By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 05:22 am: Edit |
Well at the urging of Paul Franz and with the blessing of Steve Cole I unveil this little baby of mine for comments and possible playtesting;
U10 SFB Challenge Campaign
By Geoff Conn
This open ended abstract campaign simulates a number of combat encounters that would occur between hostile major races during a galactic war. For simplicity of play there is no map, no technology research, and no exploration and discovery. The focus is purely on playing bpv scenarios with a future and past, with forces formed from an already active fleet.
U10.1 Fleet Formation
U10.11 Each player selects a race from the following list;
Federation, Klingon, Romulan, Gorn, ISC, Kzinti, Lyran, or Hydran
Alternatively, select a race from any list agreeable to the group.
U10.12 Each player then forms a fleet with a maximum of 1,750 bpv of units from that race, including the cost of any refits, fighters, pfs and drone speed surcharges. Purchase of these units may be limited by various restrictions decided before the start of the campaign, as suggested;
Roll | Scenario | Attacker BPV | Defender BPV | Maps |
1 | Duel | 65+6D6 120+12D6 | Same | 1 |
2 | Squadron Skirmish | 300+D6x10 500+D6x10 | Same | 2x2 |
3 | Fleet Action | 750+2D6x10 1000+2D6x10 | Same | 3x3 |
4* | Base Assault | 400+D6x10 | BS/BATS+280/200+D6x10 | 3x3 |
Deep Assault | 600+2D6x10 | FRD+550+2D6x10 | ||
Capitol Assault | 1250+3D6x10 | SB+650+3D6x10 | ||
5 | Colony Raid | 200+D6x10 400+D6x10 | **Same but half must be non-warships | 2x2 |
6 | Convoy Raid | 150+12D6 300+D6x10 | **Same but half must be non-warships | 2x2 |
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 05:51 am: Edit |
I'm especially looking for feedback on whether 1,750+600 bpv is good for starting forces and if 100bpv+spoils of war is good for replacements/repairs.
By Nick G. Blank (Nickgb) on Wednesday, April 23, 2003 - 11:13 am: Edit |
Very cool, some questions/random thoughts though...
Disengagement directions, presumably each side would have allowed directions to disengage, are these different depending on scenario? If you are in deep space (duel or squadron or fleet battle) each side has two or three allowed directions. If you are in enemy territory (colony, BATS, capital) then you only have one or two directions, but he defender would have 4 or 5 allowed directions?
If you capture a ship, do you get the points for capturing (i.e. 200% of the BPV for campaign victory and BPV to build new ships), or do you just get the ship and campaign points and no BPV for construction? To show an extreme example, if you were to capture the Klingon B10, would you get the ship, 768 campaign victory points, AND 768 BPV added to your pool to build new ships, or should you just get the ship and campaign points and no BPV construction points (since you got the ship instead)?
If you capture a ship, do you just repair it and use it as is, or have an optional rule requiring conversion to native tech using, say, the brother of anarchist articles?
Is it ever possible to force a capital assault? If you have destroyed two BATS, then you can challenge the player to a capital assault, but he can simply counter challenge a duel for no penalty. Perhaps if ALL of your BATS are destroyed, then he cannot refuse a capital assault? Also, how could you force a BATS assault, since he can always counterchallenge a fleet battle or duel? Perhaps every second, or every third BATS challenge (or some other number) from a given player MUST be accepted, instead of being essentially an option?
Perhaps every third challenge (from a given player) of each type must be accepted, to keep people from avoiding certain scenarios indefinitely. Once one type is accepted, voluntarily or because it was the third challenge, then the count starts over again?
Might be neat to say if you have no tug you cannot buy or place more ground bases/FRDs/tugpods/etc. with your non-warship BPV pool (but you can of course continue to use ones already built).
Did you consider any rules on fleet makeup regards required numbers/percentages of different size classes? (To avoid the all D5 fleet)?
This looks like a lot of fun to me though!
