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By Steve Cole (Stevecole) on Sunday, February 21, 2021 - 06:49 am: Edit |
Clever rules can accommodate that.
By Chuck Strong (Raider) on Thursday, May 11, 2023 - 05:55 am: Edit |
In addition to the (657.0) MIDDLE YEARS SCENARIO RULES we will need the following PROPOSED factional territory and neutrality rules for Civil Wars. These rules are used across multiple scenarios (Lyran Civil War/Romulan Civil War/War of Return) and and needed to be prevent adding duplicative rules to every scenario.
Comments and corrections are welcome. Please use standard line item formatting.
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(FTP.0) FACTIONAL TERRITORY POSSESSION
During many of the civil wars fought in this period, planets and provinces of an empire at war with itself are not typically captured or disrupted by factional fighting, but they are instead either controlled or contested by one faction or another. Note that some scenario rules may prohibit entry into or possession of territory within an empire in conflict.
(FTP.1) CONTROLLED TERRITORY
(FTP.11) CONDITIONS: A planet or a province is considered “controlled” if one the following conditions are met at the end of a player turn:
Occupation: Hex occupied by one friendly faction with at least one in-supply ship (or a unit or units providing at least one ship equivalent of attrition units); all other defending units are eliminated from the hex. Simply moving through or raiding a planet hex or province cannot control a planet or province, but a successful disruption raid can contest a province (see below). Note that a planet can be controlled by one faction even if its host province is contested.
Prior Possession: Failing occupation (above), being the last faction to legally control a given planet or province even if the province was previously contested on a prior player turn.
(FTP.12) DIMINISHED CONTROL: If a friendly faction gains or maintains control of a province on their turn and then an opposition faction contests that same province during the opposition faction’s subsequent turn, then the province is treated a “contested” for economic terms during the friendly faction’s next economic phase. Should a faction contest a province during their player turn, then somehow gains control of that same province during the following opposing player turn, then province is also treated as a “contested” province for economic purposes during the friendly faction’s next economic phase.
(FTP.13) ECONOMICS: On the subsequent turn of continuous control, a controlled planet or province linked to a supply grid (430.12) produces economic points (EPs) and X-technology points (XTPs) as provided by existing rules and only for the controlling faction; newly controlled SBXs and SFXs can generate XTPs for the new owner.
(FTP.131) Complete Turn Cycle: If a friendly faction somehow gains control of a given planet or province during an opposing faction’s turn, it will actually take one and a half turns to get income since the friendly faction’s next revenue collection step won’t come until this requirement is met.
(FTP.132) Time Period: Note that controlled provinces during the middle years period only produce 1 EP per turn.
(FTP.14) NO GARRISON: Controlled planets are not required to be garrisoned. This, however, runs the risk that an opposing faction could simply send units to take control of the planet without a fight.
(FTP.15) SUPPLY: Newly controlled planets and bases form part of the supply grid of the faction who captured them at the beginning of the player turn after they established control. A planet or base newly controlled during a given player turn could not supply units fighting in other battles during that same player turn.
(FTP.16) MOVEMENT NODES: A newly controlled planet or base cannot be used as a retrograde point or as a strategic movement node (SMN) until the beginning of the next player turn.
(FTP.17) LOGISTICS: After ONE complete turn cycle of control of a newly controlled planet or base, units based at the planet (PRDs, shipyards, etc.) or base function normally for the controlling faction; newly controlled bases can repair units including rapid combat repair (425.3).
(FTP.16) POLICE: A controlled province (but not a controlled planet) may temporarily call up a police ship via (314.242) to respond to raids but only for raids within faction-controlled provinces.
(FTP.2) CONTESTED PROVINCES
(FTP.21) CONDITIONS: A province is considered “contested” if it is occupied by ships of more than one competing faction; a unit with at least one ship equivalent of attrition units can meet this requirement. Planets and bases can only be controlled; they cannot be contested. Simply moving through an enemy faction-controlled province does not enable a province to be contested; successful raids (via disruption) may contest a province. An opposing faction base without a ship equivalent of attrition units or an ungarrisoned, opposing faction planet controlled within a province cannot contest a province.
