Stargrunt – 10 lessons learned

One of the big reasons I like Stargrunt so much is the way it plays (of course). Fire and maneuver tactics can actually be applied and for the most part, they work. I also find the way troop quality is so important, especially in terms of fire effectiveness. These factors have naturally affected the way Stargrunt games go for me, and what I’ve learned from them.

1. Moving in the open in front of an unsuppressed enemy unit is a very bad idea – even more so if you’re moving toward the enemy. Your moves should always be made under cover or out of LOS, or from cover to cover as much as possible. Never let a unit finish an activation out in the open if at all possible.

2. Before charging for close assault get at least one Suppression marker on your target, preferably more! If you can have one unit suppress the target on their activation, you can charge the now suppressed enemy with another unit on your next activation.

3. Troop quality makes a huge difference in Close Assault. You can lose a lot of troops in close combat since it’s usually a straight die rolling contest. Green troops vs Regulars for example – that’s a base d6 vs a d8. So, lower quality troops intending to go hand to hand with higher quality troops should always try to bring superior numbers to the fight.

4. Power Armor is horrifically deadly in CA if their opponents aren’t also PA troops. And if your enemy is in power armor and you are not, try not to let them get anywhere near you (a mean feat at that)!

5. Don’t even think about Close Assault unless you’re a) positive you will win, b) suppressed the target, or c) totally desperate.

5. Combat moves are risky. With normal troops moving 6″, you have a 1 in 3 chance of moving less than your normal movement rate (by rolling a 1 or 2, giving you 2″ and 4″ of movement respectively). So, use a combat move when you need to try and cover a lot of ground quickly and your units are not under fire or enemy observation. If you’re already engaged, it’s a risk assessment for you – how badly shot up will you get if you don’t roll enough movement to avoid ending your activation with your unit not in cover?

6. Snipers can kill, but they can also suppress even if they miss. A sniper in a good position can pin down lots of enemy troops just by simply shooting at them, and this can be very useful.

7. Snipers are really good at taking each other out.

6. Artillery and air support can really mess up your opponent. If you have it, use it!

8. Tanks and APC are awesome but not at all invincible. A single trooper with an IAVR can knock out your armored vehicle.

9. Unless you really need to do it right away, use your platoon leader’s ability to re-activate a previously activated unit after all of your units have been activated.

10. It’s almost always better to include a squad’s support weapon with the squads own firepower, instead of firing the support weapon on its own. But if you’re in a position you don’t want to move from it can be useful on occasion to fire the squad and their support weapon separately.

I’m interested in everyone’s insights as well of course!

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