By Loren Knight (Loren) on Wednesday, April 23, 2003 - 01:28 pm: Edit |
Geoff Conn: This is just the sort of thing I've been looking for. I was working on a more complicated F&E'ist type solution but yours is better and you saved my a lot of work!
One thing about capitol assaults. Since the player fleet is not the players race's total fleet but more a sector fleet, I would suggest some sort of reserve pool to defend against a Capitol Assault.
This vague but: It a defending player does not have enough ships in his pool to reach the allowed BPV total for a Capitol Assault scenario he/she can put reserves from a pool of 650 BPV to fill out the total. No more than 650 BPV is available from this reserve pool and thus it is possible the defending player may still be short on Forces. In order to use the Reserve Pool the defending player must use all ships available to him/her including non-combat ships, first.
Example: I have been taking a real beating and am under a Capitol Assault. I get a SB + 650 BPV and I roll a 3, 5, and 4 to get 1200 more BPV. That's 1850 BPV but I only have 740 BPV of fleet left! There is another 110 BPV of freighters available and I wish to draw upon my reserves so I take those for a total 850 BPV. I draw all my reserves for a total of 850+650= 1500 BPV. Still 350 BPV short of what I was otherwise allowed. Alternatively, I could have rolled badly (1+3+3=700) and got only 1350 BPV available so I could only draw 500 BPV from my reserve Pool.
Does that make sense? Without such a reserve I think by the time a Capitol Assalt happens the Capitols might fall unrealistically easy.
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 02:01 pm: Edit |
Nick, some very good points, thanks!
Disengagement directions,
I hadn't considered this as there is no strategic map, but to represent such limitations ;
U10.51 The map(s) are fixed. Any unit that leaves the map has disengaged. Any unit that disengages in a direction that is not the original or adjacent to the original direction that their side started play in is destroyed.
No special differentiation for defenders for simplicity.
If you capture a ship, do you get the points for capturing (i.e. 200% of the BPV for campaign victory and BPV to build new ships), or do you just get the ship and campaign points and no BPV for construction? To show an extreme example,
Also a good point. Keep in mind that you are subtracting your opponents vp score from your own before converting to bpv. Is that adequate? Or should we not double the ship's bpv for bpv gain as you are gaining a ship? (I'm leaning in that direction right now)
If you capture a ship, do you just repair it and use it as is, or have an optional rule requiring conversion to native tech using, say, the brother of anarchist articles?
U10.66 Captured ships can be repaired and put into active duty in your fleet. All alien technology systems must be converted to parallel systems as per the anarchist series of Captains Log articles. Optionally, any systems not destroyed in action that are alien technology to yours can be kept as is on the ship and subsequently repaired later due to examination of destroyed and/or working systems. You cannot build new alien tech nor can you move this system to another ship.
Is it ever possible to force a base/capital assault?
The rules were written so that essentially both players would be agreeing to a patrol scenario with established setup and consequences. Forcing scenarios is more of a campaign concern and overides this 'wachya wanna play?' style. But it is a very valid point and I think it can be solved like so;
U10.33 If the initial challenge is an Assault scenario, the challengee can only respond with a Skirmish or Fleet Action scenario. Essentially, the challengee is meeting the attacker in open space in response. If the challenger wins this scenario, then he may freely select the same original Assault scenario in the next round and the challengee must accept (assuming it is the same players involved again).
Might be neat to say if you have no tug you cannot buy or place more ground bases/FRDs/tugpods/etc. with your non-warship BPV pool (but you can of course continue to use ones already built).
I have tried to think of several non-combat missions for the Tug to do (suicide frieghter launches and carrier/tender resupply for instance) but I do not see the Tug being involved in groundbase/FRD construction. I'm pretty happy with the Tug as is.
Did you consider any rules on fleet makeup regards required numbers/percentages of different size classes? (To avoid the all D5 fleet)?
Yes, but that would be an optional rule at best.