(FTP.22) ECONOMICS: On the subsequent turn of contested control, a contested province linked to a supply grid (430.12) produces economic points (EPs) as provided by existing rules and for the contesting faction; EPs may by generated for the other controlling factions during their player turn as permitted by these rules. Note that in two opposing player games that contested provinces during the middle years period only produce 0.5 EP per player turn. In multi-player (3+) games, no provincial income will be generated for more than two contesting players.
(FTP.221) Complete Turn Cycle: If a friendly faction somehow contests of a given province during the enemy faction turn, it will actually take one and a half turns to get income since the friendly faction’s next revenue collection step won’t come until then.
(FTP.222) Partial Control: If a friendly faction contests a province on their turn and later gains control of that same province during the opposition faction’s subsequent turn, then the province is treated a “contested” for economic purposes during the friendly faction’s next economic phase. Should a faction gain or maintain control of a province during their player turn, then somehow reverts to simply contesting that same province during the following opposing player turn, then province is also treated as a “contested” province for economic purposes during the friendly faction’s next economic phase.
(FTP.23) GARRISON: Factions must maintain at least one friendly ship or unit(s) with at least one ship equivalent of attrition units in a contested province to maintain that status.
(FTP.24) DISRUPTIVE RAIDS: A successful disruptive province raid (314.27) contests a province; the province is considered “contested” for the defending faction’s next player-turn (and the raiding faction’s next economic phase).
(FTP.25) NO POLICE RESPONSE: Contested provinces cannot call up a police ships via (314.242) to respond to opposing faction raids.
(FTP.3) NEUTRAL FACTION TERRITORY
Some civil war scenarios may specify that areas and/or infrastructure of an empire are treated as neutral faction territory. In any of the conditions below, the presence of neutral faction forces is ignored in determining whether a province, planet, or base is controlled or contested unless otherwise stated in specified scenario rules.
(FTP.31) STRICT NEUTRALITY: Scenario rules may state that any unit from a fighting faction that enters this type of neutral territory is considered “interned” by neutral faction forces and must expeditiously use any legal means of movement available to move to the nearest neutral faction base or planet .
(FTP.32) DETACHED NEUTRALITY: Scenario rules may permit a fighting faction to move into and “control” a neutral faction province, planet or base hex or “contest” an opposition-controlled province solely for political gain (in the form of victory points). No other form of economic or material support is gained from the neutral faction.
(FTP.33) SAFE PASSAGE NEUTRALITY: Scenario rules may permit fighting factions to freely move into and through a neutral faction province, planet or base hex; however, the territory cannot be controlled or contested by opposing factions. No form of a fighting faction base (or base-like unit) can be established or used within the neutral faction territory but such units can transit through the territory. However, OPBs and MSSs intercepted in such territory by an opposing force are immediately interned by the neutral force (this is because these units are immediately set up upon contact with enemy forces).
(FTP.34) LIMITED NEUTRALITY: Scenario rules may permit a fighting faction to move into and “control” a neutral faction province, planet or base hex or “contest” an opposition-controlled province to receive various forms of material support outlined below. A scenario will list how and/or which of these may apply. Unless specified elsewhere, a given form of support below does not assume another form is available. These forms of support may include (as determined by the scenario):
(FTP.341) Condition A - Economic Support: A fighting faction can move into and control a neutral faction planet or province to strictly collect its economic production after one full turn of control so long as the planet or province is able to link a grid of the controlling faction. Contested neutral faction provinces do not produce any economic points for any fighting faction.
(FTP.342) Condition B - Supply Support: A faction-controlled neutral planet or base can solely be used as a friendly supply point for the controlling faction on the player turn after control is established so long as the planet or base is able to link a grid of the controlling faction supply grid. These supply points can be used for friendly forces for replacement fighters, PFs, combat personnel and equipment, salvage and repair depot services, drone support, economic transfers, and as friendly retreat supply points. They can used to link to other friendly but disconnected supply grids.
(FTP.343) Condition C - Repair Support: A faction-controlled neutral planet or base can be used as a retrograde point for repairs on the player turn after control is established if the location has a repair facility AND the facilities have repair CAPACITY available for the units retrograding there; no further retrograde is permitted if a retrograde eligible crippled unit’s repair cost exceeds the available repair capacity within the retrograde hex. Repair facilities at the planet or base can be used after one full turn of control. Unless otherwise stated, the cost of repairs is funded by the controlling faction. Repaired units must first return to friendly faction territory before entering opposing faction territory unless other material support conditions permit otherwise.
