Ground Combat: Difference between revisions
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Prior to the launch of any attack (or defense), the opposing sides have the option of using any or all of the artillery assets within the unit. Doing so allows for the possibility that one or more hostile ground elements will be weakened prior to the primary ground combat starting. However, artillery assets that take part in the artillery barrage may not support attacking or counter-attacking elements in their unit following the barrage, even if they (the artillery element) was the target of the hostile action. The decision as to when to employ the artillery (in part, if more than one artillery element is present) is up to the unit commander. | Prior to the launch of any attack (or defense), the opposing sides have the option of using any or all of the artillery assets within the unit. Doing so allows for the possibility that one or more hostile ground elements will be weakened prior to the primary ground combat starting. However, artillery assets that take part in the artillery barrage may not support attacking or counter-attacking elements in their unit following the barrage, even if they (the artillery element) was the target of the hostile action. The decision as to when to employ the artillery (in part, if more than one artillery element is present) is up to the unit commander. | ||
For artillery barrages, the Ground Attack (GA) values of the assigned artillery elements are totaled. For every 4 points of GA (round down), 1 point of ATR is subtracted from an element on the opposing side (defender's choice). This attack bypasses any Defense Value (DV), removing the point of ATR directly before any combat takes place. In other words, any damage sustained from an artillery barrage is incurred prior to the main ground combat. The receiving commander may decide to withhold so-damaged elements from the forthcoming attack (or counter-attack). Elements in units receiving the incoming artillery barrage may not sustain more than 1 point of artillery-derived ATR damage per phase. Therefore, if two or more points of ATR damage are to be assigned to the receiving unit, they must be spread among the unit's elements, with no unit taking more than 1 point of damage. If the value of incoming artillery damage is greater than the number of elements in the receiving unit, the excess points are lost. | For artillery barrages, the Ground Attack (GA) values of the assigned artillery elements are totaled. For every 4 points of GA (round down), 1 point of ATR is subtracted from an element on the opposing side (defender's choice). This attack bypasses any Defense Value (DV), removing the point of ATR directly ''before any combat takes place''. In other words, any damage sustained from an artillery barrage is incurred prior to the main ground combat. The receiving commander may decide to withhold so-damaged elements from the forthcoming attack (or counter-attack). Elements in units receiving the incoming artillery barrage may not sustain more than 1 point of artillery-derived ATR damage per phase. Therefore, if two or more points of ATR damage are to be assigned to the receiving unit, they must be spread among the unit's elements, with no unit taking more than 1 point of damage. If the value of incoming artillery damage is greater than the number of elements in the receiving unit, the excess points are lost. | ||
In the following combat (same phase), an artillery element that took part in the barrage may only defend itself (DV) from an attack; it may not support sister elements of the unit in their own ground attacks. | In the following combat (same phase), an artillery element that took part in the barrage may only defend itself (DV) from an attack; it may not support sister elements of the unit in their own ground attacks. | ||
=== Primary Ground Combat === | |||
Following any ordered tactical artillery support, every ground element (except those artillery elements that took part in the preceding barrage) has three options: | |||
* attack any opposing ground element | |||
* support any same-unit element in an attack | |||
* defer action | |||
The choices may change throughout the phase, as the battlespace situation changes. | |||
The first step is setting the order of battle. To do this, the least-trained elements must engage with their orders first. This is determined by comparing D Factor (DF) values. All 0 rated elements will go first, followed by d2 elements, then d3 elements, and so forth. With each of the similarly valued elements, the order is determined randomly. For example, if 10 elements are on the field of battle, and three have a DF value of 0, they will go first. Of these three, one will be randomly selected to have the first action, then the second and so on. | |||
- include role of tactical orbital support this turn | - include role of tactical orbital support this turn | ||
Revision as of 04:25, 4 October 2024
- Note: see Civil War and Federation Involvement regarding ground forces not involved in direct conflicts.
- Note: This is a work in progress and borrows heavily from VBAM's 1st edition Campaign Moderator's Companion, with concepts pulled from the 1st and 2nd editions' respective Campaign Guides.
1.0 Ground Combat Overview
1.1 Ground Unit Elements
The regiments, brigades, divisions, and force / group formations of the Expeditionary Marines and Regulars, as well as many other militaries, are made up of cohesive elements that exhibit certain combat or support abilities. They are often configured around the concept of the battalion echelon, though there are some specialist elements that are much smaller. Each echelon VI formation (regiment) and above have a command element, comprised of a staff of 50.