U10.92 Fleet Limitations: to limit all CW fleets and to encourage multiple size class usage, require a certain portion of all fleets to have size class four vessels. For example; half, minus one, of all fleets must be composed of size class 4 units. Do not include the command ship in this calculation, drop all fractions. This would allow for 3 ship cruiser squadrons while forcing players to field at least 4 destroyers/frigates in a 12 ship fleet.
This looks like a lot of fun to me though!
Thanks, get a group together and try it out!
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 02:33 pm: Edit |
Loren,
Geoff Conn: This is just the sort of thing I've been looking for. I was working on a more complicated F&E'ist type solution but yours is better and you saved my a lot of work!
Glad I could help.
One thing about capitol assaults. Since the player fleet is not the players race's total fleet but more a sector fleet, I would suggest some sort of reserve pool to defend against a Capitol Assault.
Interesting, but first a point of clarification;
Example: I have been taking a real beating and am under a Capitol Assault. I get a SB + 650 BPV and I roll a 3, 5, and 4 to get 1200 more BPV.
That 3d6 roll of 3,5,4 is 120 more bpv, not 1200.
At any rate, here's a counter-proposal to consider;
U10.44 If a player does not have enough units in his active warship fleet to form a scenario force (ie: he has more than 100 bpv left over after assigning all available units to the scenario force) AND he is the defender in an assault scenario, he may use units from his non-warships pool to fill out his warship force. If he still has more than 100 bpv left over and he is the defender in a capitol assault, fill out the force with naval auxillaries, Qships, and/or armed frieghters that the player need not pay for. These represent hasty acquisitions and conversions and return to private ownershipEonce the battle is over. These units cannot form more than one third of the fleet no matter how short the player may be on bpv.
By Nick G. Blank (Nickgb) on Wednesday, April 23, 2003 - 02:51 pm: Edit |
Another note. If you enforce the percentages on old ships, 20 years old, 8 years old, (an idea I like), then it really stinks for the Romulans, if you assume Y170, then 50% of the fleet must be ships from Y150 or earlier, for most races this is not a problem, but for the Roms this leaves only ships without phasers and warp drive for half of the fleet. Not much fun.
As an optional "tweak", assume that for Roms 20% is anything goes (up to Y170), 30% 8 years restriction (up to Y162) which gives them some klingon designs and refitted older ships, and the other 50% must be, instead of 20 years old, restricted to the old style ships prior to Y162 (the 8 year limit). This makes things bearable. For example, I put together the following fleet with this tweak for Y170 base year. I also assume a limit of at least 50% of the initial BPV must be spent on size 4 or smaller ships, the other half can be spent on size 3 and the one size 2 ship.
170 1 King Vulture
130 1 SparrowHawk-C Scout
300 spent on anything
115 1 KR Cruiser
128 1 KRT Tug
156 2 K5R Frigates
399 spent on anything at least 8 yrs old
300 3 War Eagle Cruisers
425 5 BattleHawk Destroyers
325 5 Snipe-A Frigates
1050 spent on old series at least 8 yrs old
Total BPV=1749 points.
That would be a fun starting fleet.
Another question, if a player has, or accepts, multiple challenges on the same round, I assume these are essentially simultaneous such that a given ship cannot fight in two challenges in the same round?
By Loren Knight (Loren) on Wednesday, April 23, 2003 - 03:04 pm: Edit |
That 3d6 roll of 3,5,4 is 120 more bpv, not 1200.
Duh oh!
Your counter proposal is great.
Geeze, all that useless typing based on an extra zero.
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 03:06 pm: Edit |
It's tough to set ONE guideline for the roms because there are so many possible Year dates the campaign could be set in to represent multiple eras of combat. Pre Y162 the Roms just aren't going to be a player.
Did you keep in mind that ships purchased under the 20 year ratio could be refitted or converted later under the 8 year and current ratios? Thus the old Warbirds and Hawks could see their + refits and eventual Wareagle/Battlehawk conversions before play begins.
Can you not form your fleet with that in mind Nick? I was thinking of how this might affect the Roms when I wrote that rule but admittedly did not crunch the numbers for a full fleet.
