By Craig Tenhoff (Cktenhoff) on Monday, April 08, 2002 - 10:10 pm: Edit |
Andy Palmer posted his ideas for a Fighter Campaign in a different Thread. After various posts on the subject, it appears we have different visions of what a campaign would entail.
Rather than clutter up 'his' topic with my ideas, I've created a seperate one to pursue them.
Some of this is reposted for completeness.
By Craig Tenhoff (Cktenhoff) on Monday, April 08, 2002 - 10:12 pm: Edit |
Each "Week" is broken into the following phases:
1) Random Mission Determination
2) Recon/Patrol Phase
3) Recon Results/Mission Planning
4) Mission Phase
5) Replenishment/Supply Phase
Random Mission Phase
During this phase each player determines if they have been assigned a mission. If assigned a mission, the player will execute during the Mission Phase.
Recon/Patrol Phase/Recon Results
Each player assigns fighters to Recon or Patrol. Recon fighters attempt to determine the other players mission, while Patrol fighters attempt to
prevent Recon fighters from accomplishing their mission.
Each player determines the results of their Recon Missions (if any) and Intelligence efforts.
Mission Planning
After determining the results of Recon and Intelligence, each player assigns fighters to any Mission(s).
Mission Phase
Each Player executes there planned Mission(s). The opposing player runs the opposition forces in addition to their own forces.
Replenishment/Supply Phase
Each player makes adjustments to supplies, victory points, etc. After this is completed, the next week, begins.
By Craig Tenhoff (Cktenhoff) on Monday, April 08, 2002 - 10:16 pm: Edit |
Random Mission Phase
A standard playing deck is divided between the players. Each Player gets 13 Red and 13 Black cards. The Black cards represent Missions, while the Red cards are place holders. The 2-K represent missions assigned by the HQ, while Aces are reserved to representing a supply mission. The
Aces are kept seperate.
If the player is requesting a supply mission, they select the Black Ace. If the player isn't scheduling a supply mission, they select the Red Ace. In either case, the card is added to the pile of missions set aside for the Recon Phase.
Each player draws from the deck of the 2-K. After writing down the Mission Number, the missions are set aside for the Recon phase. Then each player searches through the deck and choses two additional red cards as 'dummy' missions.
All the cards set aside will be used to determine the results of Recon during the Recon/Intelligence Phase.
By Craig Tenhoff (Cktenhoff) on Monday, April 08, 2002 - 10:18 pm: Edit |
Recon/Intellignce Phase
Each player assigns fighter pairs to Recon, Patrol, or Rest. Fighters assigned to Recon attempt to gain information on the opponents mission, while those assigned to Patrol attempt to prevent the other players Recon fighters from accomplishing their mission.
Each fighter pair assigned to Patrol rolls on the following table.
Roll | Results |
1-4 | No Intercept |
5-6 | Intercept |
Modifiers | |
-1 | Average Fighter Rating: Green |
+1 | Average Fighter Rating: Ace |
Roll | Results |
1-5 | No Information |
6 | One Intercept |
7 | Two Intercept |
8 | Three Intercept |
9 | Four Intercept |
10 | Five Intercept* |
Modifiers | |
+1 | for each uncrippled fighter that completed a Recon Mission |
By Craig Tenhoff (Cktenhoff) on Monday, April 08, 2002 - 10:24 pm: Edit |
Mission Planning
Each player assigns fighters to Missions. The available missions are: those determined in the Random Mission Phase (Random and/or Guard Supplies), Sweep, Intercept, Attack, CAP and Rest.
The Random Missions are listed in X.
The Supply Mission (Ace) represents the resupply for the planet. Freighters sufficient to carry the supplies are assigned to this mission. Escorts for this mission can be assigned to the mission for a cost of 25% (?) of their BPV. The escorts are only received for the Supply Mission.
The Sweep Mission represents an attempt to engage other fighters (i.e. Space Superiority).
The Intercept Mission represents an attempt to intervene in the Opponent's Mission (determined during the Recon Phase).
The Attack Mission represents an attack on the Opponents Base.
CAP are fighters assigned to protect the area around the Base during the mission phase.
Rest are fighters that are at the base with the pilots resting during the Mission phase.
Pilot Fatigue. Pilots who fly missions during the Recon/Intelligence Phase (either Recon or Intercept) are treated as one rating worse (Legendary Ace=Ace, Ace=Normal, Normal=Green, Green=Can't Fly), if they fly a mission during the Mission Phase. This represents Pilot Fatigue.
By Craig Tenhoff (Cktenhoff) on Wednesday, April 10, 2002 - 11:02 pm: Edit |
Mission #2 - Intercept Enemy Freighter
Intelligence has determined that a lone enemy freighter is delivering supplies to a nearby outpots. The Target is a single freighter, possibly with an escort.