Each element is assigned a set of combat values, such as Defense, Ground Attack, Attrition, etc. The independent formations above start off with assigned types of elements and are themselves absorbed into their parent formation when the mission requires it. For example, the Expeditionary Forces of the Star Fleet Marine Corps have regiments comprised of three infantry elements (battalions), while the parent brigade has three of those regiments, as well as armor and combat engineer elements (each also a battalion). Every basic unit in the brigade—each infantry, armor, and combat engineer battalion—are still elements of that brigade. Sometimes other elements may be added to the formation, as mission requirements change.
To determine the purchase and operational costs and combat values of a larger formation, the same values must be applied to the individual elements. The economic, combat, and special ability attributes are presented in the following terms:
- Purchase RPs: This is how much must be budgeted for a new element to be formed. It also is the value that determines how long the actual formation will take, in months, when divided by 25 (rounded, minimum of 1).
- Example: A battalion of SCE combat engineers costs 45 RPs to form. The time from being purchased to being available is 2 months (45 / 25 = 1.8; rounded to 2 months).
- Operational RPs: The equivalent of the annual maintenance costs associated with starships, facilities, etc., the operational cost indicates how much must be budgeted to keep the element formed and ready for operations. The rule of thumb for determining this is the Purchase RP value multiplied by 6%.
- Example: After the combat engineer battalion is formed, 2.7 RP must be allotted for its annual budget. (45 * 0.06 = 2.7, rounded to first decimal).
- Size: As indicated above, most elements are based around the battalion level concept, which is 1,000 troops (or 60 armor with crew). The value indicated shows the actual numbers associated with a particular element type. For some, the equivalent Purchase (and Operational) cost is proportionally set. For example, as a SCE battalion is comprised of 600 troops, the proportionate value to a 1,000-troop light marine element is 45 RPs.
- Defense Value (DV): This value is the amount of attack (or bombardment) value the ground unit can take before it receives damage. (Proportional values—to the base element type—are not assigned to nonstandard-sized elements, as defensive measures will always be standardized for the actual size of the element.)
- Ground Attack (GA): This value is used when the ground unit attacks ground-based targets, such as infantry, armor, and planetary facilities. Proportional values (to the base element type) may be assigned when appropriate.
- Air Attack (AA): This value is used when an appropriately-equipped ground unit counter-attacks air-based targets. Most units have rudimentary ability to engage the air attackers with their organic weapons. Proportional values (to the base element type) may be assigned when appropriate.
- D Factor (DF): Representing the range of combat capability with a bit of uncertainty considered, this value is the dice type rolled when the ground unit either attacks or counter-attacks. Some elements will have the value of 0 if there is little chance for the unit to present anything other than a preordained result. Example: a militia unit represents an ad hoc element thrown together for an emergent threat. It has no capacity for tactics and can expect only to present the Defense and Ground Attack values of 1.
- Attrition (ATR): This is the amount of damage a ground unit will take before it is neutralized. Ground units are destroyed when their Attrition value reaches zero.
- Special Notes: This field allows for special abilities to be indicated, which may have already been accounted for in the relevant values or reference a trait that will come into play either on the battlefield or in preparation for it. Example: the special ability "marine" indicates the ground unit will take no negative modifier by invading from a transport and will receive a positive modifier when supported by orbital bombardment prior to the invasion phase.
1.1.1 Other Relevant Ground Combat Terms
- Bombard Value (BV): The value of the impact of a starship's firing on a planetary target from orbit.
- Element: The smallest of the components that comprise a unit. Elements have smaller, internal formations (such as a platoon), but those do not factor into ground combat at the campaign level. Single elements may also be designated as units, when assigned to fight outside of a larger formation.
- Phase: A combat round proceeds through various stages known as phases. These include (in order of occurrence) Orbital Bombardment, Assignments, Air-to-Air (AtA), Air-to-Ground, Invasion / Ground-to-Ground (GtG), and Landings. A phase is not measured in a defined unit of time.
- Round: a complete set of phases—from Orbital Bombardment to Landings—in ground combat on the campaign world. (Note: the term "turn" is to be avoided in ground combat, as that denotes a greater amount of time more akin to one month.)
- Skill Point: In the context of ground combat, skill points represent the quantity of career knowledge and experience a commanding officer has to offer. The higher the rank, the more points are allotted. The points are used to determine the special abilities the officer brings to their unit. (See "Commanding Officer Special Abilities" for more details.)
- Special Ability: Special abilities are the actual areas of expertise that the senior officer brings to their unit, as purchased with skill points. (See "Commanding Officer Special Abilities" for more details.)
- Unit: In the context of ground combat, a unit is a cohesive military formation that operates as an individual command on the battlefield and is not embedded in a larger formation in that round. A unit could be a single element—such as an Armored Regulars battalion—or a formation of multiple elements, such as a regiment or brigade.
1.2 Combat Duration
Ground combat is resolved through a series of phases that comprise a round and continues until one side has been destroyed, retreats, or surrenders. The length of a round is not pre-determined but can be anywhere from a portion of a day to a week or more. If reinforcements have arrived during the landing phase, they may be incorporated into the planet campaign.
2.0 Operational Modifiers
Each of the following sections must be considered and—where relevant—added to the calculation of unit combat values and the execution of the combat turn sequence.
2.1 Commanding Officer Special Abilities
The Star Fleet Marine Corps Expeditionary and Regular Forces share the same organizational hierarchy. Where they differ is in the assets that comprise their commands: Expeditionary utilizes medium infantry and light & medium armor trained to take and secure beachheads during an invasion; Regulars have heavy infantry and armor—as well as an assortment of other elements with special capabilities—in the pursuit of conducting a world-wide campaign to secure and hold the planet.
Additionally, Expeditionary units may have to operate in smaller commands than regimental level if assets to get them from orbit to the beachhead are limited. In such a case, one of the combat commands will be identified as the lead element, with any other regimental assets that can be provided giving tactical support.
In such an event, along with fighting at a smaller warfighting capability than the preferred regimental level, the units conducting the invasion will also lose out on their commanding officer's special command ability. Randomly assigned to the commanding general (or colonel, for regiments) is the ability (or abilities) the officer developed over the length of his career. The section below the following table will detail each possible ability the commanding officer may bring to his unit.
The number of skill points are dependent upon the rank of the commanding officer. Those with more than one (Brigadier General and above) can all be combined into one ability or spread out among several.
| Rank | Echelon | Skills Points |
|---|---|---|
| Colonel | Regiment (VI) | 1 |
| Brigadier General | Brigade (V) | 2 |
| Major General | Division (IV) | 3 |
| Lieutenant General | Expeditionary Force (III) | 4 |
2.1.1 Abilities
Attack (Unit): Each level of this special ability adds 1 to the unit's Attack value. Cost: 1 or 3 skill points.
Attack (Planetary): This is considered the top tier of the Attack special ability and is available only to the Echelon III commander (force and group equivalent) with the available skill points. All the officer's subordinate units receive +3 to Attack, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Attack. Cost: 4 skill points
Attrition (Unit): Each level of this special ability adds 1 to the unit's Attrition value. Cost: 1 or 3 skill points.
Attrition (Planetary): This is considered the top tier of the Attrition special ability and is available only to the Echelon III commander (force and group equivalent) with the available skill points. All the officer's subordinate units receive +3 to Attrition, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Attrition . Cost: 4 skill points
Defense (Unit): Each level of this special ability adds 1 to the unit's Defense value. Cost: 1 or 3 skill points.
Defense (Planetary): This is considered the top tier of the Defense special ability and is available only to the Echelon III commander (force and group equivalent) with the available skill points. All the officer's subordinate units receive +3 to Defense, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to Defense. Cost: 4 skill points
Experienced Peacekeeper: This officer’s unit receives the Peacekeeper special unit ability. Cost: 2 skill points
Invasion Specialist: This officer’s unit receives an additional +1 Attack when attacking during the Invasion phase. Cost: 1 skill point; available to both Expeditionary & Regular brigades, divisions, and forces.
Seasoned Marine: This commanding officer has considerable experience on the expeditionary side and they bring that knowledge to the Regulars. The officer’s ground unit receives the Marine special unit ability. Cost: 2 skill points; available only to Regular brigades, divisions, and forces.
Tactical Adaption (Unit): Each level of this special ability adds 1 to the unit's D Factor range. Cost: 1 or 3 skill points
Tactical Adaption (Planetary): This is considered the top tier of the Tactical Adaption special ability and is available only to the Echelon III commander (force and group equivalent) with the available skill points. All the officer's subordinate units receive +3 to their D Factor range, regardless if they are on-world with the lieutenant general or not; all other ground units (on the same world as the commander) receive +1 to their D Factor range. Cost: 4 skill points
Tactical Artillery Specialist: The cost for tactical artillery support conducted in support of the officer's unit during the GtG Phase is reduced from 4 to 3. Cost: 1 skill point (This needs to be firmed up, once the ground combat process gels a bit more.)