As to multiple challenges, I had intended only one challenge per player per round, but multiple challenges could certainly be allowed if all players agreed.
By Nick G. Blank (Nickgb) on Wednesday, April 23, 2003 - 03:18 pm: Edit |
Oh, so the year restrictions would be separate for ship and refit? I see, that would change things a bit, I was going with a refitted ship was completely in the more restrictive category, not putting the ship in one category and just the cost of the refit in the more restrictive category. That would ease things up, have to crunch the numbers out again though.
By David Kass (Dkass) on Wednesday, April 23, 2003 - 04:44 pm: Edit |
I would suggest that when there are multiple force levels in a scenario, that the force level be part of the challenge. I challenged Fred to a duel at the 65(+6d6) BPV level. Furthermore, a counter challenge cannot be the same scenario with a different force level.
By using the duel, this may help avoid the all CW fleet (you risk getting challenged at the 65 BPV duel level and have nothing to fight with).
Or perhaps the challengee is the one who choses the force level. You could call for a duel, but you might not get to use that shiny new D5K.
What is the 280/200 in the defender column of the Base Assault?
Where is drone speed for the year in question purchased? Is it part of the ship's basic cost or is it part of the CO items (it shouldn't be). It has to be somewhere or the Kzinti in the later games are going to be monsters (20% free BPV is major).
I'd suggest moving the alternative starting years to (U10.9). Like this you can tweak the BPV for each (eg the "cheap" duel in Y180 should probably be 90 + 6d6 since fleets should primarily have DW as their smallest units).
By Scott Tenhoff (Scottt) on Wednesday, April 23, 2003 - 04:54 pm: Edit |
Quote:Geoff said:
I'm especially looking for feedback on whether 1,750+600 bpv is good for starting forces and if 100bpv+spoils of war is good for replacements/repairs.
By Loren Knight (Loren) on Wednesday, April 23, 2003 - 05:13 pm: Edit |
This was one option I was working on for something similar.
You have one big hex. Each hex side is for one player and is the gate way to each Star Base (and beyond that could be the Capitol). At the edge of the hex is the BATTS (two or three in this case). The area in the hex is open space where ships are moved into. Ships make challenges. After winning or not being opposed they can move to attack a BATTS. After that the SB (in this case there could be a middle area between the BATTS and the SB and so on with the Capitol).
I modified my post to fit this campain but it could work. Perhaps I'll work up a play map and have it posted.
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 05:31 pm: Edit |
David;
I would suggest that when there are multiple force levels in a scenario, that the force level be part of the challenge.
Done.
Furthermore, a counter challenge cannot be the same scenario with a different force level.
Why not?
What is the 280/200 in the defender column of the Base Assault?
BS+280 or BATS+200 to equal the opposing force base bpv. I've altered that in my original to make that more clear.
Where is drone speed for the year in question purchased? Is it part of the ship's basic cost
Exactly, see U10.12.
I'd suggest moving the alternative starting years to (U10.9).
Done.
Like this you can tweak the BPV for each (eg the "cheap" duel in Y180 should probably be 90 + 6d6 since fleets should primarily have DW as their smallest units).
Hmm, probably more typing than it would be worth. This is something easily agreed apon by both players if necesary I would think?
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 05:37 pm: Edit |
Scott;
I wanted losses to hurt. And seeing as fleets are somewhat small, assuming 20 years of buildup I think 400 bpv a year is reasonable. We could go to 150 bpv but I'm wary of the game becoming about sitting back and outproducing like most campaigns are.
Don't forget that players will get more bpv for winning scenarios.
As to multi-challenges these rules were setup to be a club campaign, so expecting one player to play multiple challenges a round may be pushing it. But I am certainly interested in how that might work if feasable.
By David Kass (Dkass) on Wednesday, April 23, 2003 - 05:42 pm: Edit |
My thought here was this would help force a more varied fleet and more varied scenarios (avoiding everything just being a duel). I'm not sure this will work in practice...
