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Range Band Striker?

Originally posted by Ranger:
It also lets you keep track of when one unit might start to mask another unit's fire (by moving in front of it). If you are going to resolve those types of tactical situations in a Merc campaign, then those are the kind of issues that become important.
Well, from my limited understanding of Striker (still learning it), you don't want to do this, because units don't mask each other like in other games. Instead, all you're doing is opening up both units to the danger zone of high rate of fire weapons, like VRF Gauss guns.

The optimal deployment in Striker seems to be the inverted V, counter-moving against the enemy so that he can never achieve a flank and a nice line of fire up one of the legs of the V. A more defensive posture would be the simple line, though that would put your flanks at a significantly longer range than the main force.
 
Here's as far as I've gotten in a test battle to try out the range band concept. I'm literally using Book 1 range bands.

Standards and Assumptions:
1) All troops are at optimal spacing for purposes of morale and command. Vehicles are 50 meters (5 cm) away from units that their destruction will cause a morale check from, and infantry is 25 meters (2.5 cm) away from stands that casualties would cause a morale check from. However, units that need to be in contact to receive orders, are, even if it negatively effects their morale.
2) There is enough concealment to allow troops to use it. So long as they take the movement penalty (1/2) they are considered evading in concealment.
3) Troops are in a formation that prevents optimal fire from high ROF weapons (no 15 hits from the autocannon).
4) As a game mechanic, the player getting fired at chooses the stands that are targeted. Otherwise everyone would just target the command elements. Esceptions to this general rule are...
....a) Once each stand has been targeted once in a single phase, the firer may choose the next stand to target.
....b) A stand that has received fire can always fire on the stand that it took fire from.

With the above basic rules, here's the sample combat, played out so far to Turn 5...

Step 1: Terrain

.....A. Roll on following table.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Random Terrain Generation
2 Road, Clear
3 Desert
4 Mountains
5 Hills/Foothills
6 Forest, Rainforest
7 Plain, Prairie
8 Rough, Broken
9 Jungle, Heavy Underbrush
10 Swamp, Marsh
11 Beach, Shore, Riverbank
12 Suburb</pre>[/QUOTE]Example for Encounter 3 Ambush, Adventure 7 Broadsword:
.....A. 5 Hills/Foothills is the main terrain type.


The Platoon is travelling through foothills when they are ambushed.

Foothills (slight slope, +2 Encounter Distance)

Step 2: Preperation

Prepare the encounter using the "Preperation" portion of Book 4's abstract system, substituting in factors already know from the scenario.

.....1. Mission: We already know the mission is "Security", as defined by the scenario.
.....2. Tech Level: We already know the Broadsword Mercenary Platoon is TL 12. The Gram Mechanized Infantry Battalion is TL 11.
.....3. Size: We already know the Broadsword Mercs are a Platoon (size 1); the scenario calls for a Company of Gram Mechanized Infantry (size 3).
.....4. Efficiency: Mercs are efficiency 4, Gram Mechanized Infantry efficiency 6.

Step 3: Resolution

Use the resolution steps of the Mercenary abstract system in order to determine initial set-up of forces.

....1. Element Engaged: For mercs it is full, for Gram mechanized infantry it is down 2, resulting in "Size 1, Platoon". It is the mercenaries' full platoon against a full Platoon of Gram mechanized infantry.
....2. Encounter Type: The Encounter type is 5, Firefight (it shouldn't have been +1 since the force size is the same). The Mercenary Platoon obviously detects the ambush, so rather than being surprised,a general firefight erupts.
....3. Combat Resolution: At this point, instead of resolving the combat as per Book 4: Mercenary, we set up the scenario for Striker.

Step 4: Striker Set-up
.....1. Friendly Forces: The player should have his stats worked out for his mercenary unit. In the case of Adventure 7, we have to build them from the Stats provided in the Adventure:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Mercenary Platoon
Stand 1: Troop Commmander
Morale 11, High Initiative
Pltn CO; AP-2

Stand 2: Leading Sergeant
Morale 12, High Initiaitve
Pltn NCO; GR+1

Stand 3: Runner
Morale 6, Average Initiative
Trooper; GR+1

Stand 4: 1st Squad, Fireteam Alpha Stand 5: 1st Squad, Fireteam Bravo
Morale 6, Average Initiative Morale 6, Average Initiative
Squad NCO; GR+2/GL+0 Fireteam NCO; GR+1/GL+0
ATV Driver;GR/GL-2 Trooper; GR+1/GL+0
Medic; No Weapons Trooper; GR-1/GL-2
Fusion Gnr;FGMP-14+1 Cook; GR-1/GL-2

