By Chuck Strong (Raider) on Monday, March 01, 2004 - 10:59 am: Edit |
Tony:
Please go read the X-ship conversion rule at SBXs and the entire (R4.200A) section.
By Jeremy Gray (Gray) on Monday, March 01, 2004 - 11:03 am: Edit |
If we are taking the FH out of the Imperial OOB (and replacing it with one of the homefleet SPs perhaps), then I'd suggest giving the Imperialists the NHB. The Home Fleet would gain the extra FH in place of the lost SP (swapped out to the Imperials), and the CVS you've added there would be the FH. Seems to balance out reasonably well.
Putting the FHB in the home fleet rather than the west has the added benefit of keeping FHs out of Imperialist hands at the outset (again, trying to avoid questions about why didn't Rolandus end up with a FHX).
By Tony Barnes (Tonyb) on Monday, March 01, 2004 - 01:59 pm: Edit |
Hmm - interesting.
I've read the x-ship production section before (where I would assume that rule should go), but never saw that rule in the x-base production section.
The entire (R4.200A) section will have to remain a mystery to me unfortunately. I no longer have any of my SFB rules handy.
By Christopher E. Fant (Cfant) on Monday, March 01, 2004 - 02:18 pm: Edit |
Other things that will need to be in different colors are PTs, Admirals and such.
By Scott Tenhoff (Scottt) on Monday, March 01, 2004 - 02:27 pm: Edit |
Chuck, on your OOB during the Rom Civil War.
You are going by the OOB in CL25 (proposed Rom OOB) not a workup for ISC Wars, correct?
Just making sure where you are getting the numbers.
By David Kass (Dkass) on Monday, March 01, 2004 - 11:59 pm: Edit |
On a different note, I don't like the idea of an Imperial mothball. I suspect that would be at the capital and under Republican control, if any.
Instead, I'd suggest that Romulus has a higher chance of swaying ships to his side so that he gets replacements that way every turn. Say he has to personally move to the hex where the ships are and then roll for each ship 1-2 Imperial, 3-5 remain neutral, 6 Republican...
By Christopher E. Fant (Cfant) on Tuesday, March 02, 2004 - 01:17 am: Edit |
I like Kass's thoughts.
By KC Grant (Kcg) on Tuesday, March 02, 2004 - 02:44 am: Edit |
Count me in for the wanting the imperial kestrals & KE's (both x and non-x types). Here's why: If this scenario is only but a few turns (4?) and each side has a limited ship pool, I can see this scenario being played out in a few hours. I will want to play these scenarios over and over again and vary my production to see how a different method works or doesn't work.
By Kevin Howard (Jarawara) on Tuesday, March 02, 2004 - 03:45 am: Edit |
All the Kestral hulls were concentrated in Roladus's fleet, as were the old style ships.
By Clell Flint (Clell) on Tuesday, March 02, 2004 - 09:16 am: Edit |
Here's a thought start the scenario 1 year earlier with each side only allowed to build and deploy ships in certain areas. This could allow for some variation as well as represent the inevitable political maneuvering that led up to the Civil War. Civil wars just don't spring up full grown out of nothing overnight.
By Tony Barnes (Tonyb) on Tuesday, March 02, 2004 - 11:08 am: Edit |
Kevin brings up a good point.
By Jeff Laikind (J_Laikind) on Tuesday, March 02, 2004 - 11:38 pm: Edit |
I was wondering about the effect of the turncoat ship, and had a few ideas:
The Imperial player secretly identifies the class of the traitor ship in writing before the scenario starts. It cannot be an X-ship, DN or Command Cruiser (NH, SUP, KE). Rolandus pays a number of victory points equal to one-half the attack value of the traitor if it is ever used.
During any combat round where Rolandus is present, the turncoat can be ordered to change sides. It's effects are as follows:
1) If it survives the combat round, it joins the Imperial forces.
2) It's attack factor is immediately added to the Imperial Battle Force and subtracted from the Republican Force.
3) Any attrition units carried remain with the Republican forces, but are at half attack strength.
4) The damage scored by the Imperial is increased by one-half the attack value of the ship, or the full attack value if it is a mauler.
