Alternate Ground Combat

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Mass Combat Rules

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.

Game Structure

Phases of Play

  1. Orbital Control Phase: The invading force attempts to gain orbital superiority.
  2. Planetary Assault Phase: Multiple waves of landings and combat, resolved with either the invaders securing beachheads or being driven from the planet.
  3. Ground Combat Turns: Units maneuver, attack, defend, or recover from battles for vital points.
  4. Victory Check: The game ends when all vital points for one opponent are captured or destroyed.

Setup

  • 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.
Leadership & Tactics Modifiers Table
Command skill Modifier
≤ 35 -2
36 - 60 -1
61 - 90 0
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:
  • Vital Points: