Dogfaces in Space

Copyright 2002 by Mike Fischer
Last modified: 10/04/2004

I. Introduction

Dogfaces in Space is an individual-soldier-level space combat game for 2 players. Choose the size of your battle, then fight it out. This game can be seen as an extension of my space/land battle game, Orbital Battle.

This is a complete game with counters and maps (you'll need to download my M8 Map System). All you need to provide is a 6-sided die.

II. The Soldiers

Unless a particular soldier's abilities say otherwise, a soldier has 2 move units per turn. He carries a laser rifle with a range of 3, that shoots once per turn and inflicts one point of damage. If stunned, he recovers on a roll of 6. Leadership Benefit means that any soldier within the leader's range (including the leader) can ignore "Retreat" combat results if a die roll comes up 3-6, and can recover from Stunning with the same die roll as the leader himself would need. A soldier in range of more than one leader gets only the highest Benefit, not multiple Benefits. A Stunned leader gives no Benefit to other soldiers.

TeamNameAbility
1st
Squad
Alpha
AndyAndy is the Alpha team leader. He recovers from Stunning on a roll of 5-6, and extends a Leadership Benefit to friendly troops within 1 hex.
BrettBrett is nicknamed "Crazy Legs." He can move 3 hexes per turn.
ChuckChuck is the squad's top sharpshooter. He addes +1 to the attack roll of any attack he takes part in.
DaveDave carries the "Slarge," the SLRG (Squad Light Rail Gun). It has a range of 4, shoots once per turn and does 2 points of damage. It can penetrate armor as well.
ErnieErnie likes his grenades. Each turn, he can choose between shooting his laser rifle or throwing a frag grenade. His throwing range is 2, and his grenades do 1 point of damage to the soldier in the target hex, and in each surrounding hex (friend or foe).
1st
Squad
Bravo
FrankFrank is the Bravo team leader, and is also the leader of the first squad. He recovers from Stunning on a roll of 4-6, and extends his Leadership Benefit to a range of 2 hexes.
GeorgeGeorge is big and strong enough to wear an armored combat suit. This suit completely protects him from frag grenades and the splash from flame throwers, and absorbs laser fire and direct flame-thrower fire without damage if a die roll comes up 5-6. It doesn't help against armor-piercing fire.
HarryHarry has chipmunk reflexes and is very quick. He can shoot the same target twice in a turn; the second shot misses if a die roll comes up 1-2.
InigoInigo carries a sniper's long-range laser rifle that gives him a combat range of 4.
JackInstead of a laser rifle, Jack packs a grenade launcher. This lets him shoot a frag or armor-piercing grenade at a target 2-3 hexes away; he can't hit an adjacent foe. Frag grenades hit like Ernie's thrown grenades, while the AP grenades hit just like Dave's rail gun.
2nd
Squad
Charlie
KyleKyle is the Charlie team leader. His specs are just like Andy's.
LarryLarry wears a jet pack on his back. This lets him move 4-5 hexes in a straight line each turn, across any terrain.
MarkMark is not the sharpest knife in the drawer, but this means he doesn't know when to quit. Mark ignores all "retreat" combat results.
NickBig Nick wears an armored battle suit just like George.
OscarOscar carries a laser/launcher, a normal laser rifle with a grenade launcher mounted under the barrel. He can shoot either the rifle or the launcher each turn; the launcher works just like Jack's weapon.
2nd
Squad
Delta
PaulLt. Paul leads Delta team, the second squad, and the entire platoon. He recovers from Stunning on a roll of 4-6, and his Leadership Benefit extends 3 hexes around him.
RockyRocky is small and quick, which makes him hard to hit. Any attack aimed at him is at -1 on the die roll; this doesn't include frag grenades or flamethrower splash.
SamSam is big and thick, and hard to stun. Sam ignores all "stun" combat results.
TomTom packs a light rocket launcher in addition to a laser pistol like Wally's. The rocket launcher comes with two reloads, so it can be used only three times. Its range is 2-4 hexes and it causes 3 points of damage. It can pierce armor. Use the three "Rocket Launcher" markers to keep track of shots; discard one each time you use the weapon.
UriahUriah is the squad's medic. Any Stunned soldier he is next to during the Stun Recovery Phase, automatically recovers.
3rd
Squad
Echo
VicVic is the Echo team leader. His Leadership abilities are identical to Andy's.
Wally"Six-Gun Wally" prefers the laser pistol to the rifle. A pistol works just like a rifle, but its range is only 2 hexes. Wally carries two of them, and can shoot both each turn, even at two different targets.
XavierXavier is just plain lucky. Any time he gets attacked, roll the die twice and use the lower of the two rolls.
YagoYago carries an SLRG weapon like Dave's.
ZackZack's weapon of choice is a flamethrower. He has a range of 2 hexes; the flames do 2 points of damage to the target hex, and 1 point of splash damage in one adjacent hex, which Zack chooses. The flamethrower cannot harm armored targets.
3rd
Squad
Foxtrot
Foxtrot team is composed of vehicles, but treat them as soldiers. All vehicles ignore "retreat" combat results, and give a Leadership Benefit to adjacent soldiers. When figuring the combat odds to attack a vehicle, subtract 1 from the total attack strength.
LCV 1The LCV (Light Combat Vehicle) moves at a speed of 4, mounts an SLRG like Dave's weapon, and can carry two soldiers stacked with it, as long as they start the turn in the same hex. It takes no extra move units to move into or out of the hex the LCV is in. If the LCV is Stunned or OOC, any soldiers riding with it are automatically Stunned. Soldiers riding an LCV must leave its hex to use their own weapons.
LCV 2This unit is just like LCV 1.
MCV 1The MCV (Medium Combat Vehicle) is basically a light tank. It moves at a speed of 3, and only armor-piercing weapons can harm it. It carries a medium rail gun which is like Dave's SLRG, but does 3 points of damage, as well as a normal laser rifle which must fire at a different target. Soldiers cannot ride in an MCV.

