- 1 Regiment Creation
- 2 Strategic Rules
- 3 Tactical Rules
- 4 Erratta and Addenda
- 5 Fighting Northern Guard Regiments
- 6 Fighting Allied Southern Regiments
- 7 See Also
Regiments will be constructed with monetary limitations, not Threat Value (TV) limitations. Each regiment shall have an initial investment of $40 M marks or dinars, whichever suits their character. Only Northern, Southern, or Paxton Security formations will be accepted. Check out the books, the Heavy Gear Resources provided to us by Jester, or ask around if you need the cost on something.
The availability of units is based on the "Max Number on Field" number associated with each unit. Players are not allowed to purchase more of a given unit that is allowed. However, a few of the availabilities have been adjusted for the purposes of this game. Those availability changes are listed below.
Any vehicle produced by Paxton Arms (Outside of prototype units and the Black Wind) may be purchased by either North or South. Any civilian vehicle may be purchased by either North or South.
Every Regiment will start with 1 Elite, 15 Veterans and 20 Green. All remaining troops are Qualified.
- Spending a Veteran slot on an Infantry squad allows the creation of 10 Veteran infantrymen. These may be separated into smaller groups as desired. This also applies to Green troops. Green, Veteran and Qualified troops may not be mixed in the same squad.
Both poles may purchase:
- Any Terranovan Drones: Wasps, Ovnis (which are now much less expensive), Fire Eggs, etc, etc.
- Any Badlands vehicle in Mass or Limited Production.
- Springers, Antelopes, Elans, Camels
Vehicle variants must be approved and then made public knowledge on the Wiki. Only minor and sensible changes will be allowed.
- A typical change will be a personnel transport into a cargo transport, or vice versa. As a general rule, a single passenger turns into 2m^3, and a tonne of vehicle bay turns into 6m^3. By this rule, transport vehicles can be made to ship cargo, vehicles or infantry. Converting between such purposes requires a technician, and it may only be done once per turn.
- Badger/Sneak: Add 2 Stealth, +1 Sensors. (Published Upgrade.)
- Dak: Light attack helicopter, the North analogue to the Varis. (New Unit.)
- Goliath/AWACS: ECM 5/ECCM 5 Goliath. (Published Upgrade.)
- Naga/Skirmisher: Remove 1 ATM/4 launcher, add 1 AGM/6 launcher, upgrade TD/1 to TD/3. (Published Upgrade.)
- Visigoth/Arian: MAG-equipped version of the Visigoth/Vandal. (New Unit.)
- Barnaby/Loader: Heavy cargo transport, the South analogue to the Behemoth/Ammo Loader. (Savant-approved Upgrade.)
- Elan/Observer: Upgrade Comm to 0/15. (Published Upgrade.)
- Badlands Floater/Spotter: Remove 1 LRP/32, add ECCM/2. (Published Upgrade.)
- Troop Transport Truck: Five Ton truck modified to carry troops.
- Sensor Tower (Size 5, 1 Action, 15 Armour, +1/4 Sensors, +1/10 Comms, HEP Desert, Backup Comms, Tool Arm (2), No Engine): $35,600.
- Heavy Gun Carriage (Size 14, No Crew, 14 Armour, +1FC, No Sensors/Comms/Engine, HEP Desert, Shielded Weapons, HFG w/ 12 shots): $559,821
- Heavy Artillery Carriage (Size 14, No Crew, 14 Armour, +0FC, No Sensors/Comms/Engine, HEP Desert, Shielded Weapons, MAG w/ 6 shots): $493,821
- Carriage Towing Truck (Size 5, 1 Action, 10 Armour, No Sensors, 0/10 Comms, Triple Towing, HEP Desert): $32,000
Infantry and Specialists
Infantry units are priced at about 250 times their Threat Value. The cost of common infantry units and their TVs are listed below. If you do not see the unit you want to field, tell me and I will cost out your desired unit. Only Qualified infantry units should be purchased, unless you use one of your Veteran or Rookie slots for an infantry unit (in which case, you must spend the modified cost for these units, then use the Veteran/Rookie slot for that unit).
Technicians must be purchased if you want your vehicles to be repaired between engagements. The basic costs decided are included below. Technicians generate Labor Points which are used to repair damaged vehicles. The rules for repair are included below also. Veteran Technicians may be purchased without them counting against your Veteran slots.