2.1.2 Random Special Ability Selection
Unlike in the Fleet, where the commanding officer's command skill is tracked as it increases over time, the commanding officers of Marine units are NPCs with skills that are (randomly) applied to them—in numbers appropriate for their rank—each time a unit is engaged in a combat encounter unrelated to the previous one of record.
When a regiment or higher is tasked with conducting a combat operation, the skills of the current commanding officer are randomly determined. The first skill rolled is "purchased" with the skill points allotted for their rank, as long as they have enough points; re-roll otherwise, until an affordable skill presents itself. If points remain after a purchase, roll again, and again, until all points are "spent".
Example: Major General Sellet Sh'zyllahr, commanding officer of the 23rd Regular Marine Division, has three skill points. The first roll is 68, Seasoned Marine, which costs 2 points. With one point left, 87 is rolled: Tactical Adaption (Unit) +3, which costs 3 points, too much for the general. A third roll of 62 results in Invasion Specialist for 1 point. Both special abilities, Seasoned Marine and Invasion Specialist, are excellent additions for a Regular unit and will make the 23rd extremely useful during the invasion phase of the upcoming Caliv campaign.
| Roll 1d100 | Special Ability | Skill Points |
|---|---|---|
| 01 - 10 | Attack (Unit) +1 | 1 |
| 11 - 14 | Attack (Unit) +3 | 3 |
| 15 - 17 | Attack (Planetary) | 4 |
| 18 - 26 | Attrition (Unit) +1 | 1 |
| 27 - 31 | Attrition (Unit) +3 | 3 |
| 32 - 33 | Attrition (Planetary) | 4 |
| 34 - 43 | Defense (Unit) +1 | 1 |
| 44 - 48 | Defense (Unit) +3 | 3 |
| Roll 1d100 | Special Ability | Skill Points |
|---|---|---|
| 49 - 50 | Defense (Planetary) | 4 |
| 51 - 57 | Experienced Peacekeeper | 2 |
| 58 - 67 | Invasion Specialist | 1 |
| 68 - 74 | Seasoned Marine | 2 |
| 75 - 83 | Tactical Adaption (Unit) +1 | 1 |
| 84 - 88 | Tactical Adaption (Unit) +3 | 3 |
| 89 - 90 | Tactical Adaption (Planetary) | 4 |
| 91 - 00 | Tactical Artillery Specialist | 1 |
2.2 Directed Damage
Directed Damage is the specific targeting of a certain element within the defending unit, rather than the general exchange of fire. In the latter, the defender decides which element is to bear the brunt of the attack; in this Assignment Phase option, the attacker may designate one of the defender's elements to receive the fire.
The attacker announces the direct damage assault and the target element of the attack. During the Ground-to-Ground Phase, the attacker determines the value of the attack as normal. However, the target element multiples its DV by the amount corresponding with its Formation Level. As per regular procedures, any damage in excess of the target element's modified DV is applied to its ATR.
The defender's counter-attack is unchanged, as it is not limited to the targeted element.
This is being removed as it doesn't work in a game frame where Units already attack Elements.
2.3 Formation Levels
Units will naturally work together to provide support and cover for other units in the larger formation. Multiple elements assigned to a formation (such as a regiment) are arranged in a combat configuration intended to provide greater protection from directed damage. The higher the echelon in which an element is embedded, the higher the Formation Level.
For example, in a regimental formation (Echelon VI)—the smallest one that allows elements to work in a cohesive fashion—damage generally inflicted on the unit is done without specific intent against any particular element in the unit. In other words, the defender decides which element will absorb the damage. However, if the attacker intends to target a particular element (i.e., directed damage), that element receives the bonus associated with being in a Level 1 Formation; the incoming modified attack value (GA or AA + DF result) is first absorbed by the target DV that is 50% higher (rounded) than indicated.
Example: Attacker has a GA of 4 and rolls a DF of 1, for an attack value of 5 in a directed damage assault. The target element has a DV of 3 and rolls a DF of 1, which would generally indicate that it would take 1 point of damage to its ATR (3 + 1 - 5 = -1). However, because the targeted element is embedded within a regiment and enjoys a Formation Level 1 bonus; its DV has half its value added to it, giving it a final DV of 5 (3 + 2 [1.5 rounded] = 5). With its DF roll of 1 added, it absorbs the attack, with 1 point left over, taking no damage (5 + 1 - 5 = 1).