(FTP.344) Condition D - Basing Support: Factional units based at a controlled planet or base are permitted to establish reserves and/or react to opposing factions from that same location on the player turn after control is established.
(FTP.345) Condition E - Mobility Support: A controlled neutral planet or base can only be used as a strategic movement node and/or as a retrograde point on the player turn after control is established. Strategic movement costs (free or paid) are provided by the owning faction.
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(FAN.0) FIXED ASSEST NEUTRALITY
Civil wars in the SFU were typically fought over the political control of the government and not wars to wantonly destroy national military might and defensive infrastructure. Most factions realized that destroying planetary defenses and devastating planets would not only turn their empire’s people against them but could also open the door to invasion by a foreign power. For this reason, many factions that controlled planets and their defenses (including planetary governments) typically signed neutrality accords stating that ground-based units and planets would remain neutral should factional combat occur within their jurisdiction (hex). On the other hand, fix, space-based combat units (typically BSs or larger) controlled by the military can be used in combat by their controlling faction until they are crippled.
(FAN.1) PLANET-BASED ASSEST NEUTRALITY
(FAN.11) TEMPORARY NEUTRALITY: If any factional conflict occurs within a given hex (including raids), all controlled or neutral faction planets, ground bases (including their assigned attrition units), colonies and colony bases, and assigned planetary infrastructure declare temporary combat neutrality during the mutual presence of any opposing factional units within a hex.
(FAN.12) NO DAMAGE: Neutral planetary-based units and their assigned attrition units cannot be used by any opposing faction to generate or take any form of damage unless otherwise specified by scenario rules.
(FAN.13) NO COMBAT SUPPLY: Planetary-based units forced to go neutral as a result of the presence of opposing factions cannot be used as a combat round (Phase 5-3) supply source by any faction until combat within the hex is resolved.
(FAN.14) ADDITIONAL RESTRICTIONS:
(FAN.141) Neutral planetary bases (PGBs, PDU, FDUs, IDUs):
cannot provide electronic warfare support;
cannot form an electronic warfare network;
cannot support ground warfare operations;
cannot use ion pulse generators.
(FAN.142) Planetary Repair Docks (PRD): While PRDs are orbital facilities, they are treated as planet-based units for the purposes of these rules. Neutral PRDs cannot be damaged and cannot perform any type of repair activity during temporary neutrality such as rapid combat repair (425.3).
(FAN.143) Planets: No planet or colony (including a colony base) may be devastated or damaged by any faction.
(FAN.15) KEY PERSONNEL: Admirals (ADM), Marine Major Generals (MMG), and Prime Teams
assigned to planetary-based assets that go neutral as a result of entry into the hex of an opposing faction can be recovered by any controlling faction ship or auxiliary unit that survives the first combat round; if not recovered during this first round, then these personnel are temporary interned until the conclusion of combat phase. Ground combat elements (GCEs and I-GCEs) assigned to a planet-based asset that goes neutral cannot be recovered and will also go neutral. Diplomats are exempt and can be recovered after any round of combat.
(FTP.2) SPACE-BASED ASSEST NEUTRALITY
(FTP.21) CONDITIONAL NEUTRALITY: Space bases (base stations or larger) and their assigned attrition units will fight for the faction that controls them. However, the moment a given base is crippled, the base will declare temporary neutrality for the remainder of the raid or combat phase. Factional controlled bases that are already crippled before a combat round will automatically declare temporary neutrality upon entry of an opposing faction unit into the base’s hex.
(FTP.22) ADDITIONAL DAMAGE: Neither player may apply any SIDS damage beyond what it takes to cripple a base (unless specified elsewhere).
(FTP.23) ATTRITION UNITS: Deployed fighters, PFs, and SWACs assigned to crippled bases that go neutral during a combat round remains under the control of the controlling faction.
(FTP.231) Recoverable Units: Surviving attrition units must recover aboard units of the controlling faction at the end of the raid or combat round. Any remaining attrition units from either faction that cannot be landed aboard friendly factional units MUST land on neutral bases (in the hex or in an adjacent hex) if possible and they will remain neutral until the end of the raid or combat phase;
(FTP.232) Unrecoverable Units: Attrition units that cannot be recovered are destroyed and are counted as minus points for the controlling faction.
