Alternate Ground Combat: Difference between revisions

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=Mass Combat Rules=
==Unit type roles==
'''Overview:''' This ruleset simulates planetary-scale battles, starting with an orbital engagement, followed by a planetary assault. Ground unit are all battalion sized, with air squadrons providing support. The system is designed for two players or solo play, emphasizing strategic planning, unit diversity, and the importance of orbital superiority.
'''Armor:''' 1d10; -2 to each roll if there is no allied infantry present; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties


== Game Structure ==
'''Infantry:''' 1d6; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties; when 1 infantry unit is paired either with 1 armor, artillery, or air support unit, the infantry gets +1 added to its roll
=== Phases of Play===
# '''Orbital Control Phase:''' The invading force attempts to gain orbital superiority.
# '''Planetary Assault Phase:''' Multiple waves of landings and combat, resolved with either the invaders securing beachheads or being driven from the planet.
# '''Ground Combat Turns:''' Units maneuver, attack, defend, or recover from battles for vital points.
# '''Victory Check:''' The game ends when all vital points for one opponent are captured or destroyed.


===Setup===
'''Artillery:''' 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls
* '''Leaders:''' The Leadership and Tactics modifiers must be determined for each side. Find the appropriate tables on the [[Faction Skills]] page and roll for both the Command and Unit skills. These should be recorded for (possible) use later. Compare both of these skill values to the Leadership & Tactics Modifiers Table below. The Leadership and Tactics modifiers are derived from the Command and Unit skills of the supreme military leader and the military, respectively.


{| align="center" border="2" style="background:#BDBDBD; text-align: center"
'''Anti-air defense (AAD):''' 1d6 but only applied against enemy air support; unit is the victor on its own victory table against air support (unless directly attacked by air support) but is eligible to take ground battle damage, as well
|+ '''Leadership & Tactics Modifiers Table'''
 
|-   
'''Deflector defense (DD):''' may only be used for defense (not attack); has no attack/defense roll but presence of 1 unit lowers the defender's die for damage step rolls by 2 (ex: 1d8 becomes 1d4) and each additional deflector unit lowers it by one more (1d2 is the lowest); may be directly attacked by special forces or air support
| Command skill || Modifier
 
'''Engineers:''' 1d4 added to all defending allied units when defending OR 1d4 against defender’s specific target; 1d4 against attacker’s specific target; remove terrain penalties for a single type of allied unit
 
'''Air Support:''' 1d8 and ignores all damage from ground combat unless AAD is present (see AAD above); may also target AAD or DD directly for  “margin of victory” comparison (where loser has default "1" value).
 
{| class="wikitable"
|+ Unit Terrain Modifier Table
! Terrain !! Armor !! Infantry !! Artillery !! AA !! DD !! Engineers !! Air Support
|-
| Light Urban || -1 || +1 || 0 || 0 || n/a || +1 || 0
|-
| Heavy Urban || -2 || +2 || -1 || 0 || n/a || +2 || -1
|-
| Rural || 0 || 0 || 0 || 0 || n/a  || 0 || 0
|-
| Forest || -1 || +1 || -1 || -1 || n/a || +1 || -1
|-
| Jungle || -2 || +2 || -2 || -2 || n/a || +2 || -2
|-
| Sandy Desert || -1 || -1 || +1 || +1 || n/a || 0 || +1
|-
|-
| ≤ 35 || -2
| Rocky Desert || -1 || 0 || -1 || 0 || n/a || +1 || 0
|-
|-
| 36 - 60 || -1
| Mountainous || -2 || +2 || -2 || -1 || n/a || +2 || -1
|-
|-
| 61 - 90 || 0
| Coastal || -1 || 0 || 0 || 0 || n/a || +1 || +1
|-
|-
| 91 - 97 || +1  
| Tundra || -1 || -1 || -1 || -1 || n/a || +1 || -1
|-
|-
| ≥ 98 || +2
| Grassland || +1 || 0 || +1 || +1 || n/a || 0 || +1
|-
| Polar || -2 || -2 || -1 || -1 || n/a || +1 || -1
|-
| Volcanic || -2 || -1 || -2 || -2 || n/a || 0 || -1
|}
|}


* '''Forces:'''
Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls (+2 desert; +3 polar); otherwise, perform as regular infantry
** '''Invader:'''
 
*** '''Orbital Forces:''' The player playing the invader generally knows exactly how many starships they have for the Orbital Control Phase. Each full set of ten starships provides a modifier in that battle.
{| class="wikitable"
*** '''Ground Forces:''' Similarly, the player knows how many battalions they have for the ground combat. It may be determined by the number of assault ships present, but that is left up to the player.
|+ Margin of Victory Table
** '''Defender:'''
! Margin of Victory !! Victor !! Loser
*** '''Planetary Defense Systems:''' Roll
|-
| 1 : 1 (tied) || 1d6 steps of damage || 1d6 steps of damage
|-
| >1.0 – 1.5 : 1 || 1d4 steps of damage || 1d6 steps of damage
|-
| >1.5 – 2.0 : 1 || 1d2 steps of damage || 1d6 steps of damage
|-
| >2.0 – 3.0 : 1 || 1 step of damage || 1d8 steps of damage
|-
| > 3.0 || no damage || 1d10 steps of damage
|}
 
==Random Force Generation==
1. Determine how many units in a force.
 
