• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Striker Rules for beginners

Striker is a game that has sparked my curiosity as a something of a wargamer and RPG player. however, even the basic rules do look daunting, and I wanted to know of any good tips for beginners from experienced players?
 
Start small!

A simple infantry firefight with no artillery or vehicles.

Maybe try re-creating the encounter from Book One pp13-16.

Remember always that the key thing in Striker is that you control the High Initiative/Elite figures directly - everyone else is, in effect, an NPC. So make your officers and senior NCOs Elites. Then use them to either LEAD or ORDER everyone else in your force.

Become very familiar with Rule 10: Command. Understand who can LEAD and who can issue ORDERs and the mechanics of doing each. Understand who responds to ORDERs, and who must be LED to do anything worthwhile. Understand that "troops who are being led by a high initiative officer/NCO may perform any action the player wishes".

Grasp the morale rules. Appreciate that, in Striker, receiving enemy fire does not cause morale checks on a fireteam stand. Rather, in this ruleset, only visible casualties nearby or visible enemy in close proximity force morale checks.

Note that Spotting is almost a game within a game in this ruleset. Spotting is not deterministic (i.e. at a certain distance a target is always spotted), rather it is probabilistic and requires a dice throw. Note that you roll 2D6 once for each target you're trying to spot, regardless of how many of your units can see it. Appreciate that a target spotted in a fire phase may not be fired at in that same fire phase, and can only be spotted if it has fired. Read carefully what counts as Concealment and when you may be Hidden in this ruleset - noting the differences for infantry compared with vehicles.
 
Ease into the vehicle design process. It can be a multi hour thing especially when you are doing trade offs decisions, but goes much faster once you have your basic box chassis and power units sorted.
 
I seem to recall that there was also Striker II, which came out in the 90's (TNE era). It was playable and was based on Command Descision 2 (even had the same counter sheet!). If you can track down a copy, I think that it would be a better starting point. BTW, this was one Traveller game from thay era that we even managed to get on the table and play.
 
I seem to recall that there was also Striker II, which came out in the 90's (TNE era). It was playable and was based on Command Descision 2 (even had the same counter sheet!). If you can track down a copy, I think that it would be a better starting point. BTW, this was one Traveller game from thay era that we even managed to get on the table and play.
Yes, Striker-II might be more suitable for OP's desire to play with 1/285th miniatures.

In Striker-II infantry team stands are removed entirely when killed - you don't remove individual figures, or track wounds in the same way that Striker requires.

Also the command and control system is a lot more streamlined and familiar for wargamers (it is taken from GDW's Command Decision WW2 rules). You simply place order chits at the start of each turn and reveal them when it comes time to move (this, however, does make the game unsuitable as a solo project).

Striker-II is also better in that it comes with a host of pre-designed vehicles and heavy weapons already fully stat-ed out for play.

Make sure you get the TNE errata document though - as Striker-II came out at the end of GDW's run, and is a bit rushed/incomplete in places.
 
Yes, Striker-II might be more suitable for OP's desire to play with 1/285th miniatures.

In Striker-II infantry team stands are removed entirely when killed - you don't remove individual figures, or track wounds in the same way that Striker requires.

Also the command and control system is a lot more streamlined and familiar for wargamers (it is taken from GDW's Command Decision WW2 rules). You simply place order chits at the start of each turn and reveal them when it comes time to move (this, however, does make the game unsuitable as a solo project).

Striker-II is also better in that it comes with a host of pre-designed vehicles and heavy weapons already fully stat-ed out for play.

Make sure you get the TNE errata document though - as Striker-II came out at the end of GDW's run, and is a bit rushed/incomplete in places.
Thanks for the information. It's funny you and starship_captain62 mention Striker II as I was able to get a used copy recently. I will need to try it eventually.
 
Start small!

A simple infantry firefight with no artillery or vehicles.

Maybe try re-creating the encounter from Book One pp13-16.

Remember always that the key thing in Striker is that you control the High Initiative/Elite figures directly - everyone else is, in effect, an NPC. So make your officers and senior NCOs Elites. Then use them to either LEAD or ORDER everyone else in your force.

Become very familiar with Rule 10: Command. Understand who can LEAD and who can issue ORDERs and the mechanics of doing each. Understand who responds to ORDERs, and who must be LED to do anything worthwhile. Understand that "troops who are being led by a high initiative officer/NCO may perform any action the player wishes".

Grasp the morale rules. Appreciate that, in Striker, receiving enemy fire does not cause morale checks on a fireteam stand. Rather, in this ruleset, only visible casualties nearby or visible enemy in close proximity force morale checks.

Note that Spotting is almost a game within a game in this ruleset. Spotting is not deterministic (i.e. at a certain distance a target is always spotted), rather it is probabilistic and requires a dice throw. Note that you roll 2D6 once for each target you're trying to spot, regardless of how many of your units can see it. Appreciate that a target spotted in a fire phase may not be fired at in that same fire phase, and can only be spotted if it has fired. Read carefully what counts as Concealment and when you may be Hidden in this ruleset - noting the differences for infantry compared with vehicles.
Will do, and I will keep these in mind. Got got some 6mm sci-fi infantry incoming and could use those in a simple action.
 
Back
Top