- Strategic Campaign/Strategic Consolidation
- Rookie Technician: $2500, 25 TV each
- Qualified Technician: $5000, 50 TV each
- Veteran Technician: $10000, 100 TV each
Medics are purchased at the same rate as Technicians. Artillery crew, sappers, and combat engineers are purchased as specialized infantry, using the Infantry TVs and Unit Costs rules.
The Strategic Rules of this campaign will be made using a bit of common sense and a bit of number crunching, since there is nothing provided by DP9 to facilitate movement across a strategic map. This, in effect, proposes a new Strategic Scale for the game, which can be used in combination with the Skirmish and Tactical scales.
- Strategic Hex: 50km
- Strategic Turn: 1 week
The Strategic Turn proceeds in four phases:
- Strategic Initiative
- Strategic Supply
- Strategic Movement
- Strategic Engagement
- Strategic Consolidation
Each Strategic Phase begins with a Leadership test from the overall commanders of each Regiment in play. This roll provides two things: a pool of Tactical Command Points from which all combats during the round will have to draw, and turn order. The initiative sequence will proceed as normal for Silhouette, with the caveat that a given Regimental Commander may choose to move all, some, or none of his Regiment, choosing to hold their movement for later phases.
Armies require munitions, fuel, food, water and other essentials of life in order to operate and conduct the business of war. These essentials are manufactured in City States and shipped to combat Elements via logistical vehicles. Any break in that chain can have disastrous results for the army at war, whereas a fast and responsive Supply chain allows for greater strategic manoeuvrability. In game terms, every combat Element must connect itself to a City State with an unbroken chain of operating Logistical Elements.
Every cubic meter of Cargo Bay that a vehicle has is capable of supporting 1 Size point of vehicle - the logistics truck itself does not need to worry about Supply. This Supply may have to be ferried between several Logistical Elements in order to make it to the Combat Element it is supplying, which is acceptable so long as the sum total of the Deployment Ranges of those logistical vehicles is capable of making the trip. Supply chains may be junctioned out into a tree formation by the construction of Permanent Supply Depots (PSDs) - this will allow easier consolidation into large transport vehicles and reduce the strain on a Supply network. It also helps to protect the network.
Cutting off Supply is not easy. If you force your enemy to flee from an Engagement and choose to pursue them, the next engagement must have at least 1/2 of the defenders' Logistical vehicles on the map. This is the best and only way to destroy logistical elements.
Any unsupported combat vehicle suffers an irreparable Light Damage per Strategic turn. This damage can only be repaired when the vehicle is back in supply and at a Garage. As a modifier to the damage chart, a Crew Stunned damage shall be translated to a -1 MP Movement damage for purposes of being out of supply.
Moving Elements leave a Supply Depot (not a PSD) in their wake. This Depot, situated at the position held by the unit in the turn before, is the Elements' logistical lifeline and represents the consolidation point for Logistical vehicles supplying the Element. It moves with the Element, and that Element may choose to leave some of its combat forces back at the Depot as a security force - that security force moves with the Supply Depot.
Supply Depots occupy the last position that the Element held if at all possible. However, in close proximity to the enemy, the Supply Depot can be positioned anywhere on the map so long as it does not break the logistical chain of supply between the Element and a supporting City-State.
This Depot is vulnerable to enemy attack - alone, it is simply destroyed if engaged by the enemy. If there is a security force present, the Supply Depot is destroyed if that security force retreats from an Engagement at the Depot. On its own the Depot provides no bonus to the defending forces - on the contrary, any engagement at the Depot is automatically an Encirclement. Some players may choose to build defences with engineering vehicles, however. This hardening of the Supply Depot makes it into a permanent feature, a PSD. This is nothing but a fortress with ample facilities for field storage of Supply.
If a Depot is destroyed, the attached Element suffers 1d6 Light Damages per turn for every 20 size points, rounding down, just as if those vehicles had lost their Logistical trucks. The Element also does not replenish ammunition between battles. This situation continues until the Element returns to a friendly (or captured) community, or another allied Supply Depot.