The level of echelon in which an element is nested determines its Formation Level bonus:
| Level | Bonus |
|---|---|
| Formation 1 | DV x 1.5 |
| Formation 2 | DV x 2 |
| Formation 3 | DV x 3 |
| Formation 4 | DV x 4 |
| Formation 5 | DV x 5 |
The command element(s) at any echelon enjoy a Formation Level bonus 1 level higher than their commanded elements. So, for a regiment embedded within a brigade, most of its elements would receive a Formation Level 2 bonus (+100% of DV), while the regiment command element would receive a Formation Level 3 bonus (i.e., +200% of DV).
Recon units can lower the level of the formation bonus. Each Recon unit assigned to a specific defending element (in the Assignment Phase) will reduce its formation level by 1. In the above example, if a Recon unit was assigned to the the target element, the Formation Level would be negated and the attacker would be facing the target's unmodified DV + DF only. If two Recon units are assigned to a targeted command element with a Formation Level 2 bonus (i.e., +100% of DV), the bonus would be reduced to 0 and the attacker would be facing the command element's unmodified DV + DF only.
This is being removed as it doesn't work in a game frame where Units (of up to four elements) attack Elements, as then the target would have an unassailable DV.
2.4 Morale
(this does not yet direct how to make a morale check)
(this should probably be re-sited to occur in the last phase, Landings & Deployments)
When certain conditions are met, either (or both) sides may be required to check on the morale of their fielded units. If the morale roll passes, the troops can keep going. However, if it fails then the unit's spirit has broke.
Broken units have their GA and AA values halved on the next turn of combat. They must also make a second morale check to rally at the end of the next turn. If they succeed, they return to full combat readiness without penalty. If the second check also fails, then the unit has surrendered. Surrendered units are removed from play. At the end of the battle, when one side has complete control of the planet, surrendered units of the victorious side are returned to play. Surrendered units of the defeated side are destroyed (administratively; Star Fleet would remove them to a POW camp established elsewhere).
If the unit that has failed its second consecutive morale check belongs to the power with orbital superiority over the planet, it may attempt to retreat off world instead of surrender. The attempt may only be made if there is the transport capability available; otherwise the surrender must take place. If the attempt is made, roll 1d6: a result of 1 - 3 sees them successfully make it off world; 4 - 6 results in the unit's entire destruction (not surrender).
A unit that has escaped off world may only return after at least 4 rounds (roughly, a month) have been completed since the retreat.
The following conditions will require a unit to make a morale check and the check must be made for each condition that is met. Round up when determining how many elements are required for a check. For example, a unit with 7 elements would make a check when losing 4 elements for the first condition below.
- A unit loses more than 50% of its current elements in one phase due to orbital bombardment.
- A unit loses more than 50% of its current elements in one phase due to air attacks.
- A unit loses more than 50% of its current elements in one phase due to ground attacks.
- The offensive power loses more than 50% of its units (for any reason); each remaining unit in the larger formation must make a morale check to avoid surrender (or retreat).
- The defending power loses more than 75% of its units (for any reason); all remaining units in the larger formation must make a morale check to avoid surrender (or retreat).
3.0 Combat Turn Sequence
Each round of combat will go though the following phases. Recall that each campaign turn is roughly equal to four ground combat turns, so each army will perform each phase approximately four times per campaign turn.
- Orbital Bombardment Phase: Orbital units bombard planetary positions.
- Assignments Phase: Assign air unit and Recon functions.
- Air-to-Air (AtA) Phase: Air units attack other air units.
- Air-to-Ground (AtG) Phase: Air units attack ground units; ground units return fire.
- Invasion Phase: This will occur at the beginning of a planetary campaign, and not again unless one side is pushed off-planet and attempts a return. The round in which the invasion takes place precludes the typical Ground-to-Ground Phase.
- Ground-to-Ground (GtG) Phase: Ground units attack other ground units.
- Landings & Deployments Phase: Ground units may disembark from transports onto planets, so long as the planet is owned by the power or an allied power or a beachhead on a contested planet has been established by the power or an allied power.
Damage is simultaneous within each phase and is resolved before moving to the next phase. Units destroyed in one phase cannot participate in a future ground combat phase.
3.1 Orbital Bombardment Phase
If a ship benefits from orbital superiority, has not engaged in space combat this round, and is not under other orders, it may commence orbital bombardment of the planet. There are several different methods of orbital bombardment, each depending on the objective of the orbiting starship. However, the Ground Combat section will focus on only one: troop bombardment. Ships used for bombardment (in this phase) are unavailable for tactical support in the (next) Ground-to-Ground phase.