Stand 6: 2nd Squad, Fireteam Charlie Stand 7: 2nd Squad, Fireteam Delta
Morale 7, Average Initiative Morale 8, AVerage Initiative
Squad NCO; GR-1/GL+0 Fireteam NCo; GR/GL-2
ATV Driver;GR-1/GL-2 Trooper; GR+1/GL+1
Medic; No Weapons Trooper; GR-1/GL-2
Fusion Gnr;FGMP-14+0 Cook; GR-1/GL-2

Stand 8: 3rd Squad, Fireteam Epsilon Stand 8: 3rd Squad, Fireteam Gamma
Morale 7, Average Initiative Morale 6, Average Initiative
Squad NCO; GR+1/GL+0 Fireteam NCO; GR-2/GL-2
Demo Spec; GR+4/GL+1 Trooper; GR-1/GL-2
Medic; No Weapons Trooper; GR-1/GL-2
Fusion Gnr;FGMP-14+3 Cook; GR-1/GL-2

Weapons Effective Long Extreme Targets
...Gauss Rifle 60(7)+3 120(3)+2 -- 1
...TL 11 RAM GL 37 75 150 1
.........HEAT (36) (36) (36)
.........HE (11) (11) (11) 2cmBurst(2)
...FGMP-14 45(34) 90(22) 150(4) 1

Other Equipment: Each Man: Combat Armor/Battledress (AC 10)
Helmet Radio (power 10)
Squad NCO and Troop Commander:Map Box
Troop Commander: Battlefield Computer</pre>[/QUOTE].....2. Enemy Forces: The referee has the stats worked out for the enemy forces. In this case, we use the guidelines provided for the Gram Mechanized Infantry Company on page 42 of Adventure 7: "Each infantry platoon contains three infantry squads of seven soldiers each (a leg fireteam and a grav fireteam) and a grav APC. The squad is best represented by one four-figure fireteam, one three-figure vehicle crew, and a model APC. The platoon leader, assistant platoon leader, and the driver are in the Platoon headquarters APC; for a total of 4 vehicles and 24 personnel."


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Gram Mechanized Infantry Platoon

Stand 1: Platoon HQ APC
Morale 7, Average Initiative
Gram Grav APC, Move 67 -4 FFP, 125 No Fire
Armor 48F, 38S, 32R, 34D, 15B
+2 Low 30mm HyperVelocity AutoCannon+1

Stand 2: First Squad APC Stand 3: First Squad Legs
Morale 7, AVerage Initiative Morale 7, Average Initiative
Gram Grav APC, Move 67, -3 FFP, 124 No Fire Fireteam NCO; ACR+1
Armor 48F, 38S, 32R, 34D, 15B Trooper; ACR+1
+2 Low 30mm HyperVelocity AutoCannon+1 Trooper; ACR+1
Trooper; ACR+1

Stand 4: Second Squad APC Stand 5: Second Squad Legs
Morale 7, AVerage Initiative Morale 7, Average Initiative
Gram Grav APC, Move 67, -3 FFP, 124 No Fire Fireteam NCO; ACR+1
Armor 48F, 38S, 32R, 34D, 15B Trooper; ACR+1
+2 Low 30mm HyperVelocity AutoCannon+1 Trooper; ACR+1
Trooper; ACR+1

Stand 6: Third Squad APC Stand 7: Third Squad Legs
Morale 7, AVerage Initiative Morale 7, Average Initiative
Gram Grav APC, Move 67, -3 FFP, 124 No Fire Fireteam NCO; ACR+1
Armor 48F, 38S, 32R, 34D, 15B Trooper; ACR+1
+2 Low 30mm HyperVelocity AutoCannon+1 Trooper; ACR+1
Trooper; ACR+1

Weapons Effective Long Extreme Targets
....9mm ACR 30(4)+2 60(3)+1 90(2)+1 1/2
....30mm AutoCannon 200(20)+5 300(18)+4 450(6)+2 16
Other Equipment: Each Man: Combat Armor/Battledress (AC 10)
Helmet Radio (power 10)
APC's:Map Box
Command APC: Battlefield Computer</pre>[/QUOTE].....3. Encounter Range: Determine the Range of the Encounter by throwing 2 dice and cunsulting the tables from Book 1 Characters and Combat. This encounter takes place at a range of Very Long, or 50 centimeters (500 meters).
.....4. Awareness: Determine who spots who first. Both sides are considered moving in concealment. The Mercenary Platoon spots Platooon HQ APC, First Squad Legs, Second Squad APC, Second Squad Legs, and Third Squd Legs at 150cm. The Mechanized Infantry Platoon spots the Leading Sergeant, Runner, Fireteam Charlie, and Fireteam Delta.

Combat

Turn 1
.....Command Phase: Mercenary Platoon is under the Move command. The commander does not change that order. The Troop Commander instead calls in a fire mission from the Broadsword's lasers. The Leading Sergeant acts as the Forward Observor, calling it in to one of the Gram APC's. The Mechanized Infantry are also under the Evade command. The Mechanized Infantry Command APC issues "Fire at enemy" orders to each of the three APC's. Due to the fact they have map boxes and battle computers, they will receive the orders in 2 turns.
.....First Player Movement Phase: All stands move 2.5 centimeters (evading infantry). They are still at Very Long range. The Mercs spot Third Squad APC.
.....First Player Fire Phase: There is no fire during this phase, since no one is yet under the fire command.
.....Second Player Movement Phase: The leg infantry moves 2.5 centimeters, with the APC's covering their advance and continuing to touch their stands. The two sides have now closed 5 centimeters, or 50 meters, and are still at Very Long range.The Mechanized Infantry Platoon now spots the Troop Commander, Fireteam Alpha, and Fireteam Beta.
.....Second Player Fire Phase: No one has been given the fire order, so no one fires.
Turn 2
.....Command Phase: All sides remain under "move" orders, however the Merc commander now issues the command "Fire at Vehicles" to Alpha, Charlie and Epsilon squads and "Fire at Infantry" to Bravo, Gamma, and Delta squads. They will receive the orders on turn 4. The Broadsword has received the ortillery mission order and begins aligning the lasers. The HQ APC issues a "Fire" order to its infantry. They will receive the orders on turn 4.
.....First Player Movement Phase: All stands close 2.5 centimeters. They are still at Very Long range. The mercs now have spotted all of the enemy stands.
.....First Player Fire Phase: Once again no fire takes place.
.....Second Player Movement Phase: Close 2.5 centimeters. The Mechanized Infantry don't spot Fireteam Gamma.
.....Second Player Fire Phase: No fire.
Turn 3
.....Command Phase: The Broadsword continues orienting its lasers. The Mechanized Infantry APC's have now received the Fire Order. Additionally, the HQ APC can now fire, since it is no longer issuing orders.
.....First Player Movement Phase: The mercs close 2.5 centimeters. They are now at 375 meters.
.....First Player Fire Phase: The Gram APC's can't fire during the enemy fire phase while moving, so no fire takes place.
.....Second Player Movement Phase:The leg infantry moves 2.5 centimeters. The Gram APC's halt in order to fire. The Leg infantry is no longer in contact with the map boxes, and so no longer can receive orders. They still don't spot Fireteam Gamma. The Command APC moves to the same range as the infantry in order to keep them in command.
.....Second Player Fire Phase: The Gram APC's open up. Range is 375 meters, or 18.75 centimeters, well within effective range for the autocannon. Since the infantry spotted the APC's, they aren't lined up in the danger space. Each APC can attack one target. The mercs are evading in concealment for a -2 modifier. The Autocannon receive a +5 autofire modifier and +1 modifier for regular troops. The total bonus is +4, and an 8+ hits. Any hit is an automatic kill. The merc player chooses the stands attacked, since they are all in the same range band...he chooses the Runner, Bravo, and Delta, trying to preserve his FGMP's. All three attacks hit. The Runner is killed. Three troopers from Bravo are killed. And one trooper from Delta is killed. The surviving trooper from Bravo is the second Trooper, and the KIA form Delta is the second Trooper. Now the Command APC fires. It is -4 for its movement, for a bonus of +0. The merc player chooses to have it fire at Bravo, with only one surviving trooper. It misses. Now the Mercs must throw morale. The Alpha and Bravo are in contact in order to better receive orders, as are Charlie and Delta, and as are the Troop Commander, Leading Sergeant, and Runner. The other squads are assumed to be adequately spaced to avoid morale checks. Charlie and Delta both have their NCO's alive, so they receive +2 to their checks. Alpha has its NCO, but Bravos' was killed, so their check is only +1. The Leading Sergeant is in contact with the Troop Commander, so he recieves +3 to his check and makes it automatically, as does The Troop Commander who receives +1 to his check. Alpha and Delta make their morale checks, Bravo falls back, and Charlie is suppressed.
Turn 4
.....Command Phase: The mercs are now under their respective "fire" orders. The mechanized infantry stands are now under "fire" orders as well. The Broadsword is ready to fire.
.....First Player Movement PhaseThe mercs halt in order to fire, except for Bravo, who fall back to the same range as the Troop Commander.
