Avalon Hill's STARSHIP TROOPERS game

1976 edition;

based on Robert Heinlein's Sci-Fi novel

(not to be confused with the 1997 game based on the more recent movie)

 

The lovely artwork on the box is reminiscent of the bookcover art of one of the early editions. This game is faithfully based on the action described in the book, rather than on the movie or the television CG series. Avalon Hill may have folded, but hopefully interest in this great game will not wane. I've set up this webpage to give a detailed description of the game, and to offer complete copies, spare parts, copies of articles, and reproduction variant counters for sale.


GAMES FOR SALE: I have complete copies of the game for sale here.


OTHER ITEMS FOR SALE: I have magazine articles, spare parts, extra units, etc. here.


The Scenarios:

This is an involved conflict simulation game, a departure from the more common "toss dice and move" family games. It recreates the battles described in the novel in a "realistic" and believable manner. As wargames go, however, it is relatively easy to learn, as the rules are introduced in segments (what Avalon Hill called "programmed instruction"). The game is broken down into seven "scenarios", and only a few rules are added for each one; so the minimum amount of rules are learned to play the first scenario, and so on.

The battles represent a variety of situations, from small raiding parties on Skinny cities to all-out assaults on multiple Bug complexes. A variety of weapons and tactics are employed, and action will take place both on the surface and within the underground Big tunnels.

The individual scenarios are:

1. Feint against the humanoids: A single squad of Rasczak's Roughnecks hits a Skinny colony.

2. Operation Bughouse: A complete platoon takes on a Bug hive.

3. Invasion of Skinny-5: A platoon's attack on a Skinny industrial center.

4. Revolt!: The Skinnies change sides and attack the Bugs with the help of the Mobile Infantry (M.I.)

5. Sheol (two parts) - Operation Corkscrew: The combat engineers enter the battle! and - Retreat and Evacuation: A group of wounded M.I. are rescued.

6. Operation Royalty: a reinforced platoon takes on two Bug complexes to capture a Brain Bug.

7. Klendathu: Two platoons vs. Two Bug complexes in a fight to free human Prisoners of War.....or finish off the Bugs!

NEW!! SCENARIO 4.5: The Skinnies Stand Alone: Humanoids take on a Bug complex without Terran help!


GAME MANIFESTO:

A complete game should include the following: A rules booklet, a page of charts, a three-piece mapboard, a pad of control sheets (about 35-40 sheets), one six-sided die, box top and box-bottom, and two sheets of half-inch square counters (total of 504 counters). The two countersheets breakdown into the following:

Terran counters:

One light shade platoon (54 pcs.; 42 marauders, 6 scouts, 6 leaders), One dark shade platoon (54 pcs.), 1 special talent, 6 engineers, 6 air cars, 9 HE charges, 7 NUC charges, 2 retrieval boats, 2 landing beacons, 2 perimeter markers, 6 listening devices, 12 DAP grenades, 11 DAR grenades, 8 HNG grenades, 21 heavy damage markers, 21 WIA markers, 21 KIA markers, 4 tunnel movement markers, 2 brain bugs. 3 blank counters.

Alien counters:

One light shade complex (55 pcs.; 25 warriors, 25 workers, 5 beam weapons), One dark shade complex (55 pcs.), 14 disrupt markers, 21 breach markers, 21 radiation markers, 25 Skinny warriors, 11 Skinny workers, 6 missile launchers, 11 beam weapons, 6 critical installations, 8 decoy markers, 14 strongpoints. 5 blank (two red, three yellow) counters.

There is a more detailed list of the counters at this website! (Note: there is one mistake here. This page mentions a green/black "Turn" marker, which was never part of the game. The fellow inventorying his copy must have gotten a stray counter in his mix.)


Tidbits for the nitpickers: subtle differences in print editions. There are no major differences as far as game components or rules are concerned, just slight changes in the print runs.

First printing, 1976: The mapboard is hinged with black tape, mounted on black board, and the part number "8022" only appears on one panel. A part number (8032) appears on the front of the rules manual. The part numbers on the countersheets are 8025 and 8026; on the Control Sheet Pads the number is 8024, and on the Charts Page the number is 8027. The box art generally has more of a dark blueish hue.

Next printing: The mapboard is unhinged, and the part numbers appear on all three panels. No part number on the rules book front, but the back has R7887 and 8200001. Countersheets have the numbers 8200031/32 and 8200034/35. The Charts Page has the number 8200027. The Control Sheet Pad has 8200004.

Next printing: The part number on the Control Sheet Pads is 8200004 R7888: The Charts Page has the number 8200029 R7891.

Final printing, 1982: The box front has a more reddish color, and has the following line added: "Avalon Hill's trademark name for its 22nd Century interstellar warfare game". The same line is also repeated on the front of the rules manual. The back of the rules manual has W-2142 7/82 and 8200001.

Note: These components were at times intermixed, i.e. some first print components were packaged with second print components, etc.


LINKS:

WEB GROGNARDS: Go to the "S" entries, lookup Starship troopers. There you can find reviews and variant rules.

My hobby items for sale page: other stuff I'm selling.


Other Avalon Hill Game variants: available here


email me