5) Any ship in the Republican formation bonus can be attacked normally.
6) The turncoat ship may be directed at by the Republican force at 1:1. (Should this count as the one allowed directed damage?)
By Christopher E. Fant (Cfant) on Wednesday, March 03, 2004 - 03:05 am: Edit |
Jeff, I like it excpet for the attrition units staying with the Republicans. If the ships is loyal to Rolandus, so would the fighter/PF groups assigned to it.
By Jeff Laikind (J_Laikind) on Wednesday, March 03, 2004 - 01:16 pm: Edit |
I was thinking that the fighter squadrons/PF Flotillas might not be subverted. But that the loss of support from the carrier/PFT would hurt the squadron, so half attack factor.
Also, since the Imperial player has to "pay" for the ship, carriers and PFTs would be very expensive to turn, and probably would never happen. By disconnecting the two, a SPE is based on its attack of 5, rather than the PF flotilla of 12.
Now, you've got me thinking. The cost of turning the ship should be based on the attack factor + any EW or G's it has.
By Chuck Strong (Raider) on Wednesday, March 03, 2004 - 03:35 pm: Edit |
PROPOSED Romulan Civil War Scenario
(RCW.0) Romulan Civil War (v1.0) by Chuck & Grant Strong
When the armistice was announced, ending the General War, a faction of disgruntled officers on the capital planet Romulus launched a coup which overthrew the Praetor and Emperor. The rebels formed a new government (the Romulan Republic). The fleets on the Gorn and ISC borders supported the new government, but the fleet on Federation border was commanded by Proconsul Rolandus, a nephew of the deposed emperor. He declared himself the new emperor and led his fleet in an effort to restore the empire. During the Civil War that followed, both sides employed X-ships. The Proconsul was at a disadvantage in that he had few large ships. All of the surviving Klingon types had been placed in his fleet during the last years of the war, and some of these ships had already been converted to X-technology. (From R4.200A)
(RCW.1) SCENARIO NOTES
(RCW.11) Number of Players: 2; the Imperial Romulans and the Romulan Republic.
(RCW.12) Movement Rules
(RCW.121) Maneuver: The Republican fleet may maneuver in any original Romulan territory; the Imperial fleet may maneuver in any original Romulan territory except any Gorn or ISC border province starting 4210 to 5718 and including the province at 5318 (this is the ISC war zone). Any ship that enters the Federation or Tholian neutral zones is interned; any Imperial ship that enters the ISC war zone must surrender to the Republican forces there and is used in the war against the ISC and is removed from play.
(RCW.122) Cloaked Movement: each side can have one stack of 12 ships per (203.85).
(RCW.123) Strategic Movement: One unit on each side may use free strategic movement each turn. (The remaining free allowance is being used in the war against the ISC.) Each side can purchase additional strategic movement.
(RCW.13) Combat rules
(RCW.131) Bases: Any base that is crippled during combat will declare neutrality and is no longer used in combat. The player who remains in the hex with a crippled base after combat is complete "captures" the base and it can be used immediately in its crippled state and can be repaired; if neither player remains in the hex after combat it reverts to it original owner. It cannot be used as a retrograde point, supply point or as a strategic movement node until the beginning of the player turn after its capture.
(RCW.132) PDUs: All PDUs on a given planet are controlled by the owning player. However, if the number of enemy ship equivalents (counting each PDU with its assigned attrition units as one) exceeds the number friendly ships equivalents by three, a loyalty die role is made for each PDU before each round of combat involving the planet in the 5-3B step of the SoP.
Roll two dice:
2-8, PDU remains loyal;
9-10, PDU declares neutrality and is handled in the same way as a captured base in (RCW.31);
11-12 PDU joins other side.
Add 1 to the die roll for each set of three ship equivalents beyond the original three.
(RCW.133) Planets: Planets will declare their neutrality if any ship enters their hex and will join the side that remains in the hex after the battle hex is determined, if neither player remains in the hex after combat it reverts to its original owner. It cannot be used as a retrograde point, supply point or as a strategic movement node until the beginning of the player turn after its capture.