Quote:Furthermore, a counter challenge cannot be the same scenario with a different force level.
Why not?
By David Kass (Dkass) on Wednesday, April 23, 2003 - 05:52 pm: Edit |
With regards to multiple challenges. Even if only designed for one challenge, that should be clearly stated (ie each player may only be challenged once per round). Multiple challenges need to be carefully considered to make sure they can't be abused.
I had assumed that each player had one challenge per round and assumed no player could be challenged more than once each round, thus a maximum of 2 games per player per round (one as the challenger and one as the challengee), with the player always having the option to only fight one round.
My only concern about the BPV would be for replenshable items. Its going to make fighters and PFs difficult to maintain. I suppose if the goal is no attrition units it works. Maybe allow players to purchase fighters and PFs at their economic cost for replacements only (ie they're still their BPV for the intial force and for determining the forces for a scenario).
Missing escorts should at still occupy a command slot. It gives some incentive to replace them (as opposed to ending up with a CVA and no escorts and not worrying about it).
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 05:54 pm: Edit |
But if 2 people just want to play duels with each other, why not? Part of this proposal is to let people play the games they want within the campaign framework. They aren't risking much so won't gain much either.
As to U10.42 should there be a statement that a ship with a drone speed surcharge (already paid for) counts as that total bpv for forming the force then?
A concern that has risen with me is this; player A challenges player B to a duel. Player B 'surrenders' his CA. Player A gains 300 vps and 150/300 bpv (this part is still undecided imo) and player B loses nothing but the ship. Next round they repeat this with the ship coming back to Player B. Thus every month they are gaining 600 vps and 300/600 bpv.
I have no solution for this unless we go with negative vps and/or bpv, and I wanted to avoid penalizing the losers of a war already.
By Geoff Conn (Talonz) on Wednesday, April 23, 2003 - 06:04 pm: Edit |
David;
Challenges-I like your interpretation. Thus a player could control if he fights 1/2 games a round. My intention was to make it 'dave and phil are fighting, I guess I'll challenge steve' but allowing the challenged player to open another battle or not is a neat solution.
This does mess with my careful wording of challenger and challengee though based on one battle per round.
What do you guys prefer if you were to play this?
Fighters; the minute you go to economic bpv you encourage attrition units. This isnt an economic campaign so I had intended full combat bpv to be paid for everything. Fighters can be purchased in non-economic rounds though, perhaps that is not clear in the rules? (U10.64)
Escorts; not requiring replacements leaves the choice open to the player when they are lost. I like that myself.
By David Kass (Dkass) on Wednesday, April 23, 2003 - 06:51 pm: Edit |
Atrrition units.
Given that they have to be bought for BPV intially and use their BPV cost for scenarios, they're not going to be that common (espcially since you already limited the force to one CV/PFT total). A PFT or CWV is going to run at least 500 BPV (a player might squeeze one into 400, depending on the race). Thats almost a third of a player's total force. And it will only be useful in the large squadron skirmish, the fleet action or the assaults scenarios (and in the BATS assault there is a risk it will be too large).
30 damage to a cruiser (in a fleet) is "free" to fix. 30 damage to a fighter squadron would cost 30 BPV (roughly) to replace. I was suggesting lowering the replacement cost to 15 (econ). I don't see this as being a problem. Especially given the low replacement rates.
Casual PFs may be more of an issue. Perhaps only allow full PFTs the economic cost (and don't allow them to be transferred), as long as they replenish to a full flotilla (ie must include the leader and scout).
With the current rules, I would be very unlikely to take attrition units. This will force a Hydran force to take HB ships instead of a more reasonable mixed fleet. And even then they'll likely be at a disadvantage...
I was only suggesting that like F&E the missing escort cost a command slot, not any requirement to replace them. I don't think this will be a big deal in most cases (maybe at the capital assault or large fleet battle)--I don't expect to see many fleets with 8+ ships in the campaign.
By Loren Knight (Loren) on Wednesday, April 23, 2003 - 07:06 pm: Edit |
I'm in agreement with DKass.