Friendly Forces:
1) Fighters Assigned.
Force enters from any Board Edge(s)
Enemy Forces:
1) Freighter, Small (See Below)
2) Possible Escort (See Below)
3) Enemy Fighters Assigned to Intercept.
Forces start within 3 of the center of the Board.
Special Rules:
1) The Enemy Forces receive 40 BPV to upgrade the freighter and/or purchase an Escort Vessel. The Small Freighter can be upgraded to any Freighter and/or variant (i.e. Armed, Q-Ship, duck-tails added, etc) by paying the difference in Combat BPV.
2) The Freighter is limited to speed 6.
3) The cost of an Escort is reduced by 20 BPV for every two turns that it's entry is delayed past turn 4.
By Craig Tenhoff (Cktenhoff) on Wednesday, April 10, 2002 - 11:13 pm: Edit |
Replenishment\Supply Phase
Each player performs record keeping during this phase. Pilot experience is calculated, and changes in Pilot status are noted. Victory points are adjusted based on the success of any Mission(s) flown during the Mission Phase.
Each player received 50 BPV during this phase. These BPV are stored until such time that they can be transferred to the Player's base of operation via a Supply Mission (Ace).
By Craig Tenhoff (Cktenhoff) on Wednesday, April 10, 2002 - 11:37 pm: Edit |
MISSION #ACE - RESUPPLY
A resupply mission is bringing new equipment and supplies.
Freindly Forces:
1) Freighter(s) sufficient to carry the supplies (see below)
2) Escort, if any (see below)
3) Fighters Assigned
Enemy Forces:
1) Enemy Fighters assigned to Intercept.
Special Rules:
1) The Mission Player purchases and new supplies with the BPV received during previous supply phases.
1a) Any replacement and/or new fighters have green pilots for free. The cost of the fighter must include the speed upgrades for drones. Pilots can be upgraded by paying 2 times the difference between a green pilot and a normal pilot for the fighter. New fighters must have a proper carrier facility. They cannot be 'casually' based (e.g. must have a FGB module to land them at).
1b) Enough drones are shipped to bring the base/defense stores up to full supply. Only basic drones, with the current in-service speed package are recieved for free. Any specialty drones must be purchased with BPV.
2) If enough BPV are saved, extra defenses can be purchased and carried by the freighter. Remember, Defenses cost their Economic, not their Combat Value.
3) Freighters sufficient to carry the supplies are recieved for this mission. See Rule (???) to determine how many cargo boxes are required. Need to indicate how much cargo a Ground Base & Defsats Require.
4) An Escort can be 'borrowed' to guard the Resupply Mission. The cost of the escort is a fee equal to 25% of the value of the escort.
4a) If the Fighter Squadron is currently at or below 50% of its original strength, a Police Ship is automatically assigned to escort the Resupply Mission.
By Craig Tenhoff (Cktenhoff) on Wednesday, April 10, 2002 - 11:43 pm: Edit |
So far everything assumes this campaign is taking place at the start of the General War. Need to work out how many BPV should be given for resupply during the Middle & End of the General War, since the cost of Fighters will increase as they improve. Also, the quality of the opposition will improve as the war continues (i.e. Refits, War Classes, etc), and the Opposition BPV will need to be adjusted to reflect that.
I was thinking of allowing the purchase of Auxilliary and Warships, albeit at a much higher BPV cost. Something like 2*Economic for Auxilliaries and 5*Economic for Warhips. A Police ship would count as an Auxilliary for this purpose.
I think the purchase of Minefields should be disallowed, but will entertain discussion on that. I've forgotten the cost of 1 Minefield package.
By Craig Tenhoff (Cktenhoff) on Monday, April 15, 2002 - 01:04 am: Edit |
Victory Conditions
Campaign Victory Points are only allocated to Victories/Loses during the Mission Phase.
+1 VP for each level of Victory above draw.
-1 VP for each level of Loss below draw.
+1 additional VP for each level of Victory above draw for a battle that the Fighter Squadron participates in.
-1 additional VP for each level of Loss below draw for a battle that the Fighter Squardon participates in.
The following Missions do not receive Campaign VPs:
Sweep, CAP, Rest, Mission #Ace (Defender)
Since Recon & Intercept, do not take place during the Mission Phase, they also do not provide Campaign VPs.
The Campaign can be played for a certain length, until one side or the other reaches a predetermined VP level.
An Automatic Loss occurs if one player loses his base of operations due to enemy action or his entire fighter squadron is destroyed.
It is possible for both players to have an Automatic Loss occur during the same Mission Phase. In this case the Campaign is a draw.
By John Pepper (Akula) on Friday, August 02, 2002 - 08:06 pm: Edit |
Interesting idea, I like it a lot.
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