Fireteams in Stargrunt II
Introduction
These rules model fireteams in Stargrunt II, providing a further level of detail and creating more maneuver elements without increasing the number of figures needed.
The intention of these rules is to provide more maneuver units for smaller battles, like those involving a single platoon or a reinforced platoon.
Overview
There is a lot of verbiage in these rules for what is essentially a simple concept.
Fireteams are modeled by subdividing squads into two or more elements. Each element as an independent unit for the purposes of movement, combat and suppression, while the squad still exists for the purpose of activation, confidence, quality and panic.
Fireteams must maintain unit integrity as defined in the rules. Fireteams within a squad must also be within a certain distance from the squad leader, or a communications roll is necessary to give them actions.
When the squad is activated, the squad leader receives 2 actions. The squad leader uses an action or transfers the action to the fireteams, which activates all the fireteams in a squad. The squad leader can tag along with a fireteam—both for movement and for combat—so that moving the leader will not use up an activation by the leader alone.
Reaction and Confidence tests use the squad's leadership level and quality. Fireteams make Reaction tests, the squad as a whole makes Confidence tests. Suppression applies to fireteams, Panic applies to the squad.
It is typically only infantry squads that break down into fireteams. If both players agree, other units—heavy weapon support squads, for instance—can be split into fireteams at the beginning of the game.
In the rest of these rules, the term "unit" applies to the fireteams' parent unit, ie. the squad.
Organization
Divide a Stargrunt II unit into two or more fireteams of at least two figures.
Here are modern example of fireteam organizations:
- UK Infantry Section: Two teams of 4 soldiers each. The section leader also leads a fireteam.
- US Army Squad: Two teams of 4 soldiers each and a separate squad leader.
- US Marine Corps Squad: Three teams of 4 soldiers each and a separate squad leader.
- Canadian Mechanized Rifle Section: One team of 3 soldiers including squad leader, one team of 4 soldiers, and one LAV 6.0 crew consisting of 3 soldiers—crew commander, gunner, driver. (Aside: In the Canadian Armed Forces a pair of soldiers makes up a "fireteam", while what other nations call a fireteam is called a "group".)
In addition, the Phalon rules organize their squads into three fireteams of three soldiers each, with the squad leader also leading a fireteam.
Fireteams are not required to have the same number of figures. The following organization is legal per the rules: a 12-soldier squad with a separate squad leader, a fireteam acting as a base element with 4 soldiers (including a machine gun), and a fireteam acting as a maneuver element of 7 soldiers.
A fireteam must have at least 2 figures. This requirement does not include the squad leader, who can be part of a fireteam or operate independently.
Option: Squads of Untrained quality cannot form fireteams.
Squad Leader
Each squad, per the Stargrunt II rules, has a squad leader. The squad leader can belong to a fireteam or operate on their own. When operating on their own, the squad leader receives two actions just like the fireteams. (See Squad and Fireteam Activation and Actions for how squad leaders function with fireteams.)
When a squad leader dies or becomes incapacitated, the standard rules are used to determine the squad leader's replacement.
Fireteam Leader
Each fireteam has a fireteam leader. The fireteam leader does not have to be modeled. An injured or killed fireteam leader is immediately replaced by another figure in the fireteam without taking a Reorganise action.
Quality and Leadership
Quality and leadership are still modeled at the squad level.
The squad as a whole is considered Untrained, Green, Regular, Veteran, or Elite, with that quality applying to all of that squad's fireteams.
The leadership value of the squad is that of the squad leader. As per the standard Stargrunt II rules, the quality can change if the squad leader becomes a casualty. Unit quality does not change when a fireteam leader is killed or incapacitated unless that fireteam leader is also the squad leader.
(Unit quality does not change if a squad leader is killed using this site's alternative fast-play casualty determination rules. See the unit leader replacement optional rule in the Casualty Determination – A "Quick and Dirty" Alternative rules modifications page.)
Confidence Markers
Confidence is tracked at the unit level (more on this later), so a squad only has one confidence marker (not one per fireteam).
Suppression and In Position Markers
Suppression and In Position markers are tracked at the fireteam level.
Panic Markers
Panic is tracked at the unit level.
Marker Placement
Place the quality and confidence markers, and any panic markers, beside the squad leader.
Place suppression and in position markers beside the fireteam.
Fireteam and Squad Integrity
All the figures in a fireteam must maintain unit integrity with other figures in the fireteam per the standard Stargrunt II rules: they must all be within a circular area 6" in diameter, or they must all be within 2" of another figure in the fireteam. This is called fireteam integrity.
