Alternate Ground Combat: Difference between revisions
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'''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 | '''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 | '''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 | '''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 | ||
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Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls; otherwise, perform as regular infantry | Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls (+2 desert; +3 polar); otherwise, perform as regular infantry | ||
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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).
| 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 | 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.