same system to build up your forces. That's one of the reasons for the suggestions I've made previously to the rules about things that offer more tweaks to the units build outs. I'm very aware of a ref's ability to do hand-wavium and make it so. One of the major reasons that we actually buy supplements and game add-on's is to reduce the amount of hand-wavium that has to take place. Having a system where someone ELSE has done the work for you is rather nice...

The other issue here is that if you are going to be hiring a merc force, you are most likely going to be hiring them from off-world. That's a central tenet of Traveller - players travel from world to world in search of fame and fortune. And it really makes no sense to import carbine-equipped mercs to your TL2 sword and shield world. No, if you had the money and were paying to bring in mercs they'd be at least TL8 or more equipped with weapons. Corporate-funded mercs will most likely be in the TL12 range for gear and armaments.

Pournelle's Janisarries series is a good example of this. There they had automatic weapons, mortars and other man-portable weaponry. They could carve large swathes through opposing armies, but once the armies got over their fear of the weapons, it becomes a numbers vs. bullets scenario. Assuming an attacking army is willing to die, the defenders with their tech advantage are going to die. Another reason to have some sort of mention of this when it comes to morale.

I see no reason to overly complicate things (and as was mentioned elsewhere, this is an RPG, not a wargame). However, when playing an RPG it's nice to have some resources already there that a referee can look at to determine things like "Oh, these guys are religious nuts and really don't mind being killed. So they get a +6DM for morale rolls"). After all, what else are you going to put in text boxes or the margins if not alternate rules or things that players and refs might want to incorporate into their game? :)
 
It would be interesting to see what would happen if the Pointy Sticks had some missile troops, archers or slingers perhaps, to allow them some attacks before the unit breaks.

Another possibility is equipping the spearmen with Breastplate and Shield to see if the extra armor improves unit longevity enough to be worth the expense.

Another idea would be to give the Pointy Sticks a unit of mounted lancers. They could close the distance much faster and do hefty damage if they do manage to make contact.
 
DickTurpin said:
Another possibility is equipping the spearmen with Breastplate and Shield to see if the extra armor improves unit longevity enough to be worth the expense.

Or try shields as they apply full vs ranged and are cheaper than the upgrade to breastplate.
 
The problem is that the light advanced combat rifle ignores 3 points of armour. At TL2, getting any meaningful protection from bullets is night impossible, and that's before the damage multiplier.

On a related note: another question for Matt - does the damage multiplier apply before or after subtracting armour from the damage dealt?


A second try. Two more hordes of pointy sticks have snuck up in the night....
_______________________________________________________________________

512nd's Recon check: 1,4 - Total 5, check failed.

The pointy sticks have this time made it within 100 metres, sneaking through the long grass in the fading light.

"Chaaaaaaaaaaaaaaaaaarge!"
"Sir! Pointy Sticks! 'Undreds of 'em..."
"Bugger! Ffffffire!!!!!!"


Initiative
Again, I'm assuming Tactics/0 for the officers.

512nd: Roll - 1,4, Tactics Check failed: Initiative 5

1st Horde: Roll - 2,4, Tactics Check effect 0: Initiative 6

2nd Horde Roll - 4,6, Tactics check effect 3 - Initiative 13

Turn 1
2nd Horde
Minor Action - Move
Significant Action - Move x 2

1st Horde
Minor Action - Move
Significant Action - Move x 2

Range 82m

512nd
Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde
Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 2 (Dodging into cover) -1 (Low light) = -2
Roll: 2,4,4,4,5,6 split into three rolls of 4, 6, 9
Hit 1 (Effect 1): 1,5,5,5 = 51

1st Horde loses 51 endurance

Turn 2

2nd Horde
Minor Action - Move
Significant Action - Move x 2

1st Horde
Minor Action - Move
Significant Action - Move x 2

although 1st Horde takes an initiative penalty for dodging, the 512nd's initiative penalty for automatic fire is worse, and the order is unchanged.

Range 64m

512nd
Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde
Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 2 (Dodging into cover) -1 (Low light) = -2
Roll: 1,1,3,3,6,6 split into three rolls of 2, 2, 10
Hit 1 (Effect 2): 1,2,4,5 = 42

1st Horde loses 42 endurance (312 remaining)

Turn 3

2nd Horde
Minor Action - Move
Significant Action - Move x 2

1st Horde
Minor Action - Move
Significant Action - Move x 2

Range 46m - Medium Range

512nd

Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde
Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 2 (Dodging into cover) -1 (Low light) = -2
Roll: 1,3,4,5,5,6 split into three rolls of 2, 8, 8
Hit 1 (Effect 0): 2,4,5,5 = 48
Hit 2 (Effect 0): 1,4,5,5 = 45

1st Horde loses 93 endurance (219 remaining)

The 1st Horde is finally on the edge of a morale check... Whether they break or hold, though, I don't think the 512nd have enough time to stop the 2nd horde too.

Turn 4

2nd Horde
Minor Action - Move
Significant Action - Move x 2

1st Horde
Minor Action - Move
Significant Action - Move x 2


Range 28m - Medium Range

512nd
Minor Action - Aim at 1st Horde
Significant Action - Automatic Fire (Auto 6) at 1st Horde
Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) +0 (Range) - 2 (Dodging into cover) -1 (Low light) = -2
Roll: 1,1,2,3,4,6 split into three rolls of 1, 2, 8
Hit 1 (Effect 0): 3,3,5,5 = 48

1st Horde loses 48 endurance (171 remaining)
Endurance 171/405 - Morale Check DM+0 - Roll 3,4 - Fails
1st Horde Breaks

Well, half the enemies are gone...

