After a few recent messages here about star grunt I did a bit of search to see what else is on the net.
Firstly, for those who may not have seen it. Have a look at this video.
YouTube link
What I found was that a common criticism is the amount of dice rolling, particulary the opposed roll for impact vs armour after shooting. SO I wondered of there was an alternative that stuck within the rules.
Having already converted the multiple die rolls for close combat to a squad based system that mirrors shooting, I came up with the following and offer it for consideration:
Use the same mechanism for calculating 'wounds' as is done for 'hits'. That is, roll a number of dice equel to the number of hits, of the type matching the weapon impact, and divide the total by the armour die type to get wounds. Eg if you work out you got 3 hits with a d6 impact weapon, roll 3d6, total them and divide this by the target armour die type to calculate the number of wounds.
This seems to be a good compromise between the standard rules and the 'quick and dirty' alternative suggested on page 36-7. I would be very interested to hear from anyone who tries it out. masont at bigpond dot com
I have not explored the effects on shooting vehicles, but I imagine it would still work, or you could just use the rules as written
The numbers work out fairly close – this alternate method will result in more wounds, but less instant kills.
Because there is no option to roll double the armour score you don't get instant kills that way, but there is a slight chance for particularly lethal weapons to roll more wounds than hits in which case they would have to double up and cause instant kills. See right at the end of this email for an explanation.
What follows now is the text from an email I sent to a friend explaining how it works. I include it in case there are some readers here unfamiliar with SG2 who won't get the gist of the above simple explanation.
what I will do is try to explain it all more simply (less maths – and understand me, it took me ages and lots of computer programming today to actually do all the maths)
The existing rules for shooting (and close combat to a degree) work as follows. I stress, these are what was published over 20 years ago and people seem to be happy using them.
weapons have a firepower value and an impact value. troops have a 'quality' and an armour value. Lets say rifles have fp of 1, impact d6 and our troops are all regular (d8) with d6 armour.
So, to shoot:
1. determine the range in increments based on shooter troop quality (8 inches). 0-8 is increment 1, 8-16 increment 2 etc up to increment 5 at 40 inches. This coresponds to a range die that the target rolls to set the difficulty of the shot: increment 1 = d4, increment 2 = d6 etc.
The range die might shift up or down depending on concealment and other effects.
2. the firer works out firepower dice. A unit of 10 men armed with rifles has a total firepower of 10x1 = d10. To this they add their quality die (d8). In some squads one rifleman might be replaced with a lmg or similar, so you drop a rifle (fp goes to 9 which rounds down to d8) but add a support die of let's say d8. So we end up with 3 dice: quality (d8), small arms (d8) and support wpn (d8).
3. Make an oppsed roll: firer vs target's range die. If no firer's dice beat the range die, the shot missed – no effect. If only 1 die beat the range die it causes suppression but no other effect. If 2 or more beat the range die, you get the chance of hits.
Up to this point it is pretty straight forward and pretty quick. The whole die shifting thing is a bit comfusing to read, but very quick once you get it in your head.
4. To calculate the number of hits you add the dice together. That is, the shooting dice that were just rolled to beat the range die all get added together. So if you rolled a 3, 6 and 8 the total is 17, The idea is simply the more effective the firewpower (higher die rolls) the more chance of a hit. This total is divided by the range die TYPE, which reflects the effect of range on shooting. The idea is that the one roll is used to determine primary effect – miss, suppression, hits, and then calculate hits in one go. So if the total was 17, you get 2 hits (17/range die 8) plus an optional remainder of 1 which can be converted to a third hit by rolling a 1 on another d8.
again, it sounds compliated, but that bit is quite quick.
5. converting hits to wounds. This is where the complaints seem to occur. The rules as written have two components each requiring more dice to be rolled.
to convert a 'hit' to a wound, you make an opposed roll with the firer rolling an impact die for the weapon and the defender rolling an armour die. In the example above, I said the rifles had an impact of d6 and the target had armour of d6. So for each hit, roll 2 dice. If the impact die beats the armour die you get a wound. If it doubles the armour die, you get a kill (a wound can be CASEVACed or maybe even healed – esp for power armour).
very simple to explain, but it takes time. If you got 4 hits then that is four times you have to roll to wound. This is what people seem to feel is slow.
6. who is wounded. The published rules then also have you randomly allocate wounds to see if the squad leader or the lmg gunner etc is wounded. I usually bypass this and take the hits on riflemen, but you could certainly do a one-off random roll to check for the leader as that does have a significant effect on morale.
So that is how it currently works. What I am exploring is the feasibility of replacing step 5, the multiple 'to wound' rolls with a single roll much like the 'to hit' calculation.
alternate 5.
For each 'hit' the firer gets one impact die of the type matching the weapon (d6 in my example) and they are all rolled together. They are totalled up and divided by the armour die type in exactly the same way the firepower dice were divided by the range die type. So if you rolled a 2, 3 and 6 you get a total of 11. Divided by 6 (armour die) gives you 1 wound with a remainder of 5 which can be converted to a second wound if you roll 1-5 on a d6. (I sometimes ignore these fractional rolls – they are an option).
So, what I am exploring is the relative effcetiveness (lethality) of the two options.
For comparison, a d6 will beat another d6 about 41% of the time. (note it has to beat it, not just equel it). So if you got 3 hits and rolled your d6 vs d6 3 times, you would expect to get on average about 1.2 wounds – that is most of the time you would get one wound, about one in 5 times you would get 2 and occasionally you would get three or zero.
If we try the alternate way and roll the 3 dice together for an average result of 10.5 and divide this by 6, you get 1 remainder 5.5 or almost 2. So the second option is slightly more lethal in that simple comparison.
What I did today was do some slighty more complex maths to see how this works in practice and if it is always more lethal. Which it seems to be. Not extremely so, but it is always more lethal.
However, what also occured to me on the way home is the effect of instant kill.
If you cast you mind/ eye back up the page (step 5) you will note that with the opposed roll to wound, you could get an instant kill by doubling the armour die result. On the face of it, the new method loses this effect. However, it could be considered that that is what is accounted for by the additional lethality.
What I discovered when I did the maths (and it is obvious in hindsight) is that at the extreme ends of the examples you get weird results. For example, suppose you have a weapon that has low firepower so will get few hits, but really high impact – say d12 – against low armoured troops. If you managed to get 3 hits, that would be 3d12 which 'could' roll a total of 36. Divide this by 4 and you get NINE!!! wounds but there were only 3 actual hits.
It seems to me, this is where the double hit can come into effect. The rula can simply be that no more than 3 (or however many hits there were) models can be affected and so over-kills have to be applied twice, hence the 9 wounds become 3 instant kills (and then some).
Now the odds of that are quite low, but that is where the 3.75 came from in my original email. It works out that the expected outcome of rolling 3d12 against an armour of 4 is around 3.75. That is you are quite likely to get 4 wounds from the 3 hits. Initially that didn't seem ok, but then it occured to me you could just double up the hits and make one an instant kill.
I would probably allow the defender to decide whether to double up wounds or not. That is, say you got 3 hits which became 3 wounds. you could take a wound on 3 different models, or take one wound and an instant kill.
Of course you could just apply the wounds randomly and then also randomly apply any extras too.