Military Development Phase
This rule section is not that difficult to work with but the choices require some thought. Unfortunately, trying to squeeze a complex interstellar campaign game into just under 24 pages means they can be a bit thin on imposing what could be described as rational ‘in-uni” limits. This does not mean the GM cannot try to keep things under control himself.
The first thing to note is that the options for new commands is extensive and commands can be tailored to meet specific roles forced by the missions available to the armies. The rules as written almost require flexibility it as the economic structure could quite easily collapse if players were forced into using only large commands. At the same time, due to movement costs (a later rule), the most economical means of troop movement is in larger commands. Even more efficient are larger commands with jumpships.
Mercenary Replacements
Other than the small commands to replace mercenaries or defend quiet areas against raiders the expansion of armies has been rather limited. The FWL has deployed “Auxiliary” commands, the Combine calls theirs “Garrison” commands and names/deploys them by district. The Commonwealth has called their smaller commands “Landwehr” and named them by province (Bolan, Isle of Skye, etc.) and so on.
Patrol Commands
Patrol commands have made an appearance (1 light Mech reg’t and 2 a/s wings) to block raids into rich industrial areas. Commerce raids against minor and major systems can be reduced by placing a command on the likely targets and support them with a nearby Patrol Command. Other than these a good percentage of “new” commands are actually rebuilt commands destroyed in combat. Entire commands can be destroyed in 3-5 ACS turns if outnumbered by as little as 20% so casualties in full blown invasions are heavy for both sides. Those commands that manage to disengage a few mangled survivors are usually scrapped or mined for armour replacements. Armies can shrink fast as a single turn of heavy fighting can see 6-12 commands (nearly) destroyed depending on whether “Honours of War” are observed or not. Unfortunately, even the richest Houses can afford to replace little more than 2 to 4 standard size commands at a time unless troop quality is dropped significantly. This in turn adds to the casualty lists as green troops are at a significant disadvantage.
Check the Tables
The tables presented in Campaign Operations have some errors so players should double check the stats before using them. The FWL light tank battalion jumps out as the best example. Based on the battalion building from SBF Unit to Combat Team to CU the table is wrong in many places. The move of 9 is wrong as no sub-units have a move of 9. It has only two CTs when it should have three. The armour and damage values are off as well. Even the PV looks wrong. Building up from the SBF unit the stats should read:
Size:1; Move:8; TMM:3; Arm: 18; S:9; M:9; L:0; PV:60(?) – Special: IT9, RCN
It is effectively the same unit as the CC light battalion unless the third CT was supposed to be medium tanks but that does not appear to be the case. I suspect someone was very rushed while building the table that day.
Some Fun Stuff
We also re-jigged the infantry regiments into three battalion affairs with CAR27/IT27 (but generic tranports) and a TMM of 2. We added a jump infantry regiment with a higher TMM that could be purchased similar to infantry but in more limited numbers. We also added a mixed mechanised infantry regiment that is neither CI nor CV but a hybrid. It is more expensive than a light tank regiment and costs more to supply than motorised infantry but its real value, other than higher armour and damage values, is that it does not suffer the penalties found on page 308 under “engagement control” for either “infantry” or “vehicle” only. I can post these ‘house’ changes in more details if anyone is interested.
Black Water Navies
Our one truly big addition is the “Naval Command”. It is not so much an addition as using the rules as written to build a naval command and then tweaking it a bit to add some extra charcter. As per the IO rules those built from scratch have to include the obligatory Mech regiment. The other requirements are intended to make naval commands a unit players have to give some thought to considering the cost:
- Mech regiment (so far just light), 16 RP (or the cost added to the command)
- Assault A/S Wings, 24 RP each
- Lt, Med or Hvy a/s fighter wings up to the capacity of AT# in the command.
- All the Aslt wings must have jumpships.
- A “Carrier” Aslt wing can be included if available, 30RP
The Carrier Wing is a standard Aslt Wing with one sqdn replaced with a Vengeance carrier, an Achilles and two Avenger assault dropships converted to ACS (roughly). The stats for the wings come out as follows:
ACS Combat Unit - Mov:4; Arm: 391; S:11; M:13: L:9 – AT40+2 [JS]3
1 - FWL and Periphery wings have somewhat different values.
FWL – Mov:4; Arm:37; S:11; M:11; L:5 – AT40+ [JS]
Periphery – Mov:4; Arm:57; S:15; M:19: L:9 – AT40+ [JS]
2 – AT40 plus the values for the House standard Aslt wing sqdn (ie: a FWL CV wing has AT40+16+16 = 72 and could carry four A/S fighter wings plus the capacity of other assault wings)
3 – [JS] = our excel spreadsheet code noting jumpships are included in the command
Most Naval Commands so far consist of one carrier wing, two assault wings and usually two to four fighter wings. These commands are quite expensive and there is a limit to the number of Vengeance based CV wings allowed per year. At first I wondered why players did not take the plunge and fill the AT capacity when commands were built. It soon became apparent that the empty slots were being occupied by the ground command’s A/S wings. Now safely aboard dropships these fighters can fight anywhere on the SSRM
A standard Capellan naval command (reliable/green) consisting of three dropship wings and two fighter wings would cost:
Lt Mech Reg’t – 16 x 1.5 [r] x 1 (g) = 24
CV Aslt A/S wing – 30 x 1.5 [r] x 1 (g) x 2 [JS] = 90
Aslt A/S wing – 24 x 1.5 [r] x 1 (g) x 2 [JS] = 72
Aslt A/S wing - 24 x 1.5 [r] x 1 (g) x 2 [JS] = 72
Med A/S wing – 12 x 1.5 [r] x 1 (g) = 18
Hvy A/S wing – 15 x 1.5 [r] x 1 (g) = 22.5
For a total of 299 (298.5) RP
The Mechs and fighters do not require jumpships as long as the dropships have AT and MT#s sufficient to lift the passenger units. Note that three additional a/s fighter wings could have been added to this command and remained within the AT limit (AT104).
