Alternate Ground Combat

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The Stars Without Number title, Starvation Cheap, has a mass combat system that is substantially less complex than the Ground Combat system currently under development. The source is provided here.
The rules below are at a very early stage and should not be considered grounded (no pun intended) with any hard procedures or values.

Building the Forces

The Federation has the ability to create as many ground forces as it requires. However, other non-superstates are limited in this capacity primarily by population. The first step...

Landing Zones

Star Fleet must seize and control an appropriate landing zone as a beachhead, so that follow-on forces for the mission can land safely and reorganize as rapidly as possible. With the exception of special forces units that operate custom shuttlecraft capable of eluding most detection methods or insert via transporter, the initial planetary invasion force must arrive in dedicated assault shuttles designed to carry troops & their equipment. Once on the ground, they will immediately race to pre-assigned locations around the LZ in order to seize and secure it for the later troops.

Star Fleet will generally have plenty of options for landing zones from which to choose as their initial beachheads. The following procedures will establish these options.

  • Roll 1d10 +2. The result represents the areas within global regions that will suffice as LZs.
  • Roll 1d100 for the terrain on which the Vital Point is located:
Terrain
Roll 1d100 Terrain
01 - 07 light urban
08 - 27 heavy urban
28 - 35 rural
36 - 56 forest / jungle
57 - 60 sandy desert
61 - 64 rocky desert
Roll 1d6 Type
65 - 76 mountainous
77 - 80 coastal
81 - 88 tundra
89 - 96 grassland
97 - 99 polar
100 volcanic

Vital Points

A war is won or lost by control of Vital Points. These points can be physical locations on the planet, such as a peak with a commanding field of fire on the only usable pass through a mountain range, or they can be more metaphorical points, such as the support of a high-tech enclave of religious enthusiasts who have an advanced factory complex. Each Vital Point initially belongs to a side, and if all of their points are captured or destroyed, the side is no longer capable of prosecuting the war.

The number of Vital Points to choose for a side depends on the size and the importance of the war to that side. A powerful, hegemonic nation that really isn’t all that interested in the fight might have only a few Vital Points, representing the limited reverses that they’ll tolerate before they decide the war isn’t worth the effort. A hard-pressed group of guerrilla rebels might have only a few Vital Points as well, as they’re a fragile force that can’t take many losses before they’re destroyed. Conversely, a small nation fighting desperately for its survival might have significantly more points that have to be reduced before it collapses.

For Star Fleet's perspective as an invading force, the first concern is securing one or more landing zones (LZ). Once at least one LZ has been secured as a beachhead, the forces will move out to capture pre-identified sites that will serve as Star Fleet's Vital Points. Star Fleet may willingly relinquish the beachhead if another Vital Point serves the purpose better (such as a large spaceport). However, until at least one other beachhead is established, the initial one must be retained as a critical Vital Point to control. Loss of all beachheads will mean forces already on the ground will be unsupported and unable to take advantage of the recovery assignment (detailed below). Reinforcements will be denied (with the exception of one battalion-size special forces unit per war turn) until at least one beachhead is secure for an entire war turn. That can be achieved by capturing (or re-capturing) an appropriate Vital Point or establishing a new one through another planetary assault.


On-planet forces will have pre-established Vital Points that are required for their ability to continue fighting (and existing). To determine these positions:

  • Roll 1d10 + 2 for the number of Vital Points.
  • For each point, roll 1d8 for Type:
Vital Point Types
Roll 1d8 Type
1 - 2 Military
3 - 4 Industrial
5 - 6 Social
7 - 8 Political


  • Roll 1d6 for specific type of Vital Point:
Specific Vital Point Type
Roll 1d6 Type
Military
1 Fortification
2 Site with natural defenses
3 Ruins
4 Strongpoint
5 Outpost
6 Chokepoint
Roll 1d6 Type
Industrial
1 Factory complex
2 Industry town
3 Research or training center
4 Supply depot hub
5 Community of skilled workers
6 Mine, cropland, or resource
Roll 1d6 Type
Social
1 Major population center
2 Sacred site
3 Traditional seat of rule
4 Site of famous victory
5 Revered personages
6 Place of safety & sanctuary
Roll 1d6 Type
Political
1 Home of major nobility
2 Town of regime supporters
3 City of dubious loyalty
4 Capital of region
5 Loyalty of regional gentry
6 Oligarch’s business holding


  • Roll 1d6 for the reason it is vital:
Importance
Roll 1d6 Type
Military
1 Commands a strategic transit route
2 Would decimate any advance past it
3 Would serve as an alternate landing zone/spaceport
4 Is a major recruit mustering point
5 Is an operational base for a major command
6 Is threatening an enemy position
Roll 1d6 Type
Industrial
1 Produces a critical part or supply
2 Is developing dangerous new weaponry
3 Provides repair services to the military
4 Has a crucial store of military supplies
5 Is only source of a vital component
6 Is producing morale-critical consumer goods
Roll 1d6 Type
Social
1 Has historical value to morale
2 Is a symbol of regime legitimacy
3 Is a major source of recruits
4 Steadies and calms the populace
5 Is a symbol of normal life
6 Is important to neutral or allied neighbors
Roll 1d6 Type
Political
1 Owners will turn on the regime if it falls
2 Owners are providing vital moral support
3 Commands large sums of money
4 Vital governmental functions
5 Source of votes or regime officials
6 Its security was promised to a critical ally


