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Scenario Cards for Stargrunt II
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By Michael Brown
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Back to Scenarios
This Page:
Introduction
Terrain
Off-Table Support
Sequence of Play
Victory Conditions
Attacker Scenario Cards
Defender Scenario Cards
Introduction |
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These useful Stargrunt Scenario Cards allow players to throw together a quick game of Stargrunt II
without having a well-defined prior idea. Ideal for pick-up style gaming or just putting together an
evening of entertainment on short notice.
Games will have three sizes; Small, Medium and Large. The mission outlines for Attacker
and Defender are suitable for both DS and SG. The points/forces will be different.
Force sizes refer either to a number of squads (Star Grunt) or a points value. DS has an inherent
points system. Courtesy of Phil Pournelle there is a points system available for SG infantry squads
and it may be found here. The author recommends using the vehicles points in
DS as suitable for Star Grunt; costed as Regular Leader 3.
[Editor/Tomb]: Awarding a +1 FF (or taking a -1 FF) may be one possible way to balance
scenarios for player skills or experience. This should be done with some care as dropping a FF
in an FF 2 or 3 game can have quite an impact, but it can offer a mechanic to handicap games
for new or less experienced players and to still provide a challenge for more experienced gamers.
Small - Should involve a standard infantry platoon size force. Fire support is extremely
limited if available at all. The force is unlikely to include vehicles unless the mission is purely recon.
Small games will usually be played on a 6'x4' table and last 12 turns or 2 1/2 hours. This is a game
for only two players. SG - 2 to 3 Squads/200 points. DS - 3,000 points.
Medium - The forces involved will be likely to be two infantry platoons or a mechanised
or airmobile platoon. Artillery or air support will likely available. Table size may be 6x4 or larger.
The game should still be played in around 12 turns although time for completion will probably be
at least 3 1/2 hours. SG - 4 to 7 squads/600 points. DS - 7,000 points.
Large - Typical forces may be a full Company of leg infantry, one or two platoons of
mechanised infantry or even a heavy Power Armour platoon. Artillery and/or air support should be
assumed and don't be surprised at the appearance of a couple of light or medium tanks on one side!
The table is unlikely to be less than two 6x4 tables joined. Game length will depend on the number
of units costed for each side; a lower number of expensive squads/vehicles will result in shorter
playing time although the 12 to 15 game turns should still apply. This is suitable for 4 or 6 players
and should have a Referee overseeing the game. SG - 2 to 3 Platoons/1,000 points.
DS - > 7,000 points.
Each scenario card will have Force Factor (FF); eg Attacker - Recon - FF = 3. This is then
compared to the Defender FF for his scenario card drawn.
To avoid mutually exclusive victory conditions some Scenario Cards exclude some opposing
cards or have a mandatory list of opposing cards. For example, the first person draws Assault;
therefore the opponent will automatically draw from Defend, Delay, Standing Patrol,
Counter-Attack or Delay.
This is one suggested method for placing terrain. Divide the table into 6 or 8 sectors. Taking
turns place down each sector at the players choice. Water features will be passable as minor
streams except where the scenario card details a river crossing, in which case dice for
fordability (passable as difficult on a 1 on d6).
Off-Table Support |
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Some Scenario Cards allow Off Table Support such as Artillery/Ortillery or Air Support.
OTS may be used and is included more for the larger games but is not encouraged as we
wish to keep the game as On Table as possible. Use of OTS will incur Victory Points penalties.
Light Support - Mortars or Medium Artillery up to 20% of Total Force Value.
This is regarded as one level of command higher and is support that arrives on the first turn
after called.
Medium Support - All Light Support elements plus Heavy Artillery, Ortillery or Air
Support up to 40% of Total Force Value. Medium support arrives two turns after called.
Sequence of Play |
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- Decide on whether to play a small, medium or large game.
- Roll a d10, highest score going first each choose a random card.
- Intelligence. an opposed d10 die roll. Winner exceeds losers die roll then
chooses points size and is told the opponents force ratio, decides on number of
points he wishes to use and then informs the opponent the points/force size he may
use. If the result is more than DOUBLE the losers die roll, then winner is advised of
'losers' mission type as well, eg Defend, Recon etc. On a tie both players re-roll.
The Winner is now referred to as the Attacker. The other player becomes the Defender.
- Starting with Defender, layout the terrain on the table, alternating placement of the sections.