By David Crew (Catwholeaps) on Wednesday, April 23, 2003 - 10:18 pm: Edit |
I like the freedom of the campaign. Some minor nitpicks and comments:
- Make turns to overhaul 10 - Size Class rather than the other way around (saves a negative).
- Fighter replacements need to be considered with regards the Hydrans. Limiting carriers as a design decision is great. You could adopt FnE logic and put Hydran hybrid ships in a different category for replacements (say Hybrids pay Econ BPV, carriers pay combat for replacements). The problem is that this will be a continual drain on the Hydran economy which other races don't have. Perhaps allow Hybrids to use the campaign replacement rules (50% of fighters come back free) and make carriers pay for it.
- I might suggest two pools for auxilliaries and ground defenses - each half the size. Unless you want the strategy to be 'Assault a convoy (forcing him to buy freighters) THEN assault the capital when he has no BPV left for ground defenses'.
- I have played a campaign somewhat similar to this (the scenarios were randomly chosen). We started with 1000 BPV fleets with 75 BPV per round (plus victory point gains). That was too large - losses rarely affected the next scenario - the pool of available ships was simply too large. I suspect this campaign with 1750/100 replacements every 4th round will be similar - although replacements are markedly lower. 1750 is so large that unless you suffer fleet action after base assault after fleet action losses won't really become an issue, especially as you can dodge anything that ties your fleet down by counter-challenging a frigate duel.
- As a generator of interesting scenarios I find it good. I'm still pondering the strategic implications (whether a capital assault will ever happen for example).
By Geoff Conn (Talonz) on Thursday, April 24, 2003 - 01:50 pm: Edit |
David&David,
Attrition units: some very good points, I hadn't considered the free repair factor for ships. Would economic cost for true carrier/tenders for replacement fighters/pfs be adequate? Or should a certain number of free fighter replacements be factored in as well?
I don't want to hurt the Hydrans but i don't want to encourage fighter/pf usage above regular units either.
Perhaps allow Hybrids to use the campaign replacement rules (50% of fighters come back free) and make carriers pay for it.
What rule is this and how would it work? Hydran hybrids are true carriers by definition actually so they would fall under the proposal above.
- Make turns to overhaul 10 - Size Class rather than the other way around (saves a negative).
Done, although my bad math had somehow made this seem shorter than it was. Overhauling the sc3 is 7turns, 9 at the SB.
- I might suggest two pools for auxilliaries and ground defenses - each half the size.
Possible, although I'm thinking of upping that pool to 800 now. With enough bpv would the division be necesary? And where would space base items be with a ground base/auxillaries division?
- I have played a campaign somewhat similar to this (the scenarios were randomly chosen). We started with 1000 BPV fleets with 75 BPV per round (plus victory point gains). That was too large - losses rarely affected the next scenario - the pool of available ships was simply too large. I suspect this campaign with 1750/100 replacements every 4th round will be similar - although replacements are markedly lower. 1750 is so large that unless you suffer fleet action after base assault after fleet action losses won't really become an issue, especially as you can dodge anything that ties your fleet down by counter-challenging a frigate duel.
I've made it harder to dodge assaults now, you must meet and beat them in open space essentially. And keep in mind you have to maintain a varied fleet to be able to maximize your force in each random bpv game.
Any other suggestions?
By David Kass (Dkass) on Thursday, April 24, 2003 - 01:53 pm: Edit |
I'd suggest that the economic cost will be more expensive but it balances the force multiplier effect of the AU...
By Geoff Conn (Talonz) on Thursday, April 24, 2003 - 02:00 pm: Edit |
Re:assaults
U10.33 If the initial challenge is an Assault scenario, the challengee can only accept this challenge or respond with a Skirmish or Fleet Action scenario challenge. Essentially, the challengee is meeting the attacker in open space in response. If the challenger wins this scenario, then he may freely select the same original Assault scenario in the next round and the challengee must accept (assuming it is the same players involved again).
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