(FTP.233) Undeployed Units: Attrition units assigned to a base but not deployed during a combat round in which their host base goes neutral will be retained by their host base and will also remain neutral until the end of the combat phase.
(FTP.24) KEY PERSONNEL: Admirals (ADM), Marine Major Generals (MMG), Prime Teams, and Diplomats (DIP) assigned to bases that go neutral during a combat round can be recovered by any controlling faction ship or auxiliary unit that survives the current combat round; if not recovered during that round, then these personnel are temporary interned until the conclusion of combat. Ground combat elements (GCEs and I-GCEs) aboard a base that goes neutral cannot be recovered and are also temporarily interned. Diplomats are exempt and can be recovered after any round of combat.
(FTP.25) Depots: Fighter and PF depots can be used normally by their controlling faction but will themselves go neutral the moment their host base goes neutral.
(FTP.26) RESTRICTIONS: Neutral bases:
cannot provide electronic warfare support;
cannot form an electronic warfare network;
cannot support ground warfare operations;
cannot use ion pulse generators;
cannot host or use combat personnel (ADMs, MMG, Prime Teams);
cannot deploy attrition units.
(FTP.25) Transportable Bases: Mobile bases (MB), Operational Bases (OPB), and Mobile Storm Stations (MSS) including any assigned attrition units operate, fight, receive damage, and are destroyed normally for their controlling faction. Unless specified elsewhere, they do not fall under these rules.
(FAN.3) POST ATTACK ACTIONS
Once combat in a given hex is complete, the control of a given planet or colony or fixed base therein is awarded to the faction that remains in the hex at the end of the combat phase. If neither player remains in the hex after a raid or combat round, then control remains with the previous controlling faction of the planet/colony.
(FAN.31) INCUMBENT FACTION SUCCESS: If the incumbent faction retains control of the hex, then all planetary-based and space-based assets return to their control status prior to the start of current raid or combat phase.
(FAN.311) No Interruption: The temporary neutrality imposed due to conflict within the hex does not interrupt the timing cycles needed to establish logistics, economics, or supply for the incumbent faction for any of their assets.
(FAN.312) Return to Duty: Any friendly, but temporarily interned personnel within the hex are returned to the full control of the incumbent faction including any temporarily interned GCEs and I-GCEs.
(FAN.313) Supply Restored: Upon the incumbent faction (or ally) retaining control of the hex, all of their planetary-based and space-based assets forced into temporary neutrality within the hex are immediately restored and can be used a combat, retrograde, and field repair supply check sources by the incumbent faction and its allies if permitted by rule.
(FAN.32) CONQUERING FACTION SUCCESS: If the conquering faction wins control of the hex, then then all remaining planetary-based and space-based assets (including any of their interned attrition units) therein are controlled by the conquering faction.
(FAN.321) Reset Control Cycles: All timing cycles needed to establish logistics, economics, or supply of all newly controlled planetary-based and fixed base assets within the hex are reset.
(FAN.322) Captured Personnel: Any opposing faction combat personnel (ADM, MMG, Prime Teams) stranded on any planetary-based or space-based assets by the opposing factions are captured by the opposing faction. Diplomats cannot be captured in this way.
By Chuck Strong (Raider) on Thursday, August 03, 2023 - 11:20 am: Edit |
Are there any player or staff comments or corrections to the above proposed rules for the F&E Civil Wars product?
By Chuck Strong (Raider) on Thursday, August 03, 2023 - 12:59 pm: Edit |
FEDS recommends adding this to the MIDDLE YEARS SCENARIO RULES:
(657.36) ELECTRONIC WARFARE (EW): Technological limitations limited the effectiveness of EW systems. Modify the effects of EW IN COMBAT (313.2) as follows:
(657.361) Determination: The procedures under (313.21) are unchanged, but the EW effects chart for the Middle Years period is changed to read:
NEWPT | DIE-ROLL SHIFT |
0-2 | None |
3-6 | -1 |
7 or more | -2 |
By Lawrence Bergen (Lar) on Sunday, August 06, 2023 - 12:59 am: Edit |
This is a very simple approach to reducing the effectiveness of EW as needed in the middle years.
By Lawrence Bergen (Lar) on Thursday, May 09, 2024 - 07:57 pm: Edit |
down here
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