Stargrunt AAR – The Battle of Altair – Meeting Engagement

In the interest of reinforcing the basics of Stargrunt, me and the SG crew at the FLGS played a couple of games the other day. I actually played the same scenario back to back. We ran a modified version of the basic Meeting Engagement in the SG rulebook – very simple, two platoons of infantry get into a firefight. No vehicles, no funky support weapons, no artillery or air support, just troops in battle.

The minis are all mine – Pig Iron Heavy Infantry and Kolony Militia.

Here’s the background of the fight – this builds on the games we’ve played recently:

“After the rescue of the Kryton Corp heiress in a daring commando raid, the UDSS disavowed any connection to the plot and voted the recalcitrant Altairians out of the UDSS so fast it was unseemly. The Interstellar Colonial Commission quickly condemned the Altairians and declared sanctions, assembling a large invasion force to seize Altair and bring into the ICC fold in “Operation Cyan Rapier”.

“Hung out to dry, the Altairians mobilized their small planetary defense force and called up all available colonial militia. Against the combined might of an ICC Strike Force, the Altairians were doomed, but they were determined to sell their lives dearly.”

For an added wrinkle, the Altairian troops were Green but had High motivation (since they’re fighting for their homes) and the Mercs were Regular with Medium motivation and slightly more firepower (FP3 AARs with grenade launchers as opposed to the Altairian FP2 AARs).

In our first game, I played the ICC Mercs, and won, well, I won’t say easily. The Altairian player moved aggressively to the center of the board where some buildings were, and charged one of my squads with his for close assault. But the troop quality told the tale here and my Merc regulars slapped the hell out of his Green troops (and my opponent rolled really poorly), taking 6 casualties to my 1 in the fight. Our snipers wound up stalking each other and his sniper plugged mine at nearly point blank range! Crazy!

In the second game, I switched sides and took the Altairians. This time around, we remembered to apply the Panic rules for Green troops and it made a huge difference in the their effectiveness. Basically, I made one really dumb move (on my first activation no less) and rolled really badly when my green troops panicked under fire. Although I had a bit of success in the center of the board with my sniper (who really earned himself a medal) my opponent really handed my ass to me.

Here are the pics from that game, and we took a lot of them!

A shot of the board


In this pic you can see my troops on line ready to go. I had my worst quality squad (Green LV3) on the left flank.

Altair troops


ICC Mercenaries


Closer look at my scrubs getting ready to die


Shot of the center of the board from the Merc side


I usually make at least one really dumb move every game I play. In this game I did it on my very first activation. I moved my worst unit up on top of the hill in front of them in full view and within range of the enemy, with no cover. Just look at the counters there after they took enemy fire and you can see how well that went (for my opponent). What the hell was I thinking?

Stupid move


While I was setting myself up for the slaughter, my opponent moved fast toward the center of the board.

Mercs move out


Not wanting to let my opponent get into the building on my right, I set up to charge in there as well. This would not turn out the way I’d hoped. At all.

Altair right flank


The one smart move I did make was getting my sniper up high in the ruined building in the center of the board. From here, he managed to pin down (suppress) enemy squads all over the board, including the Merc command squad, whose 2IC he dropped with his first shot.

Merc platoon sergeant down


In the center, the mercenaries reach the building and rush in.

Mercs move in


Moving fast


The Mercs quickly entered the building and seeing the Altairians also closing in, opened fire. Even with the shifts for firing through the windows, the Mercs shot up the Altairians, suppressing them and causing them to Panic. This squad would not make a roll to recover from Panic for the rest of the game, losing confidence every time they tried, until the routed!

All shot up!


I moved my center squad into the same building as the sniper. These guys did a fair bit of business too.

Rats in the walls


Meanwhile, those troops I moved up onto the hill on my left were Panicked and had multiple suppression markers dropped on them almost the moment they crested the hill. The Mercs began moving to flank them – you can see them rushing over the hill in the distance here.

I brought the Mercs under fire with my sniper and managed to get some suppression on them. This held them up for maybe two or three activations, but in the end only delayed the inevitable.

Move it!


With my sniper laying down effective fire all over the board, my opponent was determined to take him out. He moved his own sniper, via some effective hidden movement, up to the edge of the woods across from my center position. From there, his sniper took mine out with “one shot, one kill”. Argh!

Sniper vs. Sniper!


With my sniper out of action, the Mercs on my left move up on my Panicked and suppressed squad on the hill.

Mercs move in


On my right, my Panicked squad there by now had failed maybe 4 or 5 rolls to recover from Panic (they only needed a 3 or more on a d6, but rolled 1 or 2 every time!) Horrible! They lost Confidence levels until the Routed and ran off.

Run away!


The game was pretty much over at this point. The Mercs were moving in on my left and although the squad there had recovered and removed its suppression, they weren’t going to be much good close in. My right flank had collapsed, my center was under fire from two sides – I called it a day and the Altairians surrendered.

So with two losses for the Altairians in the initial recon/meeting engagements, the ICC force can maneuver freely against the Altairian defensive positions – we’ll do a big assault scenario next time!

It was a fun game. We reinforced some of the basic fundamentals of the game, particularly the morale rules, fire combat, and the command activations. Looking forward to playing again!

6 Responses to “Stargrunt AAR – The Battle of Altair – Meeting Engagement”

  1. Wow! Thanks for the narrative and writeup. Looks like a fun couple of games.

  2. Excellent battlereport. I really enjoy this blog!

  3. ccglazier Says:

    Nice work. SG is one of my all time favorite games.

  4. astrolux444 Says:

    im giving SG a try because of this blog, thanks!

  5. Great batrep Mike. You were just snakebit on the panic rolls. Looking forward to our next battle.

  6. […] game of Stargrunt going last Thursday nite at EndGame, Oakland, CA. It was another battle in our on-again, off-again campaign, taking place in our own campaign setting. This particular scenario would see lots of vehicles, […]

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