The Ground Combat Round

A round in ground combat is defined more strictly than during naval combat. Each participating faction during a battle will get a turn in which it takes all the actions it desires (multiple people can NOT  play forces for faction, once troops are landed by Naval Commanders they fall under control of whoever the faction has determined to be their ground commander for the battle), and then they state that they are done and the next faction repeats the process. During a combat round units get two actions: a movement and a firing action. These can be taken in any order (in fact, it is legal t o have one group of units fire, then move, while another group of units moves, then fires), and the units themselves can go in any order (for example: "Unit A fires, unit B moves, unit B fires, unit A moves" would be legal if one faction controlled both A and B).

Maps in Ground Combat:

The map for ground combat is a square, using a coordinate system (The board game Battleship is something for you all to compare it to). There will be 20 squares on each side, a total size of a square kilometer. Squares are also colored or t extured to indicate the type of terrain within it (and a single square will never have mixed types of terrain).

The map will be made by the Ground Combat Op, approved by the Sim Leaders and then distributed to all those that request it, so that both sides have time to plan. If a map can not be completed in time for the battle, the Ground Combat Op will substitute a generic map for the garrison in question. During combat, positions will be given by the letter and number of the location of the unit. Moving (or shooting) across the diagonals is allowed. It is NOT possible to specify a unit\rquote s position within a square.

Movement:

Each unit has a movement rating that denotes the # of squares that it can traverse in one turn. Certain terrain effects on a map can ef fect the amount a unit can travel (effecting it by a certain percentage) For example, if a unit with a repulsor lift enters a light forest, his move is at 50% (meaning that if he had a move of 5 he now has a move of 4.5). When counting movement you never round the number. Afterall, in one turn it means nothing, but in 2, you get to move an extra square (since you were halfway through one square to begin the 2nd turn).

The terrain effects are as follows:

Unit Type: Flat Plain Light Forest Heavy Forest Hills/Mountains Rivers/Waters
Infantry 100% 100% 100% 100% 50%
Walkers 100% 100% 50% 25% 25%
Wheeled 100% 75% 50% 25% 25% / 0%*
Repulsor Lift 100% 75% 75% 75% 100%
*Note: Wheeled Vehicles are only permitted to cross bodies of water, they can not move along them. Additionally, they may only cross if the body of water in question is 2 or less squares to the other side at the point it is attempting to cross.

Ground Unit to Ground Unit Combat:

This is a list of all the Ground Units for every faction (including Neutrals), listing the specific attributes for each one.

*Note: These ratings are for one, individual unit.

Galactic Republic


Troop Type Attack Strength Attack Range Hit Points Unit Designation:
Droid Infantry 1.5 1 2 Infanrty
Droid Speeder 3 2 10 Repulsor Lift
AT-PT 5 2 25 Walker
Chariot Battle Tank 15 3 30 Repulsor Lift
Battle Tank 25 3 75 Wheeled
Republic Walker 35 4 125 Walker

The Sith Empire


Troop Type Attack Strength Attack Range Hit Points Unit Designation:
Sith Warrior 2 0* 5 Infantry
Personal Body Suit 5 1 25 Infiantry/Walker**
Tank Droid 15 3 30 Wheeled
Dark Wings 25 4 70 Repulsor Lift
Sith Battle Crawler 40 3 100 Wheeled

*Note: Since the Sith Warrior uses a lightsaber in combat, they must be in the same square as its target.
**Note: This unit is controlled by an Infantry man inside the suit, but the suit itself is a walker, and will follow rules for Walkers.

Each unit has a specific Attack strength. This is the amount of damage a single unit can do with one shot. To find the combined attack strength of a ground of units multiply the attack strength by the amount of units you have. The number you come out with is the combined attack strength of the group, or the amount of damage this single group can do to another group of enemy units. Hit points are the amount of damage a single unit can take before it is declared dead or destroyed. You can find the HP for a group of units by multiplying the hit points for an individual unit by the amount of that type of unit you control. Units also have an Attack Range, or the amount of s quares away they can attack another unit. Keep in mind, TERRAIN TYPES DO NOT INPACT AN ATTACK RANGE. If an attack range is 5, it is 5 regardless of the terrain either unit-taking place in the combat is in.

The actual combat part is relitivily simple. You take the Group Attack Strength (GAS) divide by the hit point value of the defending enemy unit. For example:

One Droid Infantry's Stats (AS=1.5, HP=2)

500 Droid Infantry's Stats (AS=750, HP=1000)

One Tank Droid's Stats (AS=15, HP=30)

20 Tank Droid's Stats (AS=30, HP=600)

The Stormtroopers attack doing 750 DP to the Tank Droids. 750 (damage done) divided by 30 (Walker HP) is 25. This means 25 walkers are killed. Since there were only 20 to begin with are are killed.

Please keep in mind, YOU MAY ONLY GROUP UNITS OF THE SAME TYPE. You can break up units of the same type into several different groups, but you may not have 2 unit types in the same grouping.

Air Unit to Ground Unit Combat:

Fighters add another element to ground combat. Fighters are only allowed one action in ground combat, strafing of ground units. Each fighter has the same attack rating; we do not want to differentiate between laser cannon powers on individual star fighter types, so for our purposes each fighter has an attack rating of 5. Fighters are only allowed to be grouped in-groups of 12. So a default GAS for a Fighter squadron is 60. Movement and Ranges for fighters are different from that of regular ground troops. We are assuming that fighters can move extremely fast, so they can move up to 2 squares a turn. Down side is they may only attack units in their square. It is legal for fighters to enter a square, fire, and then leave and move to another square, where they remain until the next turn. We can this irregular movement because we assume that fighters are in a constant state of motion, remaining at the same place until the next turn is just a technicality of turn based combat.
 