The fireteams in a squad must maintain integrity with the squad leader. Each fireteam must be within one range band of the squad leader. This distance is measured from any one figure in a fireteam to the squad leader. This is called squad integrity.
For example, for a Green squad with two fireteams, each fireteam must maintain a range of no more than 6" from the squad leader. For a Veteran squad with three fireteams, each fireteam must maintain a range of no more than 10" from the squad leader.
Effects of Being Outside Squad Integrity
The squad leader transfers actions to fireteams (see Squad and Fireteam Activation and Actions). That transfer is automatic while the fireteam is within squad integrity range, but it requires a communication roll if outside of squad integrity range.
Restoring Integrity Within a Fireteam
A fireteam that has figures out of fireteam integrity must either take a Reorganise action as its first action of an activation to bring the the fireteam back into integrity, or it must make a Move action as its first action.
If using a Move action, the figures must end the action within fireteam integrity if at all possible. Also, no figure in the fireteam may exceed the team's movement distance based on terrain. Keep this in mind when moving the figures around to bring them back into integrity.
The advantage of using a Move action to reorganise is that the fireteam can shift position along with bringing all figures into integrity range. The advantage of using the Reorganise action is that it does not trigger reaction fire or overwatch (if using such a rule), and can be done while treating wounded.
Restoring Integrity Between a Fireteam and a Squad Leader
The only way to restore integrity between a fireteam and a squad leader is to activate and move the fireteam and/or activate and move the squad leader. Squad integrity is not restored through a Reorganise action.
To activate a fireteam that is out of integrity range of the squad leader, make a communication roll. If the squad leader is within LOS of the fireteam, there is no modifier to the communication roll. If the squad leader is not within LOS of the fireteam, modify the communication roll by -1. A failure to activate a fireteam is described below.
A squad leader can use a Move action to bring one fireteam into integrity range even if it is attached to a different fireteam. The squad leader would be positioned within squad integrity range of the one fireteam while moving the other fireteam.
Squad and Fireteam Activation and Actions
When a squad is activated, it is actually the squad leader that receives two actions, not the squad.
The squad leader transfers actions to the fireteams, but squad leader transfer actions are handled a bit differently than transfers by higher level leaders (i.e. company commanders to platoon leaders, and platoon leaders to squads).
Also, the squad leader can participate in certain fireteam actions.
Squad Leader Transfer Actions
When a squad leader conducts a Transfer action, all of the squad's fireteams receive an action. For instanice, if a squad has 3 fireteams, a single Transfer Action by the squad leader gives all 3 fireteams one action.
Here is a list of the ways you can spend a unit's two actions:
- Transfer one action to the fireteams. Activate the fireteams one at a time, conducting one action per activation. You can activate the fireteams in any order. Then, transfer the remaining action to the fireteams. Activate the fireteams one at a time, conducting one action per activation. You can activate the fireteams in any order.
- Transfer both actions to the fireteams. (This is necessary for a fireteam to take part in close combat.) Activate one fireteam and conduct two actions with it. Activate another fireteam, and conduct two actions with that fireteam. Repeat until you have activated all of your fireteams and conducted two actions with them.
- Transfer one action to all fireteams in the squad. Activate the fireteams one at a time, conducting one action per activation. Activate the fireteams in any order. Spend the one remaining action on an action conducted solely by the squad leader.
- Spend one action on an action conducted solely by the squad leader. Then, transfer the one remaining action to all fireteams in the squad. Activate the fireteams one at a time, conducting one action per activation.
- Spend both actions on actions conducted solely by the squad leader.
Example: The NAC player activates a squad and transfers one of the squad leader's actions to the squad's two fireteams. The player activates one fireteam and resolves the action, then activates the second fireteam and resolves the action. The player transfers a second action to the fireteams, resolving the second fireteam's action first this time and then resolving the first fireteam's action.
Play moves to the Phalon player. The Phalon player transfers both actions to the squad's fireteams at once. The Phalon player enters into close combat with fireteam 1. The player then activates fireteam 2 and resolves two actions. Finally, the player activates fireteam 3 and resolves two actions.
Note that the Phalon player (or any player with a squad that has three or more fireteams) could not resolve both actions for fireteam 1, then one action for fireteam 2, one action for fireteam 3, then one action for fireteam 2, and one action for fireteam 3. That juggling of actions is not allowed when both actions are transferred to fireteams at one time.