Starships have the ability to bombard a planet from orbit. Because these attacks are qualified by the strength of the assault, each classification of vessel has an inherent Bombard Value (BV). The BV shown in the below table are generalizations; if a certain class of vessel is known to have a particular focus on orbital support or some other aspect that would enhance the BV, feel free to adjust its BV accordingly. For example, classes that are sub-categorized with the term "strike" tend to excel in support of ground troops.
- Note: BV for interceptors and fighters are provided on the chart. Neither classification of small craft can engage from orbit; their BV is utilized for tactical support during the Air-to-Ground Phase (in which orbiting starships may also take part).
| Ship Classification | Bombard Value (BV) |
|---|---|
| Battleship / Dreadnought | 5 |
| Explorer / Warship | 3 |
| Cruiser | 2 |
| Frigate | 0.5 |
| Destroyer | 0.33 |
| Ship Classification | Bombard Value (BV) |
|---|---|
| Scout | 0.2 |
| Escort | 0.25 |
| Interceptor | 0.4 |
| Fighter | 0.25 |
3.1.1 Troop Bombardment
This is an all-out, concerted strike against an opponent’s ground forces, including specific facilities. Total the (rounded) bombardment value available from all participating starships assigned to this phase. The BV must be targeted at a specific unit (rather than element) as designated by the defender. Roll d10 and add the BV. The defending unit rolls d10 as well and adds the total of each element's DV. For every 2 BV that exceeds the target's Total DV, the defending unit loses 1 Attrition point.
Orbital bombardments, by their nature, are not directed, so the opponent assigns damage to their own unit's elements. Elements can take up to their ATR in damage before they are destroyed. Damage must be assigned so that an element is destroyed before damage is assigned to another element. It may not be spread over a unit's elements to dilute the consequences of the damage.
Example: A unit has five elements with 3 ATR each and it takes 10 BV in excess of the unit's Total DV. Three elements will be destroyed, with a fourth element receiving the remaining 1 BV against its ATR.
All elements destroyed during the Orbital Bombardment Phase are removed from the impacted unit before the next phase starts.
3.2 Assignments Phase
In this phase, both sides determine to which units their air elements will be assigned. They may also designate which air elements will not participate in the Air-to-Air Phase in order to get a +1 bonus to GA during the Air-to-Ground Phase, and which air elements will not participate in the Air-to-Ground Phase in order to get a +1 bonus to their AA during the Air-to-Air Phase. Note: air elements may take part in both phases, but without the advantage of operating in only one.
Each side may also assign elements with the Recon special ability to target enemy elements. Their active reports on the target element help reduce its defenses; each recon element assigned to a target reduce the DV by 1, down to 0, in this round. In the process, that recon unit may not be involved in an attack nor a counter-attack (though it may defend).
Combat engineers—in a standard combat round, not an invasion one—are assigned to build a rough fortification for another element. It will be completed during the Landings & Deployments Phase, providing a +1 DV to the gaining element the next turn. If that gaining element successfully attacks (either as a lead element or a supporting one), that dug-in bonus is lost, as the element has moved elsewhere in the battlespace. The dug-in bonus is not lost for counter-attacks or when attacks do not result in the destruction of the targeted element.
3.3 Air-to-Air (AtA) Phase
Ground combat involves air support for one or both sides. The air elements available to the ground units engage in either one or two air element-involved phases: Air-to-Air and Air-to-Ground. The respective commanders decide as to the specific mission of each air element: a) does the air element engage in air superiority combat with hostile air elements, either assisting friendly air elements en route to a ground support mission or to interfere with the enemy's air element en route to their ground support mission (or protective air cover), b) is the air element tasked with conducting a ground support mission, regardless of hostile anti-air intervention, or c) does the air element engage in both air superiority & ground support aspects of the same mission?
The first & second singular assignments provide an attack bonus of 1 for the assigned mission: respectively to the AA or GA value. However, this can be difficult to manage with limited air elements. The commander may also decide their air elements will engage in both phases, which prevents a combat advantage in either.
Air to air combat differs from ground combat, as determined by the attacking air element's target:
In the air superiority role, the attacking elements are facing targets that are fighting back. Each air commander has each of their elements target a hostile air element. There is no limit to how many attackers may target an opposing element. Keep in mind that each air element will only engage one other enemy element in this phase; with multiple air elements on each side, it is likely that an element will take fire from one hostile while firing upon another. There is no ground combat-type counterattack in air superiority combat. Instead, total the AA values of each aerospace craft in their respective elements. These numbers are multiplied by 1d6 and the result is divided by 10, with any remainder dropped. This is the amount of damage that the air element has scored against its target. As air elements don't have an attrition score, when a DV value is exceeded, the squadron instead looses one aerospace vehicle. Any points that remain are applied to the next aerospace vehicle in the element. Damage points that are short of destroying the next aerospace vehicle are lost; DV damage is an all-or-nothing procedure. Results are determined for each element engaged in the melee.