Victory Conditions:

In almost all cases, battles will be fought for control of garrisons and capital ships, and those conditions will be specifically discussed here.

For Planetary Conquest:

A normal garrison occupation has two primary goals: secure the command center of a garrison, and capture the power generator. Without those, the enemy will be unable to co ordinate any forces left on the planet. There are two options which will give the offensive side victory: either destroy or secure the facilities. To secure these facilities, one very specific condition must be met. 1) Eliminate enemy forces within the bui lding. It is assumed that 25 standard infantry troops (AS-1 DF-2) are stationed in each building. You must eliminate these forces to capture the building. Only Infantry units can enter any given building.

It is also possible to destroy these buildings. A Command Center has 5000 Hit Points and a Power Generator has 4000 Hit points, however, if you destroy these buildings, you will have to rebuild them.

Defending forces have the option to retake any of these facilities at any time during the battle. The process for them will work identically to the process used to capture them i n the first place. But a destroyed facility remains destroyed until the battle is declared won. Once both of these buildings have been captured the defense has 4 turns to retake them. If they can not accomplish this within their 4 turns, then victory is given to the attacking side, and all enemy forces have surrendered.

Another way to claim victory is very simple. Eliminate any and all enemy forces on the map. Once this is done, victory can be claimed.

Other Buildings:

Aside from the Command Center and the Power Generator there are 3 other buildings that can be destroyed, or captured. All have a different effect on game play, and they are explained here:

Shield Generator:

Planets with a SDF of 3 or higher will have a Shield Generator.  While this does not produce a shield over the entire planet, it does place a protective bubble over itself, the Command Center and the Power Generator.  This iis to protect from Planetary bombardment early in the battle.  Troops CAN walk through this bubble.  The Generator must either be destroyed (it has 500 hit points) or captured (20 standard infantry troops are located inside).  Once either of these has been accomplished, the garrison is now able to be hit by orbial strikes.

Bunker:

Each Planetary Garrison comes equiped with Three standard bunkers. These bunkers each have 750 Hit Points. These bunkers can each hold 20 Infantry Troops. In the bunker the troops attack strength does not change, but their attack range increses by one. So, if you have a Standard Imperial Stormtrooper, their new Attack Range 2. While in the bunkers the troops hit points also increses by 15 hit points. These bunkers MAY BE STOLEN by the oposition. They must declare that they are entering the bunker with their Infantry Troops, and attacking the troops inside. When all the defending troops inside are killed, the bunker is considered taken over. You may also attack the troops inside from outside the bunker..but just remember, the troops inside each gain an extra 15 hit points. You can also destroy the bunker.

Stationary Gun Emplacements:

There are several types of gun emplacements, they are listed here:
Weapon Type Attack Strength Attack Range Hit Points:
Anti-Infantry Gun 50* 4 500
Anti-Vehicle Gun 100** 4 500
Anti-Air Gun 50*** 4 500
*This Gun may only fire on Infantry type units, and will do no damage to non-infantry units
**This Gun may only fire on Vehicle type units, and will do no damage to non-vehicle units
***This Gun may only fire on Air type units, and will do no damage to non-air units

Guns can be destroyed. Any type of unit may fire on a stationary gun. Stationary guns may also be taken over, and controlled by the opposition durring a battle. If an Attacker states he is sending troops into a Stationary Gun, it is assumed that there are automatically 5 standard infantry troops stationed in the gun (AS-1 HP-2). Only 12 infantry type troops may enter a stationary gun, so the max that an attacker can invade with is 7. When all enemy units in the gun are killed, the gun is assumed taken over, and may be used the players next turn. Also, if the gun is destroyed, and there are men inside it, the do not survive the blast, and are assumed dead.

Stationary Gun Control Center:

This building is the control center for all the statoinary gun emplacements. This building has 7000 hit points because of its importance. It also has 30 standard Infantry troops stationed in it (AS-1 HP-2). This building came be taken over or destroyed, like all buildings. IF destroyed, all gun emplacements on the map are considered disabled. If it is captured, all gun emplacements on the map are now under the control of the side which took over the control center. As with all buildings, they may be reclaimed during the course of the battle.

Orbital Bombardment:

Capital Ships may target a 5 by 5 area of the map for an Orbital Bombardment.  Only Force Pulse Turbolaser type weapons may be fired for Oribal Bombardments.  Multiply the noramal ammount of damage by 10, and that is the ammount of damage done by an orbiral strike.  You can not specify what is it, meaning, everything within that 5 by 5 square will take the ammount of damage done by the stirke.

Boarding Party Combat:

When a ship or station has its systems reduced to 20% or lower troops may board it. (When a ship is at 0% systems it is
disabled and the attacker receives no resistance). To board shuttles must be prepped like fighters. Then the following steps
take place:
Post #1) Transports, shuttles, dropships launch.
Post #2) Transports (etc...) move to enemy ship and begin cutting through hull.
Post #3) Troops on transport attack. hull.Post #3) Troops on transport attack.

Only Infantry troops may participate in Ground Combat on ships. As like normal ground combat, there will be a 20x20 grid map. But these maps have a few slight differences. They have walls and rooms, seeing as that space ships have different rooms in them. Any ammount of troop may occupy any given square at one time. You may not shoot through walls, only the openings in them that are assumed to be doors. The defender declairs his troope starting positions first, then the attacker declairs the point at which his troopes are entering the ship/map. Victory conditions are a bit different. In boarding combat, you MUST eliminate all enemy forces, or bring atleast 10 troops to the bridge..