Squad Leader Transfer Actions and Squad Integrity
Transfer actions happen automatically if a fireteam is within squad integrity range. If the fireteam is outside of squad integrity range, the transfer requires a communication test. If the test fails, the fireteam does not receive the action. In the case of two actions transferred at one time, a failed communication roll means that the fireteam receives neither of the actions.
Whole Unit Activations
You can conduct an action with all the fireteams in the squad simultaneously. In this case, you are essentially activating the entire squad as you would in regular Stargrunt II play.
When activating all fireteams in a squad for a combined "whole squad" activation, all of the fireteams must conduct the same action at the same time, or no action at all.
A unit must use both actions as a "whole squad" activation, or use one action as a "whole squad" activation and the other action for squad leader-only actions. A unit cannot use one action for a "whole unit" activation and another action to activate the fireteams individually in order to do their own thing.
See Suppression, below, for how Suppression markers affect whole-unit actions.
If one action will be used to activate the whole unit and the other action will be used to conduct squad leader-only actions, the player can choose the order in which these actions are resolved.
Example: The NAC player activates a squad and transfers one of the squad leader's actions to the squad's two fireteams. The player activates all the fireteams simultaneously, and conducts a Fire action with the fireteams, combining their firepower into one value. The player can then use the final action to activate the entire squad for a "whole unit" move action, or use the action to conduct a squad-leader only action.
Fireteam Actions
Fireteams conduct Move, Fire (all types), Close Assault, Reorganise, Communicate, Observe, and Remove Suppression actions.
Fireteams do not conduct Rally Unit or Form Detached Element actions.
Squad Leader Actions
Squad leaders can conduct any action, including Rally Unit and Form Detached Element.
Squad Leader Action Participation with Fireteams
A squad leader can take part in Move, Fire, and Close Combat actions conducted by a fireteam. This participation is free; it counts as a fireteam action, not a squad leader action. The squad leader is essentially part of the fireteam for that action.
The squad leader must be within fireteam integrity range to participate in any kind of combat with a fireteam.
The squad leader must be within squad integrity range to move with a fireteam.
A squad leader can only participate with one fireteam per turn, and must conduct the same action as the fireteam.
A squad leader is considered part of the fireteam when the fireteam is activated and the player announces that the squad leader is with that fireteam. This status remains only for as long as it takes to resolve the squad's actions for the current activation. (This is to avoid having to remember the disposition of squad leaders between activastions).
For all other purposes, and for the rest of the turn, a squad leader is considered to be part of the nearest fireteam unless otherwise stated. This includes—but is not limited to—resolving casualties, suppression, target priority, etc. There are edge cases that will require some common sense. A squad leader on the third floor of a building that is within 2" of a fireteam outside a building and 4" of a fireteam on the same floor is clearly with the fireteam on the same floor inside the building. If the two fireteams are equidistant away or there is some quesition as to the squad leader's fireteam, roll a die.
Example: The NAC player activates a squad with 2 fireteams. The player transfers one action to both fireteams. The player activates fireteam 1 and conducts a Fire action. The squad leader is within fireteam integrity of fireteam 1 and takes part in the Fire action. The player activates fireteam 2 and moves it closer to fireteam 1. The player transfers the second action to both fireteams. The player activates fireteam 2 first and moves it. Even though the squad leader happens to be within squad integrity of fireteam 2, the squad leader may not accompany fireteam 2 as the squad leader is attached to fireteam 1 for this action. After moving fireteam 2, the player moves fireteam 1 for its second action and moves the squad leader with it.
Reorganising a Squad
A squad leader can perform a Reorganise action to move figures from one fireteam to another.
It takes one action to move any number of figures between two or more fireteams if all the fireteams involved are within fireteam integrity range of each other (not necessarily the squad leader).
It takes two Reorganise actions to move any number of figures between two or more fireteams if the fireteams are within squad integrity range but not within fireteam integrity range.
A fireteam may not participate in the reorganising of fireteams if it is outside of squad integrity range.
Forming a Detached Element
One of the advantages of fireteams is that they can operate semi-independently without using an action to form them. It's not likely that you will use the Form Detached Element action very much, if at all. However, the option is still there and here's how to do it.
A squad leader can conduct a Form Detached Element action. The detached element can be formed from any fireteam or fireteams. Like reorganising a squad, forming a detachment takes one action if all of the figures in a detached element come from one fireteam or two or more fireteams within fireteam integrity. Forming a detachment takes two actions if the figures come from two or more fireteams outside of fireteam integrity range of each other but within squad integrity range.
Combat Considerations
Fireteams can conduct Fire combat on their own, with firepower dice and support weapon dice coming from the fireteam alone.