(RCW.134) Carelessness: Any player who voluntarily destroys a base (not PDU) or allows one or more devastation points point to fall on a planet will be subject to the following: all loyal planets (with or without PDUs) and bases declare their neutrality for combat purposes for the remainder of the war (they can still be used as supply points and as SMNs); PDUs are still able to join the other side using (RCW.32).
(RCW.135) Raids: each side has a raid pool of one (the remaining pool is being used on the ISC front).
(RCW.136) Admirals: each side has one admiral (Rolandus is the "Admiral" for the Imperial Fleet); admiral effectiveness (316.22) is not used in this scenario. Each side starts with a command point but cannot buy any more during the scenario.
(RCW.137) Capturing ships was easier during the Romulan Civil War. Many Romulans served with each other during the General War but now found themselves on different sides. Many crippled ships didn't put up much of a fight against each other during what would be a normally be desperate fight for the ship. To reflect this, on the capture role:
add 3 to the die roll for size class 4 units;
add 2 to the die roll for size class 3 units;
add 1 to the die roll for size class 2 units;
Subtract one from the die roll for an X-ship;
Subtract one from the die roll if the ship carried an Admiral.
If more than one ships is capture eligible; role the dice and if the result would only apply to one ship then that is the one that was captured. If the result is more than one ship, roll a die to determine which one was captured. Captured ships produce no other special effect under (305.2) and can be repaired normally.
(RCW.14) Economic Rules
(RCW.141) Both side are economically exhausted (652.3). The Rolandus and Imperial fleet has a stock pile of 20XTPs at his SBX in 4015. Both side cannot use deficit spending on turn 5. Only 20% of a players income can be convert to XTPs per (523.12). Planets in-play produce XTPs for the controlling player; these are the planets at: 4613 (Romulus only), 4716, 4112, 4313, 5117. No XTPs may be bought.
(RCW.142) The Imperial "capital" is the SBX at 4015 and forms the basis of the Imperial main supply grid.
(RCW.143) All provinces, planets and SBXs under Imperial control generate income for the Imperial player.
(RCW.1431) Provinces: Rolandus enjoyed secret support throughout the empire. To reflect this, after every player turn (SoP phase 9A) check each province for the presence of a Republican ship. If no Republican ship (not unit) is present then control of the province reverts to the Imperial player immediately. If there are only republican ships in the province then control of the province reverts to the Republican player. If both player occupy the province then it is treated as a disputed province for economic calculations.
(RCW.1432) No player may claim an economic benefit for any Gorn or ISC border provinces starting with 4210 through 5718 and including the province at 5318.
(RCW.144) Capital Systems: All capital systems are controlled by the Republican player, however all income from the capital system planets are dedicated to the war effort against the ISC regardless of who controls them; only the capital planet Romulus generates income for the Republican player for use against the Imperial player.
(RCW.145) Survey: There is no survey income as it is dedicated to the war effort against the ISC.
(RCW.146) Repairs: Players can make repairs at repair units that they control. The bases in the ISC war zone are dedicated to the war effort against the ISC and cannot be used by the Republican fleet. The Imperial fleet has six turns of Kestrel parts per (442.8). Repair ships are not used in this scenario.
(RCW.147) Production: All shipyard production is dedicated to the war effort against the ISC except for allowed size class 4 unit production at SBs and SBXs per (442.53). All production must be done at SB/SBXs controlled by that player except the SB at 5318. The SB at Remus was destroyed in the Battle of Remus during the General War and has not been replaced yet. All allowed special substitutions and free fighter factors are also used for the ISC war effort.
(RCW.148) Conversions: All conversion must be done at SB/SBXs controlled by that player except the SB at 5318.
(RCW.149) Commercial Convoys are not used in this scenario.
(RCW.15) Special Rules
(RCW.151) All unit have there allotted fighters and PFs. The Imperial fleet must use (502.431) SB production to replace their PFs.
(RCW.152) Each player has one Reserve Fleet marker.
(RCW.153) SAFs are not used in this scenario.
(RCW.154) Each fleet has two Prime Teams. Free PT production is dedicated to the ISC war effort; only the Republican player may purchase one PT in the spring turns.
(RCW.155) Each side has one Casual PF Flotilla (CPF) using (524.0).
