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Need Help On Striker.

Hello:

I'm trying to wrap my head around the Striker rules and I'm finding myself banging my head against a brick wall regarding the orders rules. I understand the gist of it, but since they're no clear examples of play in the rules, I'm not entirely sure how they actually work in a game. Could a kind Striker vet give me some idea how this system works?
 
What would REALLY help is an actual word-for-word expample of play. How the various officer/NCOs order their troops and when the units order actually get to act upon their orders.
 
Mark

Sorry about the delay, remembered the email, but not which thread it was under (thought it was CT).

Anyway, isn't there an example in the front of striker book 1 with that commander leading his team through the brush and getting ambushed?

Cheers
Richard
 
No problem, I will think up some examples, any particular choices / circumstances you would like describing.

Cheers
Richard
 
Great, thanks!
 
Kaladorn

To be honest, I am not sure how to copy from a word document to the posting panel - have to give it a try (computer-0 skill here :))

Cheers
Richard
 
Richard--

Easy as Pi

In Word
ctrl-a "select all"
ctrl-c "copy"

Switch to your web browser and select the posting pane:
ctrl-v "paste"
Edit to your satisfction
Post

... looking forward to readin it.

--michael
 
Striker Example Part 1

Player A Start

Squad 1 – Two Fire Teams of Recruits (morale 4) lead by Veteran NCO (morale 10)

Squad 2 – Two fire teams of regulars (morale 7) lead by a Veteran NCO (morale 10)

Squad 3 – One Fire Team of elite troops (morale 11)

Squad 4 – 2 Mortar teams (morale 7) lead by Veteran NCO (morale 10)

Officer – 1 Elite (morale 11)

Status: dug in foxholes facing Player 2. Mortar team behind the lines

Player 2 Start

Squad 1 – Two Fire Teams of Recruits (morale 4) lead by Veteran NCO (morale 10)

Squad 2 – Two fire teams of regulars (morale 7) lead by a Veteran NCO (morale 10)

Squad 3 – One Fire Team of elite troops (morale 11)

Squad 4 – 2 HMG teams (morale 7) lead by Veteran NCO (morale 10)

Officer – 1 Elite (morale 11)

Status: dug in foxholes facing Player 1. HMG teams on concealed flanking position

Pre-Combat

Player 1:

Officer brief mortar squad 4 and NCO: In contact with mortar team 4 rounds.

Hold position unless enemy within 100m then retreat to point A.
Fire on my command HE shells, continue until on target, and for 2 rounds after then change to smoke.
Rally point: Abandoned windmill.

Officer then moves to squad 1 and briefs them (in contact 4 rounds). Rnd 9

Advance at enemy at the run, once mortar shells hit enemy positions. Hold position once enemy foxholes secure.
Fire on the move at any enemy visible in the foxholes.
Rally Point: Abandoned windmill

Officer then moves to squad 2 and briefs them (as per squad 1, 4 rds). Rnd 14

Officer then moves to squad 3 and briefs them (4rds). Rnd 19

Follows squads 1 and 2, 10 meters back. Reinforce any squad that takes 50% casualties.
Fire on the move at any enemy visible in the foxholes.
Rally Point: Abandoned Windows.


Player 2

Officer briefs the MG team via radio (8 rnds)

Hold position,
Fire on enemy forces within 10m of any player 2 position
Rally point: church.

Officer then briefs Squad 3 (high Int team) by radio (8 rounds). Finished at end of round 16.

Maintain position under cover between MG team and main unit. Move to support any unit under attack.
Fire on enemy units attacking player 2 positions.
Rally point: church.

Officer then starts to brief squads 1 and 2 by radio (8 turns) Interrupted on Round 20 by combat.

Cheers
Richard
 
Striker Example Part 2

Combat Round 20:

Player 1:

Officer orders commencement of mortar barrage: “Squad 4 commence”. Troops wait in fox holes awaiting mortar hits.

Mortar fire missed.

Player 2.

High initiative team fires under its own initiative.

Officer orders teams to fire at player 1. (Squads fire under their own initiative, except for the low initiative troops which need telling). Fires misses player 1 troops in foxholes.

Round 21:

Player 1:

Troops wait in their foxholes. Officer directs mortar fire towards player 2 positions.

Player 2:

High initiative team moves of its own initiative towards the concealed HMG position.

Officer orders troops under cover, (mortars are getting close) – (regular troops do this under their own initiative, but low initiative troops need telling).


Round 22:

Player 1:

Corrected mortar fire landing on Player 2 positions. Squads 1 and 2 advance towards the enemy under their orders, lead by their NCOs. Squad 3 follows 10m behind as ordered (high initiative troops don’t need to do anything clever yet).

Officer advances with squad 3, and monitors the situation.

Player 2:

Two mortar shells land near Squad 1. Two members of Team 1 hit by fragments, Two members of team 2 hit by fragments and 1 killed from direct hit. Both teams fails morale check and are suppressed

Two mortar shells land near Squad 2. Two direct hits on team 1 kill 2, 1 frag hit on Team 2 but no injuries. Both teams pass their morale checks.

Squad 1 can’t fire (suppressed).
Squad 2 open fire but misses.
Squad 3 does not fire (enemy not close enough)
Squad 4 does not fire (enemy not close enough0

Round 23:

Player 1:

Mortar team follow their existing orders and change from HE to smoke ammo.

Squads 1 and 2 close on enemy trenches, and start firing on the foxholes (as per their orders).
Squad 3 is following up behind.

Player 2:

Squads 1 and 2 start firing (suppression of squad 1 has worn off).
Squad 3 starts firing on Player 1 squads 1 and 2.
MG squad opens up on Player 1 Squad. 1

Player squad 1 team 1 is wiped out by MG fire, coupled with other rifle fire. Team 2 routes. Panic sets in on Squad 2 which also panics. P1 squad 3 lays down covering fire on its own initiative as the rest of the section runs away. The officer uses Codeword alpha. The mortar team starts firing HE into enemy positions.

Round 24:

Player 1:

The officer attempts to rally squad 2, whilst the mortar team keep firing (no other orders). Squad 3 holds the line on its own initiative.

Player 2:

The MG squad stops firing – no targets.
Squad 3 also stops firing – no targets.

The officer directly leads squads 1 and 2 out of the mortar fire towards the player 2 rear area (no time to give specific orders, and the rally point is too far).

Cheers
Richard
 
Originally posted by RichardP:
Striker Example Part 1

Richard,

Very helpful. I've never played Striker, but I've wanted to several times. It always looked so time-intensive (and GM-intensive) that it scared me off.

I think I'm going to give Striker a try in a my Traveller campaign.

Your post is extremely helpful.

(even two years after you wrote it)
 
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