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IKerensky Lieutenant SG
Joined: 17 Jan 2011 Posts: 108 Location: blois - France
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Posted: Wed Mar 30, 2011 2:30 pm Post subject: The Four Power War |
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The Four Power War
It is a campaign rule to replay the conflict between Klingons-Lyrans and Kzintis-Hydrans from Y158-Y162.
Map:
There is no real map used in this campaign, but rather an abstact economical system and deploy area. Each empire being separated into one interior area and 2 frontline area (1 by opponent).
Timescale:
1 game turn equal more or less 3 month of conflict.
Starting forces:
Each player build his starting forces with a budget of 1000 points, his choices are limitated by ships available in Y158 (middle years). More advanced ships wont be available at campaign start (not before Buy phase of turn 9). Each player also benefit of 1 Q-Ship to escort his convoy each turn.
For each BB/DN in his fleet, the player must buy 2 CA/BC/HCA, for each CA/BC/HCA he must buy 2 DD/FF/CL.
Each empire start with a 1000 pts production capacity.
Game turn:
1- Ships assignement
2- Raid resolution
3- Battle resolution
4- Ressources collection
5- Repair and buy
1- Ship assignement :
Each player secretly assign his ships between : his empire interior area, his opponents interior areas, his frontlines areas.
He is not obligated to assign ships to every area but all his ships must assigned to an area. Only ships of CA class or smaller can be assigned to interior area.
Klingons and Lyrans can assign ships to frontline area of their allied empire.
Ships assigned to frontline area must be given an attitude : Aggressive, Defensive or Balanced. This attitude must be shared by all the ships in this frontline area.
Ships assigned to a player s interior areas serve in defense of the player s convoys to counteract enemies raids, ships assigned to an enemy s interior area conduct raids against this empire convoys. Each empire have 4 convoy each turn, each one transporting 25% of the next turn production. Each player assign his Q-Ship and his ships secretly to one of the 4 convoy (numbered 1 to 4), doing the same for his raiders. No more than 1 CA/CL or 2 DD/FF can be assigned to each convoy.
2- Raid s Resolution:
For each convoy where there is a raider present a convoy s attack scenario is played. If there is forces assigned to the interior areas of the defending empire that are not engaged they can show up as reinforcement after 4 game turns. If there is frontline area forces in defensive setting that are not engaged, they can show up as reinforcement after 10 game turns.
The ratio of destroyed transport is substracted from the 25% of next turn production transported by the convoy ( by example : losses of 1 transport and another one is crippled on a 4 ship convoy : 1.5/4*25% = 9.375% of production lost).
3- Battle s Resolution:
The attitude of the fleet of each opponent on the frontline define wich scenario will be played, based on the following table :
Code: | Aggressive Balanced Defensive
Agressive Frontline Major Ba Breakthrough Planetary Defense
Balanced Breakthrough Meeting Encounte Probe
Defensive Planetary Defense Probe No Battle |
Frontline Major Battle: Each fleet fight to control the frontline. The loser substract 50% of the difference in victory point to his production value. The winner add 25% of the difference in victory points to his production value.
Meeting engagement : The fleet gauge each other. The winner earn a 10% prestige production bonus this turn.
Breakthrough : The attacker must disengage through the defender starting area. If he is successful he inflict 25% of the value of his fleet in loss to his opponent production and earn to his production half this amount. If the defender win he earn a 5% prestige production bonus for this turn.
Probe: The attacker probe the defender will. The winner get a 5% prestige production bonus.
Planetary defense : the defender is regrouped around the defense of a major planet. He is given a free base. If the attacker destroy the base, the defender fleet must withdraw, and he lose 25% of the combined value of both fleet in production, the attacker adding 10% of the same amount to his production. In case of defender victory, he earn a 10% prestige bonus in production.
Production gain/loss are permanent but only affect next turn production, except for prestige gain with are immediate and based on this turn production (current raid not affecting this amount).
4- Ressources Collection:
Each Empire earn the production of the preceding turn who survived to the raids, with the eventual prestige bonus added.
5- Repair and buy:
Each crippled ship cost 50% his point value to be rebuild and is not available for one game turn.
Each ship damaged between 50 and 80% cost 25% of his point value to be repaired but is available immediately.
New ships could be buyed at point value but are only available one turn after next turn (better sentencing required).
Historical rules:
1St turn : Kzintis forces can only choose the Balanced front-line attitude, Hydrans frontlines areas are unavailable for both side.
Last edited by IKerensky on Thu Mar 31, 2011 6:24 am; edited 9 times in total |
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IKerensky Lieutenant SG
Joined: 17 Jan 2011 Posts: 108 Location: blois - France
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Posted: Wed Mar 30, 2011 2:42 pm Post subject: |
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Comments and grammar correction are welcomed.
I think it need tweaking in victory earning.
to be noticed is the fact that global economy go slowly down as more battle are fought over the place. |
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IKerensky Lieutenant SG
Joined: 17 Jan 2011 Posts: 108 Location: blois - France
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Posted: Wed Mar 30, 2011 3:00 pm Post subject: |
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If someone know how to make a correct table on this forum, I will gladly appreciate his help... |
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JimDauphinais Commander
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Joined: 22 Nov 2009 Posts: 769 Location: Chesterfield, MO
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Posted: Wed Mar 30, 2011 5:10 pm Post subject: |
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As far as I know, phpBB doesn't support standard HTML table tags.
So, you have to type the table in courier font (or another fixed width font) and then place it between "Code" tags. Note that you will need to manually do the spacing. One trick is to create the table in Microsoft Excel and then save it in "prn" format. The "prn" format is really a text file format with the proper space delimiting added for a fixed width font. _________________ Jim Dauphinais, Chesterfield, MO
St. Louis Area Fed Comm Group: http://games.groups.yahoo.com/group/STL_Federation_Commander/ |
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IKerensky Lieutenant SG
Joined: 17 Jan 2011 Posts: 108 Location: blois - France
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Posted: Thu Mar 31, 2011 8:06 am Post subject: |
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Thanks a lot , that's not perfect but still better ![Smile](images/smiles/icon_smile.gif) |
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mattruh Lieutenant SG
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Joined: 07 Dec 2011 Posts: 135
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Posted: Tue Dec 20, 2011 7:27 am Post subject: |
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I have a few quick question about this. First, what are the win conditions?
Second, how much production do you get each turn before modifiers are applied? |
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