(RCW.156) All Police ship deployments are dedicated to the ISC war effort and not available.
(RCW.16) Scenario Special Rules
(RCW.161) Republican Traitor: The Imperial player secretly identifies the class of the traitor ship in writing before the scenario starts. It cannot be an X-ship, DN or Command Cruiser (NH, SUP, KE). Rolandus pays a number of victory points equal to one-half the attack value of the traitor if it is ever used. During any combat round where Rolandus is present, the turncoat can be ordered to change sides. It's effects are as follows:
(RCW.161A) If it survives the combat round, it joins the Imperial forces.
(RCW.161B) It's attack factor is immediately added to the Imperial Battle Force and subtracted from the Republican Force.
(RCW.161C) Any attrition units carried remain with the Republican forces, but are at half attack strength.
(RCW.161D) The damage scored by the Imperial is increased by one-half the attack value of the ship, or the full attack value if it is a mauler.
(RCW.161E) Any ship in the Republican formation bonus can be attacked normally.
(RCW.161F) The turncoat ship may be directed at by the Republican force at 1:1.
(RCW.162) Loyalty Checks: Before starting the combat phase of every battle hex, check the current victory points total. If a player is down by at least AAA victory points AND is also out numbered in the ships (only) in the current battle hex then that player must make a loyalty check. Roll two dice, if the result is 11-12 one ship from the out numbered fleet defects and joins the other side. Randomly determine which ship but it cannot be an X-ship, DN or Command Cruiser (NH, SUP, KE). The selected ship cannot be used in combat for the remainder of the player turn, after which it can be used normally by the capturing player. Add one to the die roll for every set of AAA victory points beyond the original set.
(RCW.2) SCENARIO SCHEDULE
TURN 1, FALL Y185F
Event: Romulan Civil War begins.
IMPERIAL: All assigned forces in (RCW.3); roll for persuasion for Patrol detachment ships to join the Imperial Fleet.
REPUBLICAN: All assigned forces in (RCW.3)
TURN 2, FALL Y186S
Event: Romulan Civil War continues.
IMPERIAL: Roll for persuasion for Patrol detachment ships to join the Imperial Fleet.
TURN 3, FALL Y186F
Event: Check for ISC Attack a Romulan Planet (RCW.631).
IMPERIAL: Roll for persuasion for Patrol detachment ships to join the Imperial Fleet.
TURN 4, FALL Y187S
Event: Check for ISC Attack a Romulan Planet (RCW.631).
IMPERIAL: Roll for persuasion for Patrol detachment ships to join the Imperial Fleet.
TURN 5, FALL Y187F
Event: Check for ISC Attack a Romulan Planet (RCW.631).
IMPERIAL: Roll for persuasion for Patrol detachment ships to join the Imperial Fleet.
War ends at the conclusion of turn 5 when the Romulan Senate votes to put a stop to the "unneeded diversion".
(RCW.3) ORDER OF BATTLE
IMPERIALS FLEET (Set-Up First)
Set up in province 4110: NHB, HDW, SKF, 2xSK, [SKB+SKE],
Set up in province 4716: SUP, [SPB+SPM+SKE], SPC, 2xSK,
Set up in hex 3618: SPH (it just completed the conversion of the base there to a BATS)
Set up in hex 3416: K7R, MB (not deployed)
Set up in hex 3315: K5
Set up in hex 3317: KC9, KE, SP
Set up in hex 3318: KE, SP
Set up anywhere in Imperial controlled space: 2xK7X, 2xK5, SPE, Admiral (Rolandus)
Other: Resv.
PATROL DETACHMENT (IMPERIAL LEANING – use die roll to persuade):
Set up at 3319: NH, KE, 2xSP, SK, SSX
Each turn before Imperial production roll one die; if it is a 5 or 6 then there is a chance that they will receive on ship from the detachment above. Assign each ship in the detachment a number between 1-6 (write it down), roll the die and that ship joins the Imperial Fleet. On subsequent turns, it is possible that no ship is released even with a positive persuasion role.
REPUBLICAN FLEET:
Set up anywhere in Republican controlled space:
FHX, FHB, NH, SUP, [SPB+2SKE], 2xFH, 6xSP, 3xSPC, 3xSK, SKC, SKF, [SKB+SKE], SPH, FRD, Admiral
Set up in hex 5317: ROC (crippled -- returning from front for repairs),
Other: Resv.
(RCW.4) SCENARIO CONDITIONS
(RCW.41) The Imperial start with control the following provinces: 3318, 3516, 3617, 3814, 3916, 3918, 4110, 4012, 4115, 4117, 4416, 4518, 4716
(RCW.42) The Republicans control the following provinces: 4411, 4413, 4712, 4613, 4614, 4712, 4813, 4916, 4818, 5017, 5117.
(RCW.43) All BATS along the Tholian, Federation and Gorn border have been destroyed in the General War and have not been replaced.
(RCW.44) Romulus (4613 has 14 PDUs on the capital. Remus was devastated and its starbase was destroyed in the General War; it has no PDUs but has a deployed MB in orbit.
(RCW.45) The planet at 4112 was devastated during the General War and has completed three turns toward recovery; it has one PDU.
(RCW.46) There is a BATS (no SB) at 3518. Replace the bases at 4015 & 4318 with SBXs. The base at 4916 is a BTX., The SB at Romulus is a SBX.
(RCW.47) The ISC war zone is in the Gorn or ISC border provinces starting with 4210 to 5718 and including the province at 5318; only Republican units may operate in this zone.
(RCW.5) SCENARIO LENGTH
This scenario will last no longer than 5 turns; see (RCW.64).
(RCW.6) VICTORY CONDITIONS
There are several ways to win this scenario:
(RCW.61) Seizing Control
(RCW.611) If, after all combat is completed at the capital planet Romulus, there are no Republican ships at Romulus then Rolandus was success full and the Imperial Romulans win.
(RCW.612) If, after all combat is completed and the Republican control two of Rolandus' SBXs then Rolandus failed and the Romulan Republic wins.
(RCW.62) Building Momentum
(RCW.621) At the end of every player turn, both players score victory points based on the following:
2 points for each uncontested control of an in-play province.
1 points for each disputed in-play province
3 points each for controlling an in-play minor planet (In-play: 4112, 4313, 5117)
5 points each for controlling an in-play major planet (In-play: Romulus at 4613, 4716)
When then one player has scored ZZZ points more than the other player, the Romulan Senate sees that one side it clearly pulling ahead a decides to fully back that side's leader. The war is over.
(RCW.63) ISC Intervention and Victory
(RCW.631) After the start of third turn in phase 5 (before step 5-1A), and every player phase from that point, roll for the appearance of the ISC Echelon of Justice. If the result on two dice is 10-12 the Echelon of Justice appears at a Romulan planet. Roll one more die to determine the planet of arrival:
1 = 4112; 2 = 4313; 3 = 5117; 4 or 5 = 4716; 6 = roll again.
The both players can choose use the reaction movement rules to react to appearance of the ISC units so long a they are still eligible to react during the present phase or they did not move the units during operational movement as the phasing player.
Form a battle force from all available Imperial and Republican units.
(RCW.632) Players select a flagship from the pool of the 3 highest rated ship(s); if both disagree on the flagship, then roll a die.
(RCW.633) Starting with the non-flagship player, players alternate placing any one of their pieces into the battle force until it is full. Pieces can be placed in the free scout position or as a rear echelon support ship sending fighters/PFs forward as one ship equivalent and within established rules. Don't worry about the formation bonus position for this procedure.
(RCW.634) Form the ISC into a battle force with the highest rated command and largest ComPot ship in the formation bonus and the PFT in the rear echelon sending its PFs forward. If the SCX is destroyed then place the PFT in the scout position if available.
(RCW.635) The ISC will follow the established combat rules, such as offering approach. If, before any round of combat the ISC are out numbers in ship equivalents AND in total compot, they will choose to retreat at the end of the current round, taking as much damage of attrition units as possible fighters first and PFs second. Roll a die to determine the ISC BIR. The ISC will take damage as follows (smallest defensive compot to largest):
cripple all size 4 units first; then attrition units, then cripples size 3 units except flagship; then destroy size 4; then cripple flagship, destroy size 3 units.
(RCW.636) The ISC will always choose NOT to use directed damage unless the ISC has sufficient damage using the x-mauler capability to DESTROY, PDUs, a carrier group or PFT on the line (in that order). Players must alternate in taking damage points but must take enough to cripple or destroy a unit. Fighters and PFs must take half (rounded up) damage of the current strength to meet this requirement. If fighters or PFs are selected again later as a casualty then the remainder of the unit must be destroyed. The first player must take a full directed mauler shot from the ISC if there is an ISC X-ship on the line; players alternate every round -- roll a die to determine who goes first in the first round.
(RCW.637) Both players must agree on a target in order to use directed damage on the ISC.
(RCW.638) If the ISC is forced to retreat, then continue combat until one side retreats or is destroyed. The player that controls the planet hex after all combat is complete scores VVV victory points
(RCW.64) Romulan Senate Intervention
(RCW.631) At the completion of the fifth turn, the Romulan Senate votes to put down the war and the "unneeded diversion". The if a player is ahead by QQQ victory points the he is the winner otherwise it was a draw.
(RCW.7) BALANCE
(RCW.71) Add a number of SPs or SKs to one side.
(RCW.71) Give on side a number of victory points
(RCW.73) Convert a number of smaller ships to X-technology on one side.
By Craig Tenhoff (Cktenhoff) on Wednesday, March 03, 2004 - 06:23 pm: Edit |
RCW 131, 132, 133, 134, and 137 should probably be General Civil War rules, just so the scenarios are consistent.
RCW 137, capture modifiers should be reversed to provide positive benifit on the capture table. As written, it is easier to capture DN/X-Ships than small ships.
By Chuck Strong (Raider) on Wednesday, March 03, 2004 - 06:30 pm: Edit |
(RCW.137) Yes, they should be reversed -- thanks.
By Douglas E. Lampert (Dlampert) on Wednesday, March 03, 2004 - 06:38 pm: Edit |
I agree, those are good rules although as written I think there needs to be some clarification of what happens when some of the PDU on a planet swap sides.
I suggest the following two changes:
1) PDU automatically go neutral when their fighters and PFs are destroyed (and PDU without attrition units are always neutral). This being intended to reduce the chance that someone will blow away the actual bases.
2) Only one roll for PDU going nuetral be made per series of battles in a hex for going neutral (say a PDU goes neutral initially on an 8-12, and never switches sides). This is simpler than having bases switching sides all the time or rolling every round.
By Chuck Strong (Raider) on Wednesday, March 03, 2004 - 06:59 pm: Edit |
(RCW.132) PDUs: All PDUs on a given planet are controlled by the owning player. However, if the number of enemy ship equivalents (counting each PDU with its assigned attrition units as one) exceeds the number friendly ships equivalents by three, a loyalty die role is made for each PDU before each combat phase involving the planet before the 5-2B step of the SoP.
Changes in BOLD
IOW do a normal approach battle then when they come in to the planet during later rounds, the PDUs see what they're up against and they make their "choice".
By Craig Tenhoff (Cktenhoff) on Thursday, March 04, 2004 - 12:46 am: Edit |
Think we should move the RCW.132 discussion to General Topics, since its going to affect more than the Romulan Civil War.
By Dale Lloyd Fields (Dylkha) on Friday, March 05, 2004 - 01:41 pm: Edit |
I have a possible problem with small defending forces and large attacking forces. By this I mean if the attacker scores 30 damage and the defender has a SK and a PDU left, the planet will be devastated (which both sides would probably want to avoid).
Proposal: If at any point in the damage allocation step there are no mobile defending units remaining in the battle force, the non-mobile units (bases, PDUs, etc.) in the battle force declare neutrality. All excess damage done by the attacker is ignored. If there are still defending units in the hex, combat continues (with the neutral units out of play as per RCW.131 and RCW.132).
I personally don't think this situation would come up often, but it would perserve Romulan fixed assets in a few cases. The last line is included to solve multi-system battles in one hex.
By Jeff Laikind (J_Laikind) on Friday, March 05, 2004 - 07:05 pm: Edit |
Good point. Should there be a threshhold level where the mobile ships automatically surrender or go neutral?
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