So far these commands have worked well and their appearance can greatly shift the balance of power in an area if unopposed. Their cost has led to cautious use and few have (as yet) been committed rashly to major battles. The biggest naval battle to date (Kessel) saw heavy aerospace damage/losses that have not yet been entirely replaced. Our tests with these have been interesting and show that Aslt wings with fighters are a definite must if one is going to attack a system with Black Water Navy defenders.
Transport Wings (Testing)
Rule being tested at the moment
“Transport” wings were also developed as the rules are silent on just how do you approach a planet while the aerospace battle swirls around the SSRM. These commands are configured to match the approximate size of standard ‘national’ combat commands and add some drama to the approach battle. It takes 3 ‘wings’ to lift a standard command (with some abstraction thrown in in) adjusted for the larger LC and FWL commands. The transport wings (see below) make the approach battle interesting and it should be noted they are not defenceless.
Note these wings are generic much like the assault wings presented 1st SW but contain the basics of most troopships from the diminutive Fury to the Condor and Excalibur. There is also the equivalent of an Overlord and Leopard CV built into a wing for carrying Mech and ASF CUs. Combat units must be divided equally amongst the transport wings. For every 10 CUs in a command (round normally) the command receives a transport wing. This would mean the CC, DC and FS receive 3 transport wings for a standard combat command, the FWL and LC would receive 4 wings and a mercenary command would possess a single wing. The stats for each wing are:
Move: 4; Arm: 30; S: 9; M: 9; L: 3
Combat Teams (squadrons) work out at: Arm: 10; S: 3; M: 3; L: 1
Rather than assign transport numbers as was done with the assault wings each wing must be assigned a proportional number of CUs. The contents of each wing would be noted on the transport wings formation tracking sheet.
The trick with the transport wings is at what point does damage begin leaking through to the cargo/passengers? For now we are looking at 50% and the usual start to critical hits being received. Besides the usual critical hits from the table we have been looking at these additions for transports:
DR: 2-4 no crit; cargo takes 10% armour damage for each instance (FRN)
DR: 5-7 Targeting damage; cargo takes 20% armour damage for each instance (FRN)
DR: 8-9 Weapons Damage; cargo takes 20% armour damage for each instance (FRN)
DR: 10-11 Movement Damage; cargo takes 20% for each instance (FRN)
DR: 12 mission kill; cargo eliminated*
*Or not depending on the results salvage rolls on page 244. Some lucky survivors may have escaped via the “dead vs truly dead” aspects in the game.
As an example: a transport wing takes 50 % damage and must roll for its first crit. The roll is a 4 so the wing itself is un effected but the passenger CUs take 10% damage to their starting armour value. If a later hit does more damage without destroying the transport wing and the player rolls an 8, the wing takes
weapons damage and the cargo CUs take an additional 20% damage to their armour based on the starting armour value.
Supply Convoys and Depots
We have also tinkered with supply convoys. These would be a block of RPs carried on a transport wing to bring supplies with an invasion force. They would need to fight their way to a planet where depot would be established in a city, factory, capital or fortification. The depot would be exposed to capture. Still under discussion and yet even being tested
Innovation
Let players use their imagination and they will always surprise you. House Davion has created two “Artillery Commands” intended for fortress busting. A light Mech regiment leads 8 artillery battalions with the intention that once the defender has retreated into a fortress, a regular combat formation supports the 8 artillery battalions (keeping in mind the maximum 16 CU per hex) that enter the hex and start blasting away at long range (since the attacker can set the range when dealing with forts), all the while supported by a host of aerospace wings dropping bombs. Neither has been used yet but one has been sent to the Capellan and the other to the Draconis March.
Loyalty
Purchasing and use of ‘questionable’ commands is not as bad as one might think, at least in moderation. These troops possess a bonus in winning engagement control rolls even if they have trouble hitting the proverbial broad side of a barn. Pair them with some reliable veterans or fanatic troops and the battle for the hex could go your way. Note also that the to-hit penalties for questionable loyalty are offset by fighting fanatic troops or by achieving veteran status. Questionable troops can also pin fanatics down and prevent them disengaging, while whittling away their strength but they will suffer for their pains. Exchanging questionable loyalty troops for enemy reliable or fanatic battalions is also a viable economic weapon. The AFFS with superior combat doctrine, questionable loyalty and veteran status (6th New Syrtis Fusiliers) can really mess Capellan fanatics when they are pin formations to the ground and their disengaing from a fight to manoeuvre or withdraw.