2. Roll (1d6 +1) x 10 for percentage of units representing infantry.
 
3. Roll (1d4 +1) x 10 for percentage of units representing armor; if armor percentage exceeds infantry percentage, reduce by 10% until below that of infantry; if total of infantry and armor percentages exceed 100%, reduce armor accordingly.
 
4. If total of infantry and armor percentages equals 90% or less, roll 1d8 and add 1 unit (''not'' 10%) of the result:
::* 1: armor
::* 2: infantry
::* 3: artillery
::* 4: anti-air defense
::* 5: deflector defense (TL 6 and above)
::* 6: engineers
::* 7: air support
::* 8: special forces


* '''Vital Points:'''
5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.

Latest revision as of 01:41, 17 July 2025

Unit type roles

Armor: 1d10; -2 to each roll if there is no allied infantry present; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties

Infantry: 1d6; when there is 1:1 allied armor: infantry units, those paired units ignore terrain penalties; when 1 infantry unit is paired either with 1 armor, artillery, or air support unit, the infantry gets +1 added to its roll

Artillery: 1d8 and +1 added to total allied air support score; when attacking when defending engineers are present, must take lowest of three rolls

Anti-air defense (AAD): 1d6 but only applied against enemy air support; unit is the victor on its own victory table against air support (unless directly attacked by air support) but is eligible to take ground battle damage, as well

Deflector defense (DD): may only be used for defense (not attack); has no attack/defense roll but presence of 1 unit lowers the defender's die for damage step rolls by 2 (ex: 1d8 becomes 1d4) and each additional deflector unit lowers it by one more (1d2 is the lowest); may be directly attacked by special forces or air support

Engineers: 1d4 added to all defending allied units when defending OR 1d4 against defender’s specific target; 1d4 against attacker’s specific target; remove terrain penalties for a single type of allied unit

Air Support: 1d8 and ignores all damage from ground combat unless AAD is present (see AAD above); may also target AAD or DD directly for “margin of victory” comparison (where loser has default "1" value).

Unit Terrain Modifier Table
Terrain Armor Infantry Artillery AA DD Engineers Air Support
Light Urban -1 +1 0 0 n/a +1 0
Heavy Urban -2 +2 -1 0 n/a +2 -1
Rural 0 0 0 0 n/a 0 0
Forest -1 +1 -1 -1 n/a +1 -1
Jungle -2 +2 -2 -2 n/a +2 -2
Sandy Desert -1 -1 +1 +1 n/a 0 +1
Rocky Desert -1 0 -1 0 n/a +1 0
Mountainous -2 +2 -2 -1 n/a +2 -1
Coastal -1 0 0 0 n/a +1 +1
Tundra -1 -1 -1 -1 n/a +1 -1
Grassland +1 0 +1 +1 n/a 0 +1
Polar -2 -2 -1 -1 n/a +1 -1
Volcanic -2 -1 -2 -2 n/a 0 -1

Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls (+2 desert; +3 polar); otherwise, perform as regular infantry

Margin of Victory Table
Margin of Victory Victor Loser
1 : 1 (tied) 1d6 steps of damage 1d6 steps of damage
>1.0 – 1.5 : 1 1d4 steps of damage 1d6 steps of damage
>1.5 – 2.0 : 1 1d2 steps of damage 1d6 steps of damage
>2.0 – 3.0 : 1 1 step of damage 1d8 steps of damage
> 3.0 no damage 1d10 steps of damage

Random Force Generation

1. Determine how many units in a force.

2. Roll (1d6 +1) x 10 for percentage of units representing infantry.

3. Roll (1d4 +1) x 10 for percentage of units representing armor; if armor percentage exceeds infantry percentage, reduce by 10% until below that of infantry; if total of infantry and armor percentages exceed 100%, reduce armor accordingly.

4. If total of infantry and armor percentages equals 90% or less, roll 1d8 and add 1 unit (not 10%) of the result:

  • 1: armor
  • 2: infantry
  • 3: artillery
  • 4: anti-air defense
  • 5: deflector defense (TL 6 and above)
  • 6: engineers
  • 7: air support
  • 8: special forces

5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.