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"Sci-fi skirmish units: What do you do?" Topic


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Tgunner27 Oct 2012 10:19 a.m. PST

So how do you do them? I'm assuming that your playing a game that organized individual figures into "units" of some type. I use different formations for my different factions but that's mostly to reflect some sort of national preference. It has nothing to do with my tactical preferences.

My USCMCs are organized into pretty conventional "squads" called sections which are split into two "fire teams" called squads and each squad has a MG. Each section also has a senior NCO (the section sergeant) who floats around giving extra support and leadership when needed. Each squad can split into two man fire teams if needed but I usually field each squad as a unit. There are two sections in a platoon with a LT and a platoon sergeant tossed in. If the platoon has APCs then they are assigned in pairs with their own crews and each carry one section.

My "rebel" force from the Republic of Liberty uses squads of six men with three squads in a platoon with a four man command team. The squads can split into fire teams of three. One team is all rifles and the other has the squad's support weapon: either a RPG or a MG.

My insurgents use three to four person "cells" which can form platoons with 4-6 cells and a command cell. Every other cell generally has a support weapon of some sort or can man a heavy weapon.

Vehicle wise I use individual vehicles as a single unit and I might field a section sized (two vehicle) unit in larger fights. In skirmish level games that feels right to me.

So how do you do it in your games?

moonhippie327 Oct 2012 10:44 a.m. PST

It sounds to me like you don't have a workable objective. When it gets down to "you must take" a specific spot in order to win, it is not there. The general rule of thumb is that it takes 3 times the amount of attackers against a reasonably well defended postiion. If you are evenly matched, Then go for a good game until one side or the other can capture the opponents "flag" so to speak.

Angel Barracks27 Oct 2012 10:56 a.m. PST

4 squads of 5 men per side and how ever many vehicles on their own / as the scenario dictates.

Mako1127 Oct 2012 4:16 p.m. PST

Pretty much very similar to modern day tactics, but with much faster vehicle speeds for the armor (just under Mach 1 in level flight, and Mach 3 when dropping in from orbit on their own), more powerful weapons, orbital bombardment naval gunfire support in many cases, spacefighters with atmospheric attack capabilities to provide close-in air support, etc.

You can use troops in squads, mounted either individually, or on fire-team, or squad bases, for easier movement on the tabletop.

moonhippie3 used to be correct, since that was the general concensus in ancient times, many centuries or millenia ago, e.g. Earth's 20th and 21st Centuries, Alpha Cenauri's 35th Century, etc.

However, now, with the advent of the faster, and much more powerful Grav Armor, and other weapons systems, depending upon the tech level, a single Grav Tank or Infantry Fighting Vehicle can take on a platoon or even a whole company of Planetary Defense Force troops or other enemy forces, and win, if they don't have comparable Grav Armor support.

The Topgun, Type 13 Heavy Grav Tank show below has a very powerful plasma cannon, and and Active Armor Defense System (AADS). The latter can fire both offensive and defensive charges, for self-protection, and attacks on infantry, fortifications, and other soft (non-armored) targets. The AADS launchers installed on board the vehicle are a mix of weaponry and defensive systems, and include the following: anti-laser aerosols for defeating beam weapons, beehive rounds for knocking out inbound projectiles and missiles, mortar rounds for attacking targets at range, flechette projectiles for shredding soft targets, smoke, white phosphorous, plasma charges, chem, bio, radiological, and even nuke rounds. Neither the government, nor the vehicle's manufacturer will acknowledge the production of all of the above, but combat reports from the few survivors of attacks on different worlds strongly suggest all of the above are available.


The APCs and IFVs with AADS are also quite powerful in their own right, but don't have the heavy anti-tank weaponry of the tanks' main cannons. They do however mount anti-armor missiles for self-protection, and the occasional opportunity to take out enemy tanks, when it presents itself. See the Topgun, Type 21 Grav APC below:


If you are interested in a free set of rules mods for the above, using the FUBAR system, see the Forge of War Yahoo Group, in the files section, Under Grav Armor Rules. There is a separate sheet for vehicle stats for a number of types of armor as well, e.g. tanks, APCs/IFVs, scouts, tank hunters, etc.

I've created them to go with our Grav Armor, and those of a few other companies as well, e.g. GZG, and Critical Mass, so you can play quick, fun games at the local club, or convention, pitting a platoon or company level force on the tabletop, against another.

The rules and stats are currently geared to tank on tank, and IFV/APC/Scout vehicles, but I will be adding in the offensive AADS rules for other targets, as time permits.

In the interim, you can treat each AADS charge as a medium, or heavy mortar attack on the enemy troops (4FP, 5FP, or even 6FP ratings for the attacks), with a 36" range for 15mm scale battles, when using conventional HE charges. Three attacks are permitted per turn against enemy forces, per vehicle, and these are automatically controlled by the vehicles' computer, to attack any enemy targets in range, if the tank/IFV has a working computer and fire control system.

Somewhere, I've got stats for chem, bio, and nuke warhead attacks too, but just need to find those and get them posted.

Friendly troops are immune from automatic attacks by the AADS, since they wear IFF badges, in order to preclude their coming under fire from their own forces.

Personal logo Dentatus Sponsoring Member of TMP Fezian27 Oct 2012 6:54 p.m. PST

My Sci-Fi skirmish boils down to 10 men per side max, and maybe a light vehicle or drone. Perhaps single power-armor soldier or light mech.

Troop dispositions vary according to scenario and preference, usually squads with support weapon and/or solo leader, sniper, infiltrator, or tech.

I game with 28mm and my battlefield is a 4' x 4', so more gets crowded fast.

Wartopia29 Oct 2012 4:52 a.m. PST

Our basic units are individual vehicle models and infantry teams. The number of figures in a team doesn't matter and most teams have 2-4 figures. For 15mm games we base figures on stands while for 28mm games I also base my figures on multi-figure stands and my kids leave theirs on individual bases.

Games are usually about 8-10 teams and a few vehicles per side (ie roughly a platoon).

billthecat31 Oct 2012 11:17 a.m. PST

I find myself gravitating toward the same approach that Dentatus outlines above: individually based figures, somewhwere between 12-24 models per side, including perhaps a couple 'heavy' types. No vehicles or tight 'unit coherency' at that scale…
Not only does this 'feel' right tactically, given a 4' x 6' table size, it allows for a decent level of individual/weapon/effects details and allows me to paint a reasonable amount of miniatures with nice detail and personality. I can no longer paint 40-60 28mm figures in near identical kit and colours.
See Infinity, Rezolution, AE:Bounty, Starmogul, 5150 (original), Blasters and Bulkheads, Combat Zone, Judge Dredd, Necromunda, Crimson Dust, etc… although I generally use my own rules…

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