Star Wars Roleplay: Chaos

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Solutions: Ground NPC Battle

[member="Carach"] [member="Rusty"]

Since you're doing the GMing for this, how did you want to do it? With a full scale map with hexes, or a more abstract one?

Previously I used Powerpoint with the map overlaid and moved little hex pieces around. If you have other ways to handle it or want to try this method, let me know.
 
[member="Rusty"] [member="Carach"]

I use a hex map creator for these.

Now, since it's fantasy based, I can do the following:
  • Traditional green
  • Snow
  • Arid
  • Blighted/Underworld

I'm not sure which you feel is the best option. The battlefield will be part of the ringworld, now abandoned. My inclination therefore is to say there's nothing living there, and have it mostly be arid or blighted.

Also for the map, I'm thinking a longer than wide map, with the various forces entering at one end and having to punch through the other side. Not too long though, we want things to get into combat.

How were you guys thinking of doing the movement. Are you going to set limits by type or just let people freeform without rigid hexes?
 
[member="Rusty"] [member="Carach"] [member="The Major"]

I’ve been thinking about the grounding, especially in regards to a risk/reward thing. It’s niche, even more than fleeting, and the grounds for dispute are much higher.

So I propose a radical redesign:
  • I’ll do a map, but without the hex grid. Clearly label areas so people know where they are moving.
  • Cut the point limits and movement rules etc in favour of a more narrative experience.
  • Keep it quick and don’t worry too much about casualties.

And if we don’t get sufficient interest in the signup thread I’d rather reduce it even further
 
[member="Rusty"] @Carach [member="The Major"]

Was thinking of giving each writer the option of 10 units each, as in NPC subbed units.

I'm thinking that availability should be our determinant.
Common = 1 slot
Uncommon = 2 slots
Rare = 3 slots
Unique = 4 slots

That balances things since rarer units are the stronger ones, by and large.

Thoughts?
 

Ruby (Incursion)

Guest
Defensive deployment for ground battle is as follows:

5 Troops (20 vics per) of Striker Class Repulsor Tank, broken into 4 Platoons of 5 tanks each (5 point)
5 Companies Mechanized Infantry 120 troops per company, broken down into 4 platoons of 30. Each company has 2 AT-BTs, with two platoons in each one. (5 points)
10 Companies Standard Infantry, 200 troops per company, broken down into 4 platoons. Footman battle droids armed with Gauss rifles (10 points)
3 Batteries (10 vics per) Firestorm Class SPA, each battery broken down into 2 platoons (3 points)
2 Companies Incursion Reaper Battledroids serving as sappers. 80 troops per (6 points)
3 Troops Heavy Crawler Battledroids, 20 per troop (3 points)
3 Heavy Weapons Companies Incursion Annihilator Droid. 40 droids per company, broken into 4 platoons (3 points)
5 Air Defense Batteries. 10 guns per (5 points)

Total points: 40
 

Ruby (Incursion)

Guest
The trenches from 04.12 to 24.13 are occupied by the Standard Infantry Companies. Total troop deployment, 2000. Spacing allows for one droid per 10 meters. Additionally, the trenches are backstopped by 1 Heavy Weapon company, with troop every 50 meters. Though the overall troop density is low by most standards, the excellent fields of fire afforded by the battlefield ensure that they can effectively concentrate fire on enemy formations.

In addition, hexes 02.11 and 11.11 have a deployment of 1 Mechanized Infantry Company each, complete with AT-BT support. Though clustering makes them more vulnerable, they're able to bring a great deal of concentrated fire to bear on the target. These two hexes also have 1 Heavy Weapons Company present.

The remaining three companies of Mechanized Infantry are burrowed underground in hexes 05.04, 15.06, and 22.04. Their job is to ambush any troops that come close to delay enemy advances. Each one is backstopped by a Troop of Heavy Crawler Battledroids, also buried and waiting.

The Reaper Battledroids Sapper companies are deployed to 05.06, and 21.09. Their job is to wait for enemy troops and vehicles to attempt to push through the forests, and sabotage them as they go.

The tank troops are deployed to 09.12, 14.12, 19.13, 21.12, and 24.13. Their purpose is to provide direct fire support for the redoubt and command center, as well as act as a QRF if the situation calls for it.

The artillery batteries are situated at 10.13, 12.13, and 13.13. From there, they're shielded from direct fire, but can still mass fire over the hills. Due to the elevation of the hills, they can't range any closer than the XX.09 line.

The AA batteries are located at 03.13, 05.14, 11.14, 20.13 and 22.13. The batteries covering the shield projector and command centre are situated in hills, giving them a measure of protection from direct fire from ground troops. The battery at 11.14 is there to provide protection for the artillery from both counterbattery fire and enemy aircraft.
 

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