.....FIrst Player Fire Phase The three APC's that didn't move open up. They are at the same modifier to hit. This time the merc player chooses Alpha, Bravo and Delta as the targets. Alpha is hit once, Bravo is destroyed, and Delta is hit twice. Serge is the KIA from Alpha, and the Cook is the sole survivor of Delta. Alpha has no surviving NCO's and Charlie and Delta have one for +1. Alpha and Delta are forced back and Charlie is suppressed. Now the mercs finally get to fire. The Leading Sergeant loads a rifle grenade. Epsilon's Sergeant and Trooper load Rifle Grenades while the FGMP-14 fires at a vehicle. It is well within effective range, and he shoots high for +0, and receives +3 for skill, -1 for concealment, +2 total. He scores a hit for penetration 34 against deck armor 34 for a major penetration and a catastrophic hit, destroying the APC in a ball of fire. Fireteam Gamma opens up, and the Mechanized Infantry player chooses First Squad Legs at the target. They are within effective range of the gauss rifles, -2 for evading in concealment, +3 for autofire bonus, resulting in +1 and skill modifiers. They all miss. However, gamma hadn't yet been spotted, so that is unexpected fire and will require a morale check. Additionally, the Broadsword fires. It has 9 lasers, but there is only one qualified forward Observor, so it can only fire at one of the targets -- an APC. The Gram Mech Infantry chooses Second Squad's APC as the target. The Broadsword's laser is a 250 Watt Beam Laser. It receives a +2 DM for Beam Laser, +3 for High Initiative forward observor, -6 for firing from orbit, -1 total. It fires low, for +2 to hit, +1 total. It is in synchronous orbit at about 260 kilometers, which is just into extreme range. It requires a throw of 12 to hit, and although 9 lasers fire, none of them hit. First Squad legs must throw morale at +1 for NCO since they saw their APC go up in smoke. They pass.
.....Second Player Movement Phase: Nobody moves since everyone is now under "fire" orders.
.....Second Player Fire Phase: The Vargr FGMP fires at a new target. Again he is +2 to hit, and he scores two surface hits. The destroyed sensors and suspension have virtually no effect on the vehicle. Since Second Squad's APC was attacked by both Epsilon and the Leading Sergeant, it can fire on either of them -- the Merc player can not choose a different target. The Second Squad APC fires on the Leading Sergeant, hoping to silence the ortillery. He is a KIA, and the Troop Commander succeeds on his morale check. Third Squad's APC has not come under fire, so the Mercenary player chooses its target -- the poor Cook from Delta. He is another KIA. Charlie passes morale. The Command APC has not come under fire and the merc player chooses Alpha, killing one more, this time the medic. Alpha is only pinned down, but they're still suffering forced back from the previous fire phase. Now all three leg infantry stands fire their ACR's. The merc player chooses the targets Alpha, Charlie and Gamma. The ACR's are at long range, are +1 for skill, +1 for autofire, -1 for evasion, -1 for concealment, net +0 with 10+ required to hit. The last shot scores a hit on Gamma. 3 Penetration -10 armor factor is a -7 to the personal wound table. Second Trooper is barely grazed and unharmed by the bullet.
Turn 5
.....Command Phase: No further commands.
.....First Player Movement Phase: Alpha falls back 25 meters.
.....First Player Fire Phase: Second Squad APC fires at Epsilon, from whom they've taken fire so the merc player can't change their target. Third Squad APC fires at Alpha. Command APC fires at Gamma. Leg Infantry fires Troop Commander, Charlie, and since that's every remaining target, the Gram Mech Infantry player gets to choose the final target, and he chooses Charlie. The autocannon miss Epsilon, but score three kills each on Alpha and Gamma. The infantry hit the Troop commander and would him. Gamma's survivor is its cook, who is also pinned downGamma and Epsilon Now Epsilon fires at the Second Squad APC, with both the fusion gun and the now-loaded rifle grenades. Only the Fusion Gun hits, but this time for a major penetration. It scores 4 crew hits, knocks out suspension, transmission, and fire control. It's effectively out of the fight, with an extreme range of 25 meters. Surviving crew member bail out. Second Leg Squad succeed on morale. Charlie is no longer suppressed. Alpha is no longer falling back.
.....[/i]Second Player Movement Phase:[/i]No movement.
.....[/i]Second Player Fire Phase:[/i] Fusion Gunner from Alpha opens up on Third Squad APC. Fusion gunner from Charlie opens up on Command APC. Fusion Gunner from Epsilon opens up on Command APC. No one has grenades loaded. Only Charlie hits for two surface hits for sensor damage to the Command APC.
 
Well, from my limited understanding of Striker (still learning it), you don't want to do this, because units don't mask each other like in other games. Instead, all you're doing is opening up both units to the danger zone of high rate of fire weapons, like VRF Gauss guns.

Yes, exactly. That's why any abstract system needs to track locations more specificly, so you can determin if that situation is developing.
 
Part of the problem with Striker as a game is that they used casualties to model moral. There is no "supression" system to show the effect of fire on a unit even when it is not taking casualties. Also, the casualty rates are way too high (they actually are in most games). The number of hit achieved for rounds fired is way, way too high. I've seen good IFV gunners miss dismounted target on the range regularly, and that is without the stress of actual combat. In fact, the doctrin is to use the coax machine gun rather than then chain gun on infantry because the chain gun just isn't accurate enought for more than suppressive fire.

Basicly, I don't have a problem with the Merc platoon being forced back in the face of 4 APCs, but there is no way they should have taken that many casualties in that short a time unless they really were ambushed. If they had time to deploy at all, they should have been dispersed enough and ready to use their anti-armor weapons agains the APCs.

More thoughts on Striker later. I have an idea brewing that might fix some of that.
 
Originally posted by Ranger:
Yes, exactly. That's why any abstract system needs to track locations more specificly, so you can determin if that situation is developing.
Infantry's never going to be able to achieve it with their 2.5/5 cm movement a game, assuming both sides are competent enough to use formations that will prevent it.

Vehicles could definitely achieve it. Grav vehicles are very fast, and with enough stabilization and fire control they could move a long ways and still fire.

So one of the ideas I was considering adding to my "Standards and Assumptions" bit was that if a Vehicle can move double the current range and still fire, it can achieve enfilade on every enemy unit within that range band. This is an abstraction of a vehicle moving a long quarter circle to the flank of a unit.

I have to confess I quite enjoyed my little test combat...far more than I've ever enjoyed a proper game of Striker. The system of giving and receiving orders is interesting, rather than annoying, in a pure pen and paper setting. When you've got your little miniatures on miniature terrain, you want them to actually do something...move around...and its frustrating to watch them just sit there. But when the table is abstracted those turns when orders are in limbo nobody does anything fly by really quickly.
 
Originally posted by Ranger:
Part of the problem with Striker as a game is that they used casualties to model moral. There is no "supression" system to show the effect of fire on a unit even when it is not taking casualties. Also, the casualty rates are way too high (they actually are in most games).
I completely agree. One possible fix would be to make the first hit of each range a morale check. So 8 and 9 at effective isn't a hit, it just forces morale.

The problem with that is it makes low-penetration weapons more effective. Light machineguns are relatively lame in Striker, since they can't really penetrate combat armor. If their first hit causes a morale check, rather than a wound, they can keep a stand pinned down even if they can't really threaten that stand.

On the other hand, maybe that's a good thing. Hmmm...

On the "plus" side of Striker, it's the only game I've played that sort of kind of feels like the time scale is correct, and this is largely because of the passing orders mechanic. Most games use long turns that if you think too hard about you say to yourself "how come my machine gun can only fire once every five minutes?" or else they use short turns and a firefight is over in thirty seconds.
 
<i>I completely agree. One possible fix would be to make the first hit of each range a morale check. So 8 and 9 at effective isn't a hit, it just forces morale.</i>

That was the direction I was working in. I would go even farther and say the first two hits are "suppression" hits (on infantry) and only count thrid hits and above from any given attack as causing casualties.

I think the logic to that is that an infantry fire team is an area target (in the open they would be in line with 10 meters between the soldiers, so roughly a 10 meter by 40 meter oval), but the individual infantry soldier is actually a very small part of that space. So, when you score a hit on an infantry team, you are really just getting the round in the area of the soldiers.

Soldiers know when they are taking effective fire, and seeing dirt kicked up around them will force a moral check even if no one is hit. If you keep track of the suppression hits a unit takes and use them as negative moral modifiers, by the end of the turn, a unit could be forced back or routed without taking a single casualty just from the volume of fire they are taking (which is actually not uncommon in the real world).
 
Another change I would make would be to only roll one attack per weapon system from a fire team, but add +1 to the die roll for each addisional weapon in the team. So your fire teams with 4 GRs get one attack with a +3. That means at effective range (using the suppression rules above) they on an average roll of 7 they will score a 10, which is 2 suppression hits. Seems about right to me.
 
Its interesting to see the explanation of the game. Some questions for SgtHulka:
1. Why were the Mercs operating without any sort of FIRE order to start with? They are in bandit country escorting prisoners back to base. On page 19 of Striker Book 1 it says "A fire order must state the conditions under which a unit will fire; this must consist of a simple and unambiguous sentence". As one example it gives: "fire at any enemy units within long range".
2. If 1) above is not in order, why no CODE WORDS telling Mercs to open fire on spotted enemy?
3. Why did the high initiative merc officers/NCOs not LEAD their stands in firing on the enemy as soon as spotted?
4. Same questions for the Gram Mech commander.
5. I find it extraordinary that each Gram APC only has morale 7. That means each must be commanded by a Regular. Even if conscript, a unit of 24 personnel must have 1 elite and 3/4 veterans. Where are they in the Gram unit? I would expect the Plt HQ APC to be commanded by the elite so it should have morale 13 and high initiative. Hence, it should be able to LEAD the other APCs/stands if they are within LOS and the radios aren't jammed. And it should be able to open fire instantly as it is under direct command of the player.
6. I have played all the Adventure 7 Striker-compatible scenarios over the years (and a few others based in that campaign I extrapolated). I think by not implementing the Striker command and control rules correctly you make it hard to comment on the outcome you achieved.
 
Originally posted by jec10:
Its interesting to see the explanation of the game. Some questions for SgtHulka:
1. Why were the Mercs operating without any sort of FIRE order to start with? They are in bandit country escorting prisoners back to base. On page 19 of Striker Book 1 it says "A fire order must state the conditions under which a unit will fire; this must consist of a simple and unambiguous sentence". As one example it gives: "fire at any enemy units within long range".
By my understanding, you can't be under both a fire order and a move order. The mercs are under a move order because they are escorting prisoners. Any unit is allowed to immediately fire when fired upon, regardless of current order, but that rule was irrelevant to this engagement.

Originally posted by jec10:
2. If 1) above is not in order, why no CODE WORDS telling Mercs to open fire on spotted enemy?
My understanding of Code Words is that they do not decrease the time required to pass orders. All they are is a work-around to avoid the "no more than five words in an order" rule. That is, if you have an order "Move double-time up Hill Bravo, dig in, and hold your position" you can't give it because it's longer than five words. However, you can give that order as a pre-determined code word. It still requires 4+ turns to receive, however, unless units are equipped with map boxes and battle computers.

Originally posted by jec10:

3. Why did the high initiative merc officers/NCOs not LEAD their stands in firing on the enemy as soon as spotted?
The only high inititiave merc stands are the Platoon Commander and his assistant. Both can't lead their stands because both are mounted singly (as described in Adventure 7). They have no stands to lead. Additionally, Troop Commander was giving orders most of the combat, and when giving orders a figure can do nothing else. The assistant was acting as a FO to the Broadsword Starship until he was killed, so he was acting every turn.

Originally posted by jec10:

4. Same questions for the Gram Mech commander.
Gram mech commander is average inititiave, as are all the Gram units.

Originally posted by jec10:

5. I find it extraordinary that each Gram APC only has morale 7. That means each must be commanded by a Regular. Even if conscript, a unit of 24 personnel must have 1 elite and 3/4 veterans. Where are they in the Gram unit? I would expect the Plt HQ APC to be commanded by the elite so it should have morale 13 and high initiative. Hence, it should be able to LEAD the other APCs/stands if they are within LOS and the radios aren't jammed. And it should be able to open fire instantly as it is under direct command of the player.
I set up the Gram as regulars as per their designation as such by Adventure 7. It's possible I misinterpreted that, however, and it should have been based on a percentage system like you describe. If that's the case, the mercs wouldn't have a chance, since the mercs have piss-poor morale and initiative.