Two or more fireteams can participate in the same Fire combat, combining their firepower and support dice, but it must be with a whole-unit activation.
Two or more fireteams can attack the same target during the same turn. Per the Stargrunt II rules, each figure in a unit may only participate in combat once per activation. However, two separate fireteams can fire at the same target during the same turn. The advantage of firing on a target with two individual fireteams is that it can lead to a target receiving two suppression markers with one activation. The advantage of firing on a target with a single "whole unit" attack is that the attack has greater firepower and (possibly) multiple support weapon dice.
Concentrating Fire
Attackers can only concentrate fire on a single enemy fireteam at a time. Exception: if figures from two or more enemy fireteams—even those in different squads!—are within fireteam integrity range of each other (2" apart, or all the figures are within a 6" diameter circle), they can be shot at as if they were a single target. The results apply to figures of this combined target: casualties apply to any of the figures, and suppression applies to all fireteams present. If there is a difference in range bands between two or more fireteams of the same combined target, use the furthest range band.
Suppression
Suppression applies to individual fireteams, not the squad as a whole.
Fireteams can spend an action conducting a Remove Suppression action, as that is an action performed by the fireteam leader.
A squad leader can spend an action to conduct a Remove Suppression action. This action applies to all fireteams belonging to the squad and within squad integrity range. In this way a squad leader can remove multiple suppression markers at once, but only ever one suppression marker per fireteam.
Per the rules as written, a squad can move without first removing a suppression marker if they make a Confidence Test. This same rule applies to fireteams.
If two or more fireteams conduct a Move action as part of a whole-unit activation without first spending an action to remove In Position, a roll must be made for each fireteam. If one fireteam failed the roll, all fireteams in that whole-unit activation must remain in place as though they all failed the Reaction test; this applies even if the other fireteam(s) are not In Position.
A squad leader is suppressed when the nearest fireteam is suppressed. If a suppressed fireteam and an unsuppressed fireteam are equal distances away, the squad leader remains unsuppressed. Exception: If a squad leader is acting with a fireteam and that fireteam is suppressed during its own adctivation due to Overwatch or other circumstances, the squad leader is also supporessed even if another fireteam is closer.
Example: A NAC squad leader is within squad integrity range of all the fireteams in that squad. Fireteam 1 is 2" away from the squad leader, and fireteam 2 is 3" away. Fireteam 1 is suppressed by fire. The squad leader is also considered suppressed. If instead it was fireteam 2 that was suppressed, the squad leader would not suppressed.
Confidence and Reaction
Confidence tests are made at the squad level for the entire unit. Reaction tests are made by individual fireteams. Panic applies to the entire unit.
The modifier for cumulative casualties is based on the total casualties suffered by the squad, not the fireteam.
Confidence Tests
The THREAT LEVELS FOR CONFIDENCE TESTS table is modified as follows:
CONDITION | Motivation | ||
---|---|---|---|
LOW | MED | HIGH | |
FIRST time any fireteam in a unit is SUPPRESSED by fire | 2 | 1 | NTR |
Unit takes casualties from fire | 2 | 1 | NTR |
Unit takes MORE casualties in one attack than it has surviving members afterward | 4 | 3 | 1 |
Unit loses a fireteam to casualties | 4 | 3 | 1 |
Unit leader (NOT fireteam leader) becomes casualty | 4 | 3 | 2 |
Unit is under Artillery or Aerospace attack | +1 | +1 | +0 |
For each currently UNTREATED CASUALTY in unit | +1 | +0 | NTR |
Unit is forced to ABANDON WOUNDED | +3 | +2 | +1 |
Reaction Tests
Reaction tests apply as per the Stargrunt II rules, only they apply to individual fireteams.
A Reaction test is take as soon as required. Roll Quality die for the squad. The roll must exceed the Leadership Value of the squad + the Threat Level for the fireteam to pass the test.
The THREAT LEVELS FOR REACTION TESTS table is modified as follows:
THREAT LEVELS FOR REACTION TESTS
Fireteam attempts to go IN POSITION while in OPEN | 2 |
Fireteam attempts to go IN POSITION while IN COVER | 0 |
Fireteam attempts to MOVE without removing IP marker first | 2 |
Fireteam in a SHAKEN unit attempts to leave cover and advance | 2 |
Panic
Panic works as per the regular rules. Panic applies to the entire unit. When one fireteam runs into a situation that calls for a panic test, the test applies to the entire unit. Panic has a habit of spreading.
Last Stand
The Last Stand test is made for the entire unit. The rule that a unit must be further than 12" away from another friendly unit to make a Last Stand test still holds.