Aircraft are a tricky sort of logistics to run; they operate slightly differently from regular Supply functions. To be brief, the Supply Depot of an aircraft does not move, limiting the movement of the attached combat Element to a single strategic move. Aircraft can only advance beyond this point if they happen to land at a friendly airfield; this allows them to move their Supply Depot forward and advance again. This means that ground forces must first capture or build an airfield before an aircraft can use it to advance forward.
Movement is determined primarily by the Deployment Range of the Supply vehicles supporting the combat element. The smallest Deployment Range is to be used if there is a mixed group of supply vehicles. That's it!
Combat, everyone's favourite. Any enemy force within half of the Deployment Range of the longest-ranged combat vehicle within a given Element will be revealed. An example is provided below to clarify. Once so revealed, any vehicle or unit within the element which is in half-Deployment Range of the enemy may choose to engage or not, as per the rules found in the Strategic Engagement Section.
Engineering units may construct defencive works and other buildings during this phase. Additionally, combat units may take a small movement during this phase in order to consolidate, repair, and recover from battle.
- Strategic Campaign/Strategic Consolidation
- Strategic Campaign/Weapon List
- Strategic Campaign/Ammo Costs
- Strategic Campaign/Money
Permanent Supply Depots
Players may decide, if they wish, to create permanent Supply Depots. This requires 1000TV of engineering work. A permanent Supply Depot may be used as an allied Supply Depot to replenish Elements whose own Depots have been destroyed.
Every strategic turn, every combat element that has seen action may nominate 2 vehicles or 20 infantrymen to go from Green to Qualified, 1 vehicle or 10 infantrymen to be promoted from Qualified to Veteran, or they may choose 1 Veteran vehicle or 10 Veteran infantrymen to gain 1 Elite token. Any vehicle or infantryman with 5 Elite tokens is promoted from Veteran to Elite.
Every strategic turn, so long as the Regiment has conducted Engineering projects that turn, 2 Engineering vehicles or 20 Infantry Engineers may be promoted from Green to Qualified, 1 vehicle or 10 infantrymen to be promoted from Qualified to Veteran, or they may choose 1 Veteran vehicle or 10 Veteran Infantrymen to gain 1 Elite token. Any vehicle or infantryman with 5 Elite tokens is promoted from Veteran to Elite.
Every strategic turn, of the Logistics elements that have moved, 2 Engineering vehicles may be promoted from Green to Qualified, 1 vehicle to be promoted from Qualified to Veteran, or they may choose 1 Veteran vehicle to gain 1 Elite token. Any vehicle with 5 Elite tokens is promoted from Veteran to Elite.
Tactical engagements will be fought with the basic 3rd Edition Tactical rules. All damages should be recorded as they will have to be repaired at base. It may also be a good idea to field a few recovery vehicles in order to salvage immobile vehicles, or claim salvage from enemy units - these will turn into supply points, allowing units to live off of the land instead of their own supply train.
Tactical House Rules
- Communication Wire may be laid in a tactical scenario by use of an engineering vehicle on the field. That engineering vehicle cannot be used strategically that turn, but instead may lay a number of kilometres of wire equal to its Size during the engagement.
- Units with a Counter-Battery Sensor use it as follows: if an indirect fire round of any type lands within one kilometre (20 hexes) of the CBS-equipped unit, on that unit's activation, it may "attack" the unit that fired the shot with their Counter-Battery Sensor as a "weapon". The CBS has a weapon base range of the unit's sensor range multiplied by the rating of the CBS, but usually 10 kilometers (BR 200). If the firing platform is not visible, it must tell the CBS what range band (for the CBS) it is in. The CBS platform then rolls its "attack" using its EW skill, Acc+0. The firing platform defends normally, as if it were an attack, but this "attack" does not count toward MAP or give the firing platform a MAP. A successful attack gives the CBS unit the precise location the shot originated from, and a single free action to either use Communications to communicate that location or fire a indirect fire weapon of its own at that position.
Erratta and Addenda
Infantry squads may no longer be purchased at any level other than Qualified. Veterancy slots must be spent on them just as any other unit.
- Infantry squads promoted from Qualified to Veteran gain Heavy Flak armour for free.
- Infantry squads promoted from Veteran to Elite gain Turtleshell armour for free.
Fighting Northern Guard Regiments
- 91st Northern Guard Combined Arms Regiment, the "Warpigs", Colonel Zucco Marcus, Commanding.