Example: Three Star Fleet squadrons are escorting a ground attack mission by providing top cover. The Star Fleet squadrons include two with 12 medium fighters each (DV 2, AA 1) and one of 8 heavy fighters (DV 2, AA 2). Over the battlefield, they encounter two Romulan squadrons with 16 light fighters each (DV 2, AA 1). SF Medium Squadron #1 engages the first Romulan squadron, while the 2nd medium squadron and the heavy one engage the 2nd Romulan air element. However, both Romulan squadrons target the heavy Star Fleet squadron. Following a 1d6 roll with the result of 6, the total AA value of the first Star Fleet medium squadron, with the +1 AtA bonus, is 7 (6 x 13 / 10 = 7.8, rnd down). The first Romulan squadron looses 3 fighters in this exchange (7 / 2 = 3.3 rnd down). Following a 1d6 roll with the result of 1, the total AA value of the second Star Fleet medium squadron is 1 (1 x 13 / 10 = 1.3, rnd down). As the 2nd Romulan squadron's fighters have DV of 2 each, they incur no loses from the second squadron. However, the third Star Fleet squadron, the heavies, roll a 5, resulting in an attack value of 4 (5 x 9 / 10 = 4.5 rnd down). With this attack, the 2nd Romulan squadron loses two fighters (4 / 2 = 2). Now it is the Romulans' turn. The first Romulan squadron rolls 2, resulting in an attack value of 3 (2 x 17 / 10 = 3.4, rnd down), applied against the 3rd Star Fleet squadron, which loses 1 fighter (3 / 2 = 1.5 rnd down). The 2nd Romulan presses its attack, rolling a 3, for an attack value of 5 (3 x 17 / 10 = 5.1 rnd down), which costs the heavy Star Fleet squadron another 2 aircraft (5 / 2 = 2.5 rnd down). Final tally: 3 Star Fleet heavy and 5 Romulan light fighters lost.
If attacking elements are going against strike elements focused only on a ground attack, they do not have to face a dogfight and the melee will end only with the target element's losses.
If an air element both engages in air superiority combat and ground attack, they will proceed from the Air-to-Air Phase into the Air-to-Ground Phase with any surviving aircraft.
Note: air elements engaged only in the Air-to-Air Phase enjoy a +1 bonus to the total of their individual aircraft AA values (prior to the multiplication of the 1d6 roll result). For example, each air element involved in the first scenario above received the +1 bonus, as would an air element attacking a ground support mission. However, the air element that went from air-to-air combat to air-to-ground combat would not.
3.4 Air-to-Ground (AtG) Phase
Those surviving aircraft from the Air-to-Air Phase tasked with ground support have now arrived to attack the targeted enemy ground positions. The ground elements can return fire against their attackers (if they have the capability).
If the attacking air element did not engage in any combat in the preceding phase, the total value of the GA for each aerospace craft in the element is increased by +1. In either case, roll 1d6 & multiply that result by the Total GA and divide it by 10, dropping any remainder. This is the amount of damage that the air element has scored against its ground target. Every point above the target's DV is subtracted from the targeted ground element's Attrition value. Elements can take up to their ATR in damage before they are destroyed. Damage must be assigned so that an element is destroyed before any remaining damage value is transferred to another element. It may not be spread over the larger unit's elements to dilute the consequences of the damage and each additional element's DV is only taken into consideration if its value is higher than that of the (original) target element; in that case, the absorbed damage is reduced by the difference in DV values.
Example: A unit has five elements with 3 ATR and 2 DV each and it takes 10 AA damage in excess of the target element's DV. As they all have the same DV (or less), the DV has already been exceeded and three elements will be destroyed, with a fourth element receiving the remaining 1 AA against its ATR.
The attacked ground element gets to return fire. Unless there is a ground element with the Anti-aircraft ability in the same unit, the targeted ground element takes the lead and is supported by up to three of the other AA-equipped combatant elements in the unit. The lead element gets +1 AA added per supporting element (up to three). This is added to the lead element's own AA, the sum of which is multiplied by the lead's DF value. Dividing this number by 10 and dropping the remainder provides the amount of damage that the ground unit has scored against its attacker, the air element. As air elements don't have an Attrition value, when a DV value is exceeded, the squadron loses one aerospace vehicle. Any points that remain are applied to the next aerospace vehicle in the element. Damage points that are short of destroying the next aerospace vehicle are lost; DV damage is an all-or-nothing procedure.
