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Super Striker Rules

vegascat

SOC-13
Please post any suggestions you have for an updated Striker game system. Think of Counters, Minatures, or any other type of play you can imagine.

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In the end, Murphy will rule
 
I know I really loved the original Striker's command and control system. Writing orders and so forth. I's like to see something like that for any new game.
 
thanx vegascat - i am going to take you up on this. i am not going to post any ideas now - i am going to put my ideas down in a more comprehenisable(spelling?) manner. you are going to get an ear full!! later friend
 
Written orders work good with a hex based map, less so with minatures on a sandboard. What suggestions do you have to make it work? Now is not the time to hold back, lets hear the brainstorming coming in. The best ideas can be picked later, now we need ideas of any kind, good or bad. Just remember, a bad idea, with work and improvement, might become the new best way to do what we want. Lets hear what you think.

Give it the full broadside and fire away.

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In the end, Murphy will rule
 
When I play Striker, I label all of the terrain features, so the written orders are clear. So if there are 3 hills, one gets a tag saying #1, the second #2 and so forth.
 
Originally posted by vegascat:
Written orders work good with a hex based map, less so with minatures on a sandboard. What suggestions do you have to make it work?
I've seen a couple of board games (such as GD'40, IIRC) that use sketch maps to record orders. They don't require you to move units through specific hexes, but they do force commanders to record in graphical form the general scheme of maneuver for his units.
 
Originally posted by vegascat:
Written orders work good with a hex based map, less so with minatures on a sandboard. What suggestions do you have to make it work? Now is not the time to hold back, lets hear the brainstorming coming in. The best ideas can be picked later, now we need ideas of any kind, good or bad. Just remember, a bad idea, with work and improvement, might become the new best way to do what we want. Lets hear what you think.

Give it the full broadside and fire away.

--------------------------------
In the end, Murphy will rule
I've always felt the best method was to label two sides of the playing area with numbers. The only real question is the spacing of the grid squares which would have an impact on the scale of your battle.

Using that we the write orders related to the grids ala standard NATO military map locations.

William
 
I'm playing a virtual 40k game we use written orders and a third party Referee who redraws the JPG's that represent the map board.

Units are given movement orders in inches of movement and compass directions in degrees. (top of map - 0 degrees, bottom 180 etc.)

Fire orders which come after movement orders are excuted in the order given and conditional orders are allowed

IE. Unit B fires on enemy unit x. IF unit X less than 25% effective Unit C fires on Unit y Else, fires on unit X.

Again assualt phase is full of conditionals. Also you can give fire movement or assualting orders which reference topographical features or enemy units. (I use both to make my orders doubly clear) If you give unclear orders or if you forget a conditional or detail that renders your orders less than perfect. The ref still excutes them and attributes the imperfections to the 'Fog of war'

I don't see why it wouldn't work on a real mapboard as well as a virtual one.
 
Written orders are a common feature of miniature games. I have used them most in System 7 and Striker, and never had a problem. I wouldn't like to do it with a hex map where peering at hex numbers might reveal my plans.
"Highlanders normal move SW in line around edge of woods, ending facing SE right flank anchored on stream."
 
The NATO grid system looks like the way to go.

Any one have any ideas on other aspects? Some areas to consider;
Combat
Weapons fire effects - singly and on groups
Melee weapons effects
Group fire
Rapid fire - volume of fire
Sniper fire
Moral effects - Gosh, George took a FGMP blast to the skull, what are we gonna do now?
Psyops - the propaganda war
Delivery of orders
Communication between units and clarity
Confusion in orders
Friendly fire
Armor effects - Men in armor will take more physical punishment much more willingly than men without
Stamina effects - You have just run 5 miles to battle with 30Kg packs, how accurate are you?
Quality of units
Training of units
Experience of units
Reputation of units
Types of contracts - pay vs danger

These are a starting point of things to consider, many other things will affect small unit combat that needs to be considered.

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In the end, Murphy will rule
 
Wow... so much to think about.
Morale: don't now how you'd do it in a board/miniatures game (WH40k handles morale with 'leadership' tests, 'pin' tests etc.but it's kind of dull)

I'd really like to see something like the Close Combat Morale where the British PIAT team says "You're MAD!" when you order them to shoot the Tiger Tank. Or one of the Americans shouts "The blooooood" and starts wandering off the screen.

