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
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
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 directly for direct “margin of victory” comparison.


== Game Structure ==
Unit Terrain Modifier Table
=== Phases of Play===
Armor Infantry Artillery AAD Engineers Air Support
# '''Orbital Control Phase:''' The invading force attempts to gain orbital superiority.
Light Urban -1 +1 0 0 +1 0
# '''Planetary Assault Phase:''' Multiple waves of landings and combat, resolved with either the invaders securing beachheads or being driven from the planet.
Heavy Urban -2 +2 -1 0 +2 -1
# '''Ground Combat Turns:''' Units maneuver, attack, defend, or recover from battles for vital points.
Rural 0 0 0 0 0 0
# '''Victory Check:''' The game ends when all vital points for one opponent are captured or destroyed.
Forest -1 +1 -1 -1 +1 -1
Jungle -2 +2 -2 -2 +2 -2
Sandy Desert -1 -1 +1 +1 0 +1
Rocky Desert -1 0 -1 0 +1 0
Mountainous -2 +2 -2 -1 +2 -1
Coastal -1 0 0 0 +1 +1
Tundra -1 -1 -1 -1 +1 -1
Grassland +1 0 +1 +1 0 +1
Polar -2 -2 -1 -1 +1 -1
Volcanic -2 -1 -2 -2 0 -1
Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls; otherwise, perform as regular infantry


===Setup===
Margin of Victory Table:
* '''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.
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


{| align="center" border="2" style="background:#BDBDBD; text-align: center"
Random Force Generation
|+ '''Leadership & Tactics Modifiers Table'''
1. Determine how many units in a force.
|- 
2. Roll (1d6 +1) x 10 for percentage of units representing infantry.
! Command skill || Modifier
3. Roll (1d4) 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 1d4 and add 1 unit of the result:
| ≤ 35 || -2
• 1: artillery
|-
• 2: anti-air defense:
| 36 - 60 || -1
• 3: engineers
|-
• 4: air support
| 61 - 90 || 0
5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.
|-
| 91 - 97 || +1  
|-
| ≥ 98 || +2
|}
 
* '''Forces:'''
** '''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.
*** '''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.
** '''Defender:'''
*** '''Planetary Defense Systems:''' Defenders with a Tech Level of 6 or higher may build defense bases on the surface capable of engaging orbital spacecraft. Roll 1d10 to determine how many defense bases there are:
 
{| align="center" border="2" style="background:#BDBDBD; text-align: center"
|+ '''Defense Base Determination Table'''
|- 
! Roll 1d10 || Bases
|-
| 1 - 3 || 1
|-
| 4 - 5 || 2
|-
| 6 - 7 || 3
|-
| 8 || 4  
|-
| 9 || 5
|-
| 10 || 6
|}
 
::: '''Modifiers to roll:''' Tech Level 6 is -3, Tech Level 7 is -2, Tech Level 8 is -1.
 
* '''Vital Points:'''

Revision as of 10:08, 16 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 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 directly for direct “margin of victory” comparison.

Unit Terrain Modifier Table Armor Infantry Artillery AAD Engineers Air Support Light Urban -1 +1 0 0 +1 0 Heavy Urban -2 +2 -1 0 +2 -1 Rural 0 0 0 0 0 0 Forest -1 +1 -1 -1 +1 -1 Jungle -2 +2 -2 -2 +2 -2 Sandy Desert -1 -1 +1 +1 0 +1 Rocky Desert -1 0 -1 0 +1 0 Mountainous -2 +2 -2 -1 +2 -1 Coastal -1 0 0 0 +1 +1 Tundra -1 -1 -1 -1 +1 -1 Grassland +1 0 +1 +1 0 +1 Polar -2 -2 -1 -1 +1 -1 Volcanic -2 -1 -2 -2 0 -1 Specialized infantry units (urban, jungle, desert, mountain, polar) receive +1 to their respective rolls; 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) 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 1d4 and add 1 unit of the result: • 1: artillery • 2: anti-air defense: • 3: engineers • 4: air support 5. Continue step 4 until total of 100% of units are represented. Multiples of each type are allowed.