  • Roll 1d100 for the terrain on which the Vital Point is located:
Terrain
Roll 1d100 Terrain
01 - 07 light urban
08 - 27 heavy urban
28 - 35 rural
36 - 56 forest / jungle
57 - 60 sandy desert
61 - 64 rocky desert
Roll 1d6 Type
65 - 76 mountainous
77 - 80 coastal
81 - 88 tundra
89 - 96 grassland
97 - 99 polar
100 volcanic


  • Once the Vital Point's type, importance, and terrain have been ascertained, decide as to whether the target must be captured, destroyed, or either. (Destruction removes the Vital Point from play.)

Star Fleet's VP are determined with slightly different methods. The first requirement is to quantify the number of Vital Points mission planners deem important for mission success.

  • Roll 1d4 + 3. This indicates the number of mission-essential Vital Points.

One of those 4+ vital points will be the previously-identified primary beachhead, represented by one of the landing zones secured during the initial invasion. In other words, until a secondary beachhead is secured, at least one LZ is a Vital Point.

Next, the 3+ remaining Vital Points need to be identified. The following table provides a succent description of each one. Repeated results represent different locations.

  • Roll 1d12:
Star Fleet's Vital Points
Roll 1d12 Vital Point Type Description
01 Underground Bunker Complex Military A fortified underground complex that excels for secure C3
02 Supply Depot Industrial A large storage facility containing essential supplies and equipment for sustained operations.
03 Transportation Hub Industrial A key transit point for moving troops, equipment, and supplies quickly across the region.
04 Communication Relay Station Social A critical node for broadcasting information to local populations.
05 Medical Facility Social A hospital or trauma center to treat wounded soldiers and maintain force health.
06 Local Government Center Political A captured administrative complex to exert control over local governance and resources.
07 Strategic Bridge Military A key bridge that provides critical access across natural barriers like rivers or canyons.
08 Key Intersection Military A major highway that controls the flow of movement and logistics.
09 Surveillance Outpost Military A high vantage point or technologically equipped site for monitoring enemy movements.
10 Executive Residence Political The official residence of the opposition, symbolizing control and authority over the area.
11 Large Spaceport Industrial Most efficient landing zone on the planet would function well as the (new) primary landing zone.
12 Legislative Assembly Hall Political Seat of political power, symbolizing control and authority over the area.
  • Roll for each Vital Point's terrain the the relevant table above.
  • Unlike with the goal of either capture or destroy for the enemy's Vital Points, each one of these selected sites must be controlled. Their loss to the enemy is one step closer to the invasion's failure.

War Turn

The term war turn is unique to ground warfare and represents a fluid amount of days, generally a week, but can be redefined to be more or less, as the circumstances require. It is the only unit of time in ground combat, with one exception: planetary invasions are comprised of several phases in their war turn. One landing zone may have a war turn that does not equal that of landing zone, but they all progress through the same phases that comprise one war turn.

Following a planetary invasion, a war turn refers to one full round of combat engagement between large military units. The first event of the war turn is the assignment of action to each combat unit. These are determined simultaneously for all the sides (no initiative) and are not revealed to the opponent (yet). The selection of assignments are: attack, defend, recovery, or reserve:

  • A unit with an Attack order is assigned to capture or destroy a Vital Point. More than one unit may attack the same Vital Point and they are considered as relocated to the relevant planetary region once the order is given.
  • Units that are kept "on the line" at a Vital Point they have already fought for are considered to have Defend orders. They may not move from that assigned location for this war turn.
  • Recovery allows the assigned unit one war turn in which they are pulled from their current Vital Point and moved to the rear, where they may regain some capability that may have been lost. Roll 1d6: on a 3+, the unit regains one lost level of readiness, up to Fresh. Units that have been battered down to a smaller effective size by battle damage cannot normally regain their lost size in the available timeframe of a war. If new sources of recruits or supplies can be found, this limit might be sidestepped. Units in recovery may not attack nor defend a Vital Point.
  • Units held in Reserve are removed from any Vital Point they may be occupying or brought back from recovery status to serve as a defensive force that will quickly deploy in the defense of a targeted Vital Point under attack by the enemy. They have been pulled from the line but kept close enough to the fighting to respond to any enemy incursions. Units in reserve can’t effectively repair combat damage, but they’re assumed to be fast enough to get to any Vital Point in time to make a difference.

The second event is the reveal: opponents indicate their decision for each unit under their command. This is the point at which reserves are allocated to the attacked Vital Points.

third event: determination of possible special operation missions relevant to each Vital Point (friendly- and enemy-controlled).

fourth event: assignment of special forces units to selected vital points and resolution of those missions

fifth event: attacking a vital point (p. 67)