I suppose I could stand there talking to myself when my mini's fail their morale checks but...

On a more pragmatic note.

Grid references are the way to go. you could even factor in accuracy by simply limiting the number of figures allowed in your grid references. and allowing your opponent to place the chit/mini anywhere he desires in the target square.

IE, troops making a short hike can use a 6 figure reference, but an artillary barrage might only use a four figure refernce. Then again maybe the barrage files a full grid square so who cares?

Just an off the cuff thought.

Psyops would be almost an offboard thing. ...hehe.. maybe with card deck?

but it would factor in directly with Morale.

anyhow... just a couple of thoughts. More to follow.
 
Moral of troops will be a tricky issue and is the hardest for commanders to acurately gauge. You can count bullets and bodies, but can you talk a guy to stand in battle and charge when he saw his buddys head taken off yesterday? Will he;
Go pycho/berserk and keep going until dead or no enemy left
Turn around and frag the nearest officer
Run and hide
Run and stop when he hits vacuum
Charge up San Juan hill
make a stand on Little Round Top
Pick up his weapon, a box of ammo, and follow orders

Psyops is a big part of battles now. We explane to the enemy before we drop a megatonnage of bombs on his head why it would be in his best intrest to be somewhere else, doing something else. Or else! Some effects have been much better than other. WW2 Pacific, Tokyo Rose. Korea, loud speakers blairing all night. Vietnam, flying broadcasts. Desert shield/storm had leaflet drops in conjuction with Buff raids. Endure Freedom, more of the same and advances on them all. Saddam's "Bart Simpson is sleeping with your wife."

It all comes down to why the little guy fights. Many things will come into play and many of you have been there. Some things to consider;
When did he get the last hot meal
Last letter from home - dear John or happy wife
news from home - Is it worth the fight?
news of victories - He can have an effect
news of defeats - The situation is hopeless
Frequency of supply - fire like mad or conserve ammo
Unit history - how have they done in the past
Leader quality - does he know what he is doing?
Reputation of enemy - wimps or stormtroopers
Unit training - solid core or replacement wonders
Rested or exhausted
quality of psyops - Bart Simpson sleeping with your wife?

It all comes down to the goal, will the grunt follow orders?

It might be handled something like the old AH Squad leader game.

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In the end, Murphy will rule
 
Bart Simpson is sleeping with your Wife?

I was paying attention to the gulf war (I was part of our nation's army reserve at the time)

...or so I thought. I don't remember that line.

yeah.. moral is thorny issue.

How about this? mentioned on the other striker thread.

Rules for characters?

This may come up a lot from me since it represents the bulk of my recent strategy gaming addiction... I mean experience, but in Warhammer:

They have a combat system that is unit versus unit. (squad sized) heck a tourney 'army' (commanded by a Colonel no less! who you use at the front because he's the meanest Imperial Guardsman you have... o_O) has barely the numbers of a reinforced platoon. er.. anyway Squad vs. Squad but with allowances for independant characters, that would allow Mark and his friends to feel their PC's were a real part of the action.

I'm sure something similar. special rules for leaders, one man units and other 'characters' I doubt would be hard.
 
The cost of minatures, and to get a company to produce minatures for the game would be prohibitive, unless you use minatures from other sources. $200 for minatures for me is too much at this time. Counters can be printed out easily enough. They can be replaced by minatures later when we get rich. ;)
Ideally, the base unit would be a squad or fire team averaging 4 troops, covering 3 to 6. Individuals would be combat effective, and individual vehicles would be represented.

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In the end, Murphy will rule
 
There are lots of good ranges of miniatures out there which can be pressed into service. Anything from "other" Science Fiction ranges, to WWI, or even American Civil War can be pressed into use. With a tiny bit of conversion and the right paint job, even earlier ranges can be used...

_Writing_ miniatures rules is no big deal either: you find a few sets you like, and steal bits! The first couple of editions of Striker are a good start. Other GDW rules sets are another good source, since Frank Chadwick, in particular, has a distinct style that carries across from one set to another.

Most WWII, or better yet, post WWII rules can be converted into SF rules without too much drama. Artillery is artillery, tanks are tanks, and grav vehicles are basically helicopters with armour!

Alan Bradley
 
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