I mis-understood rule 10.C.1., partially as a result of recently re-learning the rules for Azhanti High Lightning and partially as a result of interpreting the rules based on the example of play on page 13. Since, as you point out, even conscripts have one high initiative figure, rule 10.C.1 pretty much takes the bite out of the most unique aspect of striker -- passing orders. I'd imagine most straight-up games would consist of targeting each other's high initiative figures (since there seem to be no targeting prohibitions, either) and whoever kills the high initiatives first wins. Alternatively, whoever has the strongest radio jammers wins.

In any case, if the Gram APC's are indeed lead by regulars, the outcome could have been very different since the mercs have a high initiative leader. However, if, as you point out, I misunderstood the rules for creating the Gram APC unit, and they had a high-initiative leader, the results would have been essentially the same...the combat would have taken several fewer turns and the Gram APC's would likely never have been fired upon by the Broadsword (which missed with all nine of its lasers, anyway).

Originally posted by jec10:
6. I have played all the Adventure 7 Striker-compatible scenarios over the years (and a few others based in that campaign I extrapolated). I think by not implementing the Striker command and control rules correctly you make it hard to comment on the outcome you achieved.
Ultimately, I'm trying to see how different a mapless version of Striker would be from a true miniatures game. My contention is that because infantry move so slowly, it's not all that different unless you have two highly mechanized units engaging. Obviously, it won't be identical, but I think it is close enough to be used as an abstract system like High Guard combat.

The one rule you point out that is potentially relevant to that question is 10.C.1...terrain could block line of sight and have a strong effect on units being in communication with each other. However, rule 11.B. kind of undermines that by allowing all units with radios to be in constant communication, anyway.

Without any sort of restriction on targeting, "real" games probably also end in far fewer turns, since you will generally simply target your opponent's high initiative targets as soon as they are spotted.
 
Originally posted by jec10:
[qb]2. If 1) above is not in order, why no CODE WORDS telling Mercs to open fire on spotted enemy?
Originally posted by SgtHulka:
My understanding of Code Words is that they do not decrease the time required to pass orders. All they are is a work-around to avoid the "no more than five words in an order" rule. That is, if you have an order "Move double-time up Hill Bravo, dig in, and hold your position" you can't give it because it's longer than five words. However, you can give that order as a pre-determined code word. It still requires 4+ turns to receive, however, unless units are equipped with map boxes and battle computers.
Okay, I think I understand what you were getting at now...you're saying why weren't they under a code-word that would allow them to immediately switch to a fire order when the enemy is spotted?

i.e., "Everyone's under codeword 'Overwatch'"

...and Codeword "overwatch" is defined as "move carefully until enemy is spotted; when enemy is spotted open fire".

Correct?
 
Sorry if I wasn't very clear. I'm not trying to be a rules-nazi, but IMHO a lot of the criticism of Striker comes from people who don't play the Command and Control rules right (the other half comes from those who correctly complain about the micromanagement required and huge number of dice rolls).

The key point of Striker C2 is that you use your high initiative officers/NCOs to LEAD troops in sight and communication, while you ORDER or use CODE WORDS for those fireteams/vehicles operating out of sight.

You have misinterpreted the rules if you think orders can't include both move and fire components. Reread the section of Rule 10 where it clearly states that an ORDER can consist of a move, fire and rally component.

You are incorrect in thinking that CODE WORDS take longer than a single command phase to execute. Reread the rule section on CODE WORDS - it is quite specific (and that is the whole point of CODE WORDS - they are shortcuts).
 
Originally posted by jec10:
Sorry if I wasn't very clear. I'm not trying to be a rules-nazi...
I, on the other hand, am trying to be a rules nazi...I'm curious as to how the game plays as written...which is why I appreciate you pointing out my misinterpretations. When I have a chance I'll look again at those sections you pointed out.

Maybe I'll even post a new battle :D
 
Originally posted by jec10:
Reread the section of Rule 10 where it clearly states that an ORDER can consist of a move, fire and rally component.
Yup, I mis-read that as a move, fire or rally component. As I mentioned, this is an example of Azhanti High Lightning bleeding into my reading of Striker.
 
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