Both sides declare scenario specified terrain and may adjust/place roads, rivers etc accordingly.
- Defender deploys prepositioned units if specified in scenario, then Attacker. If both sides
have deployed on table decide initiative by dice. Otherwise Attacker moves first.
Victory Conditions |
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A Major Success counts as 5 Victory Points (VPs)
A Minor Success counts as 3 VPs
Destroying or Routing each 20% (rounded down) of the enemies total ON TABLE points value/ratio
of troops gives 1 VP
Losing each 20% (rounded down) of the own total ON TABLE points value/ratio of troops loses
1 VP
Use of Off Table Support loses VPs (this is to encourage the on table game). Light Support
-1 VP, Medium Support -3 VP
When determining losses for VP calculations use the following guidelines:
Infantry figures count as casualties if Killed or Wounded whether treated or untreated.
Vehicles count half points for losses if Immobilised and full points for losses if Disabled or Destroyed.
Attacker Scenario Cards |
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A1 |
Mission: RECON |
Force Factor: 3 |
Identify all enemy units on the table
then withdraw from own baseline. Enemy receives 1d4 dummy markers per 4 squads. Major
Success if all markers on table are inverted. Minor Success if all on table enemy counters
are revealed. Up to Recon team Commander to determine when he believes he has
accomplished his mission. |
A2 |
Mission: RAID |
Force Factor: 5 |
A quick strike to take out a key scientific
outpost. Place 4-6 small buildings towards Enemy end of table. Enemy is unaware of signficance
of the buildings. Light Support Available. Major Success if all buildings are destroyed.
Minor Success if 2/3 of buildings destroyed. |
A3 |
Mission: RECOVERY |
Force Factor: 4 |
Place 4 markers at Enemy end of board
within 24" of baseline. One of these is a vital piece of equipment of injured aircrew in need of
recovery. Major Success if object/aircrew returned to own base table edge. No Minor Success! |
A4 |
Mission: ADVANCE |
Force Factor: 4 |
You must move forces off the Enemy table
edge. Light resistance to be dealt with, larger forces should be bypassed; left for main body.
Major Success if all Enemy are destroyed/forced from board. Minor Success if 2/3 or more
own forces exit Enemy table edge. Light Support available. |
A5 |
Mission: CLEAR |
Force Factor: 4 |
Advance to clear all Enemy from two/three
key features at Enemy end of board. Roll die, Odds two features, Evens three features are
to be placed no closer together than 12" (center to center) in opposition half of table.
Major Success if all Enemy are removed from within 24" of the center of all features.
Minor success if all Enemy are removed from within 12" of centre of all features. |
A6 |
Mission: ADVANCED GAURD |
Force Factor: 5 |
You must quickly advance to seize a key
bridge/river crossing on Enemy half of board. During terrain setup a river or road MUST
be chosen/placed on Enemy side of board with a junction/bridge at least 12" from any
table edge. The river is not passable to wheeled or larger than Size 2 vehicles. Major
Success if all enemy are removed from 24" from key point at game end. Minor Success if
all enemy removed from 12" from key point. Medium Support available. |
A7 |
Mission: SECURITY |
Force Factor: 4 |
You must move to a position at the
Enemy side of board (just past halfway and no closer than 6" of table edge) and hold.
Major Success if hold for two thirds of game and still holding at end, Minor Success if just
holding at end of game. |
A8 |
Mission: ESCORT |
Force Factor: 4 |
You are to provide an Escort/Protection
Party. This may be a Communications Detachment or an Artillery/Ortillery Survey Team
(SG of 4 men, DS of two vehicles) which must move to within 12" of the centre of the
board, take two actions to set up the and operate the "Device'. 4 turns for Major Success,
2 turns is Minor Success. Anything else is a failure. Suppression on the Comm Det ONCE
the "Device" is set up does not effect the operation of the device. Too bad if an Enemy
force is already occupying the bit of ground you want!! This is the only spot it will
work in!! |
A9 |
Mission: ASSAULT |
Force Factor: 6 |
Your force has been tasked with destroying
an Enemy force in preparation for a larger major attack. You are to take the enemy occupied
position and destroy or force from the area ALL enemy forces. Major Success to destroy all
enemy forces On Table. Minor Success to take the enemy position and inflict more % of enemy
casualties than receive. Medium Support available.Enemy MAY ONLY DRAW Defend, Delay,
Counter-Attack, Standing Patrol or Relief. |
Defender Scenario Cards |
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D1 |
Mission: DEFEND |
Force Factor: 4 (if not already dug-in) 3 (if troops start in Hard Cover dug-in) |
Set up a defensive position no closer than
18" from own baseline and deny the enemy the ground. Start positioned hidden ie inverted
counters, with 1d6 dummies per 6 units rounded up. Major Success if at least two thirds
of force not Broken or Routed and holding position at end of game. Minor Success enemy
do not occupy two thirds of position at game end. Medium Support available. Opponent may
not draw Defend, Delay, Counter-Attack, Stand Patrol, Ambush or Relief. |
D2 |
Mission: DELAY |
Force Factor: 3 |
Start in a position in the centre 12"
square of board. Hold for 5 turns then move all units off own base line in good order
(not Routed or Broken). Major Success if more than two thirds leave table successfully.
