This game will be played using Star Army rules, supplemented with the Nuts! FV Crossover to SA conversion supplement and using Chain Reaction 3.1 for in-sight checks.
Our setting is a rebel militant hideout somewhere in Syria in 2015. The US Army has finally put boots on the ground in the effort against…basically everyone in Syria. An Army helicopter has crashed in a village run by Free Syrian Army militants who are now in league with the Islamic State. The US Army has sent infantry to recover the chopper's black boxes, which contain technology and information they don’t want the IS to recover.
Here is the virtual game tabletop, with the crashed chopper near the center, outlined in green. There is a ruler and a couple of "figures" for scale.
And now our contestants! Playing as a squad of US Army Infantry, modeled after the Gaea Prime Star Army, fresh from passing Calculus II and having his ass handed to him by meanies on another planet, it’s LUDANTO!
And his opponent, playing as a squad of Syrian militant insurgents, modeled after the Gaea Prime Planetary Defense Force, fresh from having half his squad crushed under a roof in Nicaragua, it’s JOSTA59!
We will be using a few house rules, as follows:
- The US squad’s goal is to spend an entire turn with at least half the squad’s members within the green box near the center and then exit at least 1 squad member off the US Start Zone. The militant squad’s goal is to either kill all the US squad members or spend 3 entire turns with at least half the squad’s members within the green box and then exit at least 1 squad member off the Militant Start Zone.
- The US squad will use assault rifles and SAWs instead of laser rifles, but will receive a grenade launcher trooper.
- Each player may divide his squad among 3 PEF markers, making note of which PEF represents which squad members. PEFs not populated by squad members will resolve as aerial drones or child informants, neither of which may be fired upon. Opposing squad members resolved by drones or informants will be visible for the remainder of the game.
- PEFs do not have Rep, and all may be moved each turn in whatever order and direction the player desires, as long as his side is active. US PEFs may be moved up to 10", while militant PEFs may be moved up to 8".
- To balance the higher Rep and heavier armor of the US squad, the militant squad automatically receives an Investment Level of 4 vs the US IL of 3, giving them a slightly greater chance of receiving reinforcements.
- Filled blue rectangles on the map represent doors, while unfilled blue rectangles represent windows. Passage through doors incurs a 2” movement cost. In addition, US squad members must pass a Challenge Test to pass through any door unless it has already been opened (this applies to US PEFs as well as resolved squad members). Windows are treated as glassless.
- Rules concerning building interiors resemble those for woods. A figure inside a building is automatically in cover, and, if not moving, is also concealed. Visibility within buildings is limited to 6”. Interior walls are ignored, and there are no stairs.
- There are no “Stars” in this game.
- There will be no random events.
With all that out of the way, the next step is for both players to roll up their squads and post the details.
I hope you’re all as pumped as I am for this!