3.5 Invasion Phase
3.6 Ground-to-Ground (GtG) Phase
Tactical Artillery Support / Artillery Barrage
Prior to the launch of any attack (or defense), the opposing sides have the option of using any or all of the artillery assets within the unit. Doing so allows for the possibility that one or more hostile ground elements will be weakened prior to the primary ground combat starting. However, artillery assets that take part in the artillery barrage may not support attacking or counter-attacking elements in their unit following the barrage, even if they (the artillery element) was the target of the hostile action. The decision as to when to employ the artillery (in part, if more than one artillery element is present) is up to the unit commander.
For artillery barrages, the Ground Attack (GA) values of the assigned artillery elements are totaled. For every 4 points of GA (round down), 1 point of ATR is subtracted from an element on the opposing side (defender's choice). This attack bypasses any Defense Value (DV), removing the point of ATR directly before any combat takes place. In other words, any damage sustained from an artillery barrage is incurred prior to the main ground combat. The receiving commander may decide to withhold so-damaged elements from the forthcoming attack (or counter-attack). Elements in units receiving the incoming artillery barrage may not sustain more than 1 point of artillery-derived ATR damage per phase. Therefore, if two or more points of ATR damage are to be assigned to the receiving unit, they must be spread among the unit's elements, with no unit taking more than 1 point of damage. If the value of incoming artillery damage is greater than the number of elements in the receiving unit, the excess points are lost.
In the following combat (same phase), an artillery element that took part in the barrage may only defend itself (DV) from an attack; it may not support sister elements of the unit in their own ground attacks.
Primary Ground Combat
Following any ordered tactical artillery support, every ground element (except those artillery elements that took part in the preceding barrage) has three options:
- attack any opposing ground element
- support any same-unit element in an attack
- defer action
The choices may change throughout the phase, as the battlespace situation changes.
The first step is setting the order of battle. To do this, the least-trained elements must engage with their orders first. This is determined by comparing D Factor (DF) values. All 0 rated elements will go first, followed by d2 elements, then d3 elements, and so forth. With each of the similarly valued elements, the order is determined randomly. For example, if 10 elements are on the field of battle, and three have a DF value of 0, they will go first. Of these three, one will be randomly selected to have the first action, then the second and so on.
- include role of tactical orbital support this turn - "formula":
- Attack:
- Attacker:
- attacker chooses lead attacking element and decides upon a general or directed damage assault; artillery cannot lead; if only combat element left is artillery, a withdrawal attempt is required.
- if the defender's artillery has targeted the lead attacking element, its GA is halved (no rounding); if it has targeted a supporting attack element, that element is prevented from taking part in the assault
- total the GA of the lead attacking element and supporting elements (minus artillery), add the lead's DF + D6; divide sum by 2, add artillery for final attack value
- Defender:
- for general assault: commander decides which defending element will bear brunt of the assault; element totals DV, DF, & d6
- for directed damage assault: targeted element multiplies DV by Formation Level modifier and adds DF & d6
- If attack value exceeds defense value, each additional point is subtracted from the target element's ATR. If ATR is still 1 or higher, it is combat capable. If ATR is now 0, then the element is destroyed. Any points left over after the target element's destruction will be subtracted from another element's DV (chosen by the defender); that 2nd element will continue with the damaged DV
- if the attack value equals or is less than the defense value, the target element takes zero ATR damage
- Attacker:
- Counter-attack:
- Defender: (open for testing)
- any elements destroyed in this phase's attack are still operational
- select one defending element to lead the counter-attack; artillery can only lead if no infantry or armor elements are present
- select one of attacker's elements to target
- total the GA of the non-artillery elements, add the lead's DF + D6; divide sum by 2, add artillery for final counter-attack value
- the attacker's lead element totals DV, DF, & d6
- If counter-attack value exceeds the element's defense value, each additional point is subtracted from the target element's ATR. If ATR is still 1 or higher, it is combat capable. If ATR is now 0, then the element is destroyed. Any points left over after the target element's destruction will be subtracted from another element's DV (chosen by the attacker); that 2nd element can include a supporting element that had been prevented from taking part in the assault by defender's artillery; that 2nd element will continue with the damaged DV
- Defender: (open for testing)