Minor Success if at least one third. Light Support available. Opponent may not draw
Defend, Delay, Counter-Attack, Stand Patrol, Ambush or Relief. |
D3 |
Mission: COUNTER-ATTACK |
Force Factor: 5 |
Place 2+1d4 dummy markers on Enemy
half of board. Enemy forces come on from side of board 6d12" from baseline on turn 2+(1d4).
Major Success - Destroy, Break, Rout or force of the board >50% of Enemy.
Minor Success - Destroy, Break, Rout or force of the board >25% of Enemy. Medium
Support available. |
D4 |
Mission: STANDING PATROL |
Force Factor: 4 |
Start in centre of board NOT in defensive
position. 1/3 of force should move to Enemy table edge and return to Patrol Base before you
may withdraw off base line. Major Success - All patrols return to PB and exit > 2/3 of
force off own table edge. Minor Success - At least half of patrols return to PB and > 1/2
forces off own table edge. |
D5 |
Mission: AMBUSH |
Force Factor: 4 |
Hidden placement of forces (requires a map)
plus 1d6 on table dummy markers as decoys. Inflict max casualties on Enemy and withdraw
off own baseline. May deploy anywhere up to 24" from Enemy table edge. Major Success -
Destroy >50% of Enemy forces. Minor Success - Destroy >25% of Enemy forces. |
D6 |
Mission: RECON |
Force Factor: 2 |
Move to within 2 Range bands of
Enemy units on board. Alternately take at least one prisoner and withdraw to own baseline.
Major Success - Taking a prisoner and withdrawing off own table or moving to within 2 Range
bands of every enemy position. Minor Success - moving to within two range bands of every
actual enemy unit/marker. |
D7 |
Mission: RELIEF |
Force Factor: 5 |
Place 1/3 points value of forces in 12"
square at table centre. May not withdraw until start of Turn 6, may not use artillery or
air support but may include mines and 1d6 dummy markers anywhere on board. Remainder
come on table at start of Turn 5. Major Success - >2/3 of units in place withdraw
Not Routed. Minor Success - > 1/3 of units in place withdraw Not Routed. Light
Support available. |
D8 |
Mission: ESCORT |
Force Factor: 4 |
You are to provide an Escort/Protection
Party. Decide by d6 die role the purpose. 1, 2 or 3 - This may be a Communications
Detachment or an Artillery/Ortillery Survey Team (SG of 4 men, DS of two vehicles) which
must move to within 12" of a line across the short axis of the board, take two actions to
set up the "Device' and operate for 4 turns for Major Success, 2 turns is Minor Success.
Anything else is a failure. Suppression on the Comm Det ONCE the "Device" is set up does
not effect the operation of the device. 4, 5 or 6 - An Engineer Minelaying team must move
forward to play a Defensive ANTI-VEHICLE mine field. The Engineers are in addition to
the forces determined/bought by the you (ie FREE) but are to amount to no more than
10% value of your total points. The mines are to be placed no closer to Enemy table
edge than 18" and must be at least 6" apart. It takes one action to place a mine or
dummy-mine marker. For a small game Major Success if 8 mine markers are laid, Minor
Success if 6 markers are laid. For larger games double this requirement. The Engineers
may only fire if FIRED upon. Dummy markers may be laid at your discretion but do not
count for victory conditions. Engineers and Protection Party start as hidden units ie
inverted counters on table. Troops are placed on table if in LOS of enemy unit in Open or
if successfully spotted if in cover. Mine markers are placed on table inverted until Spotted
by enemy. |
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