Turn 5

2nd Horde
Minor Action - Move
Significant Action - Move x 2


Range 10m - Short Range (would be applying a further penalty to the shooting, but I figure that they must be clear of the grass by now, so it evens out)

512nd
Minor Action - Aim at 2nd Horde
Significant Action - Automatic Fire (Auto 6) at 2nd Horde
Attack DM: +1 (Aim) +1 (Gun Combat/1) -1 (Outmatching) -1 (Range) - 1 (Dodging) -1 (Low light) = -2
Roll: 1,2,5,5,5,6 split into three rolls of 1, 8, 9
Hit 1 (Effect 0): 1,2,4,6 = 39
Hit 1 (Effect 1): 2,3,6,6 = 54

2nd Horde loses 93 endurance (312 remaining)

That's some lethally effective fire to pull out of the hat, but it's a bit too little, too late...

Turn 6

2nd Horde
Minor Action - Move
Significant Action - Move, Aim at 512nd

The Pointy Sticks charge in, spears upraised.....

Range 0m - Personal Range

512nd
Minor Action - Reload
Significant Action - Automatic Fire (Auto 6) at 2nd Horde
Attack DM: +1 (Gun Combat/1) -1 (Outmatching) -3 (Range) - 1 (Dodging) -1 (Low light) = -5
Roll: 1,3,4,4,6,6 split into three rolls of 0, 3, 7
No Hits!

Turn 7

Range 0m - Personal Range

2nd Horde
Minor Action - Aim at 512nd
Significant Action - Attack

Attack DM: +0 (Melee/0) +2 (Outmatching) +0 (Range) +2 (Aim) - 1 (Dodging) -1 (Low light) = +2
Roll: 2,3 = 7
No Hits!

512nd
Minor Action - Aim
Significant Action - Automatic Fire (Auto 6) at 2nd Horde
Attack DM: +1 (Gun Combat/1) -1 (Outmatching) -3 (Range) +1 (Aim) - 1 (Dodging) -1 (Low light) = -4
Roll: 1,2,3,3,4,4 split into three rolls of 0, 2, 4
No Hits!

Turn 8

Range 0m - Personal Range

2nd Horde
Minor Action - Aim at 512nd
Significant Action - Attack

Attack DM: +0 (Melee/0) +2 (Outmatching) +0 (Range) +1 (Aim) - 1 (Dodging) -1 (Low light) = +1
Roll: 4,5 = 10
Damage modifier: x3 (outmatching) x4 (unit size) = 2Dx12
Hit (Effect 2): 2,4 = 96

512nd loses 96 Endurance (130 remaining)

512nd
Minor Action - Aim
Significant Action - Automatic Fire (Auto 6) at 2nd Horde
Attack DM: +1 (Gun Combat/1) -1 (Outmatching) -3 (Range) +1 (Aim) - 1 (Dodging) -1 (Low light) = -4
Roll: 1,2,3,5,6,6 split into three rolls of 0, 4, 8
Hit 1 (Effect 0): 2,3,5,6 = 51

2nd Horde loses 51 endurance (261 remaining)

512nd takes Morale Check - DM+0 - taking more damage than enemy during close combat
Roll 2,6 - Passes

512nd takes Morale Check - DM-2 - taking damage from enemy with > 3 x Size
Roll 1,5 - Fails
512nd Breaks

After a brief struggle the Pointy Stick's numbers begin to tell, and the 512nd are broken. Some of the unit escape into the gloom, but most of Gressinton-Smythe's men are killed....
 
Will have another try when I get a chance, throwing in the "defensive position" and similar rules.

Since they got there revenge, I figured I'd update the pointy sticks with (as suggested) some archers.

Soldier:
Archer - Athletics/0 (Cr1,000)
TL2 Bow - (Cr70)
Tough +10% Trait - (Cr250)
Cr1,270

Rifleman:
Rifleman - Gun Combat/0 (Cr1,000)
Light Advanced Combat Rifle (Cr1,000)
Rare Skill (Cr500)
Tough +10% Trait (Cr250)
Cr2,600

[Essentially representing the odd soldier with a rifle salvaged from the 512nd, acting as support weapons in the same way the 512nd's autocannons would have done]

Squad:
16 Archers (Cr1,270) including 1 sergeant (Cr1,000)
4 Rifleman (Cr2,600)
Cr31,720

Platoon
4 Squads (Cr31,720) plus 1 Archer (Cr1,270) Lieutenant (Cr2,000)
Cr130,150

Company
4 Platoons (130,150) plus 1 Archer (Cr1,270) Captain (Cr3,000)
Cr524,870

Hence for the next round;

Unit Name: 1st Horde of Pointy Sticks
Organisation: Company
Type: Primitive Infantry
Size: 405
Morale: 7*
Endurance: 405
Attack/Damage: 0/2D
Traits: None
Skills: Melee/0
Weapons: Spear (2D)
Armour: Jack (1)

Unit Name: 2nd Horde of Twanging Noises
Organisation: Company
Type: Primitive Infantry
Size: 325
Morale: 7*
Endurance: 358
Attack/Damage: 0/1+1D
Traits: Tough +10%, Support +1D
Skills: Athletics/0, Leadership/1 & Tactics/1 [Officers & NCOs only], Gun Combat/0 [Riflemen only]
Weapons: TL2 Bow (1D), 1 salvaged Light Advanced Combat Rifle per 5 soldiers (3D)
Armour: None

The defenders will be 4 seperate platoons of the 513th, dug into a rough emplaced position (Strong Defensive Position, 1/2 cover). The 513th are aware of the fate of their brother regiment (Losing Side In Campaign), as are their enemies (Winning Side in Campaign).
 
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