III. Starting the Game

Both players agree on which of the six combat teams will be used. Each player should get the same teams as the other. Normally, you don't pick and choose teams, but take them in order -- that is, a 2-team game would use teams Alpha and Bravo, while a 3-team game would add team Charlie. The exception is Foxtrot Team, which is made of combat vehicles and can be added to any game.

I recommend the following map set-ups, using my M8 maps:

Set up your soldiers on opposing sides of the map, filling the edge row before starting to fill the next row.

IV. Playing the Game

Each game turn includes the following phases:
  1. Player 1 Movement Phase: Player 1 moves all his soldiers.
  2. Player 1 Attack Phase: Player 1 resolves all attacks by his soldiers.
  3. Player 2 Movement Phase: Player 2 moves all his soldiers.
  4. Player 2 Attack Phase: Player 2 resolves all attacks by his soldiers.
  5. Stun Recovery Phase: for each soldier who is Stunned, roll a die. If it comes up 6 (or less if the soldier is a Leader or within a Leader's Benefit range), he recovers from the Stunning; turn his counter right-side up.
  6. Victory Phase: see if anyone has won.

V. Movement

Each soldier can move as many hexes as he has move units, subject to terrain. A soldier can move in any direction; the facing of the counters on the map makes no difference. A soldier can move through friendly units, as long as he ends his move in an empty hex.

Stacking

Only one soldier can be in a hex at a time. The exception is soldiers who are riding in an LCV.

Zones of Control

Any unit that moves adjacent to an enemy unit must stop moving for that turn. Some kinds of terrain will negate this.

Overwatch

Each player can have 1-2 soldiers in Overwatch. You can put your soldiers in Overwatch during the Movement phase. Such a soldier must be in Leadership range of a friendly leader, but can stay in Overwatch once the leader moves away. Place an "Overwatch" marker on that soldier.

While in Overwatch, the soldier cannot move, but if an enemy moves into his attack range, he can shoot him during the Movement phase. Even if a fast-moving enemy moves into and out of the Overwatching soldier's range in the same turn, he can shoot him at the point where he was still in range. A soldier who shoots in Overwatch can't shoot during the Combat phase. As soon as he moves, he is out of Overwatch mode; remove the "Overwatch" marker.

Terrain Rules

This game can use any map. Terrain rules are provided for my M6 map system.

TerrainMovement Cost to EnterCombat Effect
Grassland1none
Desert/Beach1none
Swamp2 (vehicles cannot enter)none
Forest1 (2 for vehicles)-1 on attack rolls; see below
Hill2-1 on attack rolls if at a lower height
Water/RiverCannot enternone
Bridge1 (other units cannot pass through)none
Road1/2 if already on a roadnone
Town1-1 on attack strength; Retreat 2 becomes Retreat 1

If a shot passes through any portion of a Forest hex, its range is limited to 2 hexes. The combat limits on Forest, Hill, and Town hexes apply only when shooting into such a hex, not to shooting out of one.

If you need even more variety in terrain, I recommend the following web site, which is full of free maps you can download:

http://ludo.iwarp.com/gwm/

VI. Combat

Any soldier with an enemy within range can shoot him; weapons are omnidirectional. All weapons are assumed to hit every time, unless the rules for a particular weapon say otherwise. The attacking player decides which of his soldiers will shoot at which enemies.

Add up the number of damage points aimed at a particular enemy, and find the column of the Combat Table for that number of points. Roll a die and find the number of the roll in the correct column. This gives the combat result. Remember to adjust the column and/or the die roll, depending on the particular soldiers involved. If the die roll is adjusted, it can never be lower than 1 or higher than 6.

If the attack includes frag grenades or a flamethrower, resolve the attack on the soldier in the target hex, then determine if soldiers in adjacent hexes got hurt; damage from an adjacent-hex frag grenade or flame splash does not get added to other attacks on soldiers in those hexes. Two grenade attacks means two damage=1 attacks in adjacent hexes, not one damage=2 attack.

Combat Table
Damage Pts1234567+
Die Roll-1-missmissmissmissStR2R2S
-2-missmissmissStR2R2SOOC
-3-missmissStR2R2SOOCOOC
-4-missStR2R2SOOCOOCOOC
-5-StR2R2SOOCOOCOOCOOC
-6-R2R2SOOCOOCOOCOOCOOC
A soldier who is Stunned, and then gets attacked again and gets a "Retreat 2," will become un-Stunned after he retreats. Stunning someone who is already Stunned does nothing.

Some units can ignore portions of combat results. For instance, if you get a result of "R2S" on the soldier named Mark, who ignores all "retreat" results, then Mark will not retreat, but will still get Stunned.

VII. Winning the Game

Normally, the last player with living soldiers on the map is the winner. A player who is getting badly beaten may surrender.

Here are a few alternate scenarios: