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More EW and operational movement

From: Beth Fulton <beth.fulton@m...>
Date: Tue, 11 Apr 2000 10:18:43 +1000
Subject: More EW and operational movement

G'day guys,

Derek asked me to post the following for him, I haven't really been
following the thread so if this has all been said before I'm sorry.
By the way this covers operational movement too due to the ranges
involved.
I've chopped an reordered this a bit so those after just a tabletop
version
can just grab it and run, hope it still makes sense.

Cheers

Beth

>>>>>>>>>>>>>>>>>>>>>>>

TABLETOP ONLY EW
When to use Sensors and ECM on the table top:
While using these rules there is a new phase in the game turn after the
'Roll for initiative' phase and before the 'Move fighter groups' all
sensor
rolls for possible contacts should be made in this phase.

How to use Sensors and ECM on the table top:
The side with the initiative chooses a ship and attempts a sensor
scan(s).
A ship may scan (at a maxiumum) as many contacts as it has fire control
systems (it does these scans one at a time because if one fails then the
ship must stop regardless of how many it had left). After that ships
scan(s) are ended, regardless of the scan(s)'s success, the opposing
side
then chooses a ship from their fleet to carry out a sensor scan(s). When
this ship has finished, once again the side with the initiative chooses
a
ship to carry out a sensor scan(s) and so on until both sides' ships
have
all attempted to carry out sensor scans. Of course if a player desires,
a
ship may opt not to carry out any sensor scans.

The actual scanning: 
Some time in 1998 (I think?) somebody posted to the list the idea of
using
the beam dice mechanic to resolve sensor rolls I forget who it was, but
it's a great idea! Here is a table we used in a campaign we ran last
year,
there was no operational movement and the ranges were based on those
given
in the FULL THRUST rule book. We added a sensor range for fighters and
allowed increased effectiveness of ship based sensors and this 'new'
range.

For each possible contact roll the required number of D6 for the type
and
grade of sensor and range from the sensing ship to the contact. Total
the
number of hits and use this number to determine the information gathered
about the contact. Once one ship in the fleet makes detection with a
sensor
contact all other friendly ships automatically know everything the
sensing
ship has discovered.

Sensor grade	Mass & points cost	Sensor ranges (passive / active)
       
		18 MU/27 MU	36 MU/54 MU	72 MU/108 MU	144
MU/216 MU   
Fighter sensors Nil	1D6	----	----	----	
Standard	Nil	2D6	1D6	----	----	
Enhanced	1 mass, 15 points	3D6	2D6	1D6	----	
Superior	2 mass, 30 points	4D6	3D6	2D6	1D6	
The Mass and points costs are for a sensor system that includes both
active
and passive sensors.

ECM system	Mass & points cost	
	Individual	Area				
No ECM	Nil	Nil	1-2; no result	3-5; 1 'hit'	6; 2 'hits' +
reroll.   
Standard	2 mass, 20 points	3 mass, 30 points	1-3; no
result	4-5; 1 'hit'	6;
2 'hits' + reroll.	
Enhanced	4 mass, 40 points	6 mass, 60 points	1-4; no
result	5; 1 'hit'	6; 2
'hits' + reroll.	
Superior	8 mass, 80 points	12 mass, 120 points	1-4; no
result	5; 1 'hit'	6;
1 'hits' + reroll.	
All rerolls count as if boogie has no ECM.

Die Modifiers:
+1 to each dice rolled if using passive sensors and target is using
active
sensors.
+2 if using passive sensors and optional vector movement is being used
and
the target is using Main drive burn and facing away from sensing ship in
the previous movement phase.
If ship is protected by area ECM;	Add DM of -1, if standard.
					Add DM of -2, if enhanced.
					Add DM of -3, if superior.
Note: A roll of 6 on a D6 before adding modifiers always results in a
reroll.
 
Results

Number of hits	Passive sensors 	
0	No information. 
1	Size class, velocity, course and facing (if using vector
movement) and
screens (if any) data of the target is known. Place a Boogie maker on
the
	playing area to represent the ship being scanned. Good enough
for firing
solution.	
2	Mass is known.	
3	Configuration / Class is known replace boogie marker with
miniature.	      
4+	The sensing ship knows layout and current condition of ship
being
scanned (ie: is it damaged).	

Number of hits		Active Sensors
0			No information. 
1			Mass, velocity, course and facing (if using
vector movement and screens
(if any) data of the target is known. Configuration / Class is known,
			place a miniature representing the scanned ship
on the play area. Good
enough for firing solution.	
2+			The sensing ship knows layout and current
condition of ship being
scanned (ie: is it damaged).	

Size class	
1	Mass 1 -4;	Fighters and missiles.	
2	Mass 5 - 49;	Light escorts.	
3	Mass 50 - 99;	Cruisers	
4	Mass 100 - 299; 	Capitals.	
5	Mass 300 +;	Very large.	

If any sensor 'hits' are scored then the detection attempt was
successful
and owning player reveals information about the detected ship based on
the
level of success.

On a successful detection attempt the 'sensing' ship can continue making
detection attempts against any further possible contacts within the
taskforce and any other taskforce in range, up to the number of fire
control systems the sensing ship has, if a detection attempt fails (no
sensor 'hits') then no further detection attempts may be made with that
ship.

Note, ships that cloak are lost from the enemies sensor locks, but they
also lose their own locks and attempts to regain the locks must be made
when they later decloak.

----- END TABLETOP ----

OPERATIONAL MOVEMENT AND EW
With the disscussion about sensors and EW systems I thought I might
throw
what I've been playing around with into the ring. Not too much original
thought here, more a bringing together of ideas from postings to the
list
and other game systems, GDW's Battlerider is one I drew on heavily. It
is
important to note that this is a work in progress and as such incomplete
in
some areas.

Aim & overview:
The aim of this document is to provide a set of rules that will provide
an
environment that will allow players to manoeuvre their fleets beyond the
confines of the tabletop at the operational level.

Basically opposing players will plot the movement of the ships; etc
under
their control on a hex map and when opposing forces come into contact
with
one another the action is transferred to the tabletop.

Scales, definitions & explanations:
1 Movement Unit (MU, 1 inch on the tabletop):	1000 kms.	
1 ‘Tactical’ turn (Full Thrust game turn):		15 minutes.
1 Operational hex:					55 000 kms. (55
MU)
1 Operational turn:					150 minutes (2.5
hours or 10 'tactical turns)

Vector: A vector represents the course and velocity of a taskforce, this
is
shown with the projected end point marker. A line drawn from the
taskforce
marker through to the projected end point marker shows the course of the
taskforce and the distance in hexes between these two points is the
velocity.
Taskforces:	Ships in the game are grouped together as taskforces, a
taskforce is represented on the operational map with a counter and it's
projected endpoint marker. A taskforce manoeuvres at the rate of the
ship
with the lowest thrust rating in the taskforce.
Dummy taskforces: Taskforces without ships are referred to as dummy
taskforces, these are there to confuse the other side. Once detected as
such the dummy taskforces are removed from play and can be recreated by
splitting them off from taskforces already in play. Unless dictated by
the
situation the number of dummy taskforces in play should be 1D6 per side.

There are two types of sensors; active and passive, each type is graded
as
standard, enhanced and superior.
Types of sensors and ECM: Passive sensors work by receiving radiation
(light, heat, radio, whatever) from a possible target, active sensors
work
by emitting radiation and seeing what is reflected back, much the same
way
as a you might use a torch. The torch emits a beam of light and you see
what the beam falls on because the light is reflected back to your eyes.
	There are two types of electronic counter measures (ECM);
individual and
area, like sensors both are graded as standard, enhanced and superior.
The
ECM packages basically perform a similar function as stated in MORE
THRUST,
individual packages protect only the ships they are installed on and
area
packages protect all friendly ships within 12".

Operational turn:
Each operational turn is broken down into the following steps.

·	Initiative phase. Both sides roll a D6, the side with the
highest score
has the initiative.
·	Detection phase. Make detection attempts against enemy
taskforces.
Players alternate making detection attempts one taskforce at a time with
the player who lost the initiative going first.
·	Operations phase. In this phase the following happens and both
sides
carry out these actions simultaneously.
·	Launch/recover any ordnance, 'fighter strikes' or 'small craft'.
·	Both sides reconfigure taskforces, merge existing taskforces or
divide
them into two or more smaller taskforces. Taskforces can only be merged
when they are in the same hex and have the same vector, new taskforces
created when a single taskforce was split all start with the same
vector.
·	Movement phase. Taskforces are moved. Players alternate moving
taskforces
with the side who lost the initiative going first.
·	'Move to/from tabletop' phase.

Detection:
When a player chooses a taskforce with which to resolve detection
attempts,
the first thing the player must decide is which ships in the taskforce
are
going to make detection attempts using active sensors. For each active
sensor being used in a taskforce place an active sensor counter with the
taskforce counter on the operational map and make a note of which actual
ship is using the active sensor.

******DEREK'S DESIGN COMMENT*********** 
Originally I had rules to deal with Electronic Support Measures (ESM),
but
using markers to denote active sensors within a taskforce works just as
well without the extra rules (so the ESM rules got binned). 
******COMMENT ENDS************

To resolve a detection attempt the 'sensing' player chooses a ship from
his
taskforce and chooses an enemy taskforce within range, the player owning
that taskforce picks the easiest ship to detect within that taskforce.
Normally the ship with the poorest ECM, if there is more than one ship
to
choose from then it is the owning players choice on which ship the
detection attempt will be made.

A ship may scan as many contacts as it has fire control systems. 

For each possible contact roll the required number of D6 for the type
and
grade of sensor and range from the sensing ship to the contact.

Total the number of hits and use this number to determine the
information
gathered about the contact.

Once one ship in the fleet makes detection with a sensor contact all
other
friendly ships automatically know everything the sensing ship has
discovered.

******DEREK'S DESIGN COMMENT*********** 
This is exactly as for tabletop but with longer ranges, we started with
this, but then realised they were a bit ridiculous for pure tabletop use
and scaled down the ranges for that option (above).
******COMMENT ENDS************

Sensor grade	Mass & points cost	Sensor ranges (passive[MU,Op
hex] /
active[MU,Op hex])	
		150 MU, 2 / 600 MU, 10	300 MU, 5 /1200 MU, 21	600 MU,
10 / 2400 MU, 43	
Standard	Nil	1D6	----		----	
Enhanced	1 mass, 15 points	2D6	1D6		----	
Superior	2 mass, 30 points	3D6	2D6		1D6	
The Mass and points costs are for a sensor system that includes both
active
and passive sensors.

ECM system	Mass & points cost	
	Individual	Area				
No ECM	Nil	Nil	1-2; no result	3-5; 1 'hit'	6; 2 'hits' +
reroll.   
Standard	2 mass, 20 points	3 mass, 30 points	1-3; no
result	4-5; 1 'hit'	6;
2 'hits' + reroll.	
Enhanced	4 mass, 40 points	6 mass, 60 points	1-4; no
result	5; 1 'hit'	6; 2
'hits' + reroll.	
Superior	8 mass, 80 points	12 mass, 120 points	1-4; no
result	5; 1 'hit'	6;
1 'hits' + reroll.	
All rerolls count as if boogie has no ECM.

Die Modifiers:
+1 to each dice rolled if using passive sensors and target is using
active
sensors.
+2 if using passive sensors and optional vector movement is being used
and
the target is using Main drive burn and facing away from sensing ship in
the previous movement phase.
If ship is protected by area ECM;	Add DM of -1, if standard.
					Add DM of -2, if enhanced.
					Add DM of -3, if superior.
Note: A roll of 6 on a D6 before adding modifiers always results in a
reroll.


	Results

Number of hits	Passive sensors 	
0	No information. 
1	Size class, velocity, course and facing (if using vector
movement) and
screens (if any) data of the target is known. Place a Boogie maker on
the
	playing area to represent the ship being scanned. Good enough
for firing
solution.	
2	Mass is known.	
3	Configuration / Class is known replace boogie marker with
miniature.	      
4+	The sensing ship knows layout and current condition of ship
being
scanned (ie: is it damaged).	

Number of hits		Active Sensors
0			No information. 
1			Mass, velocity, course and facing (if using
vector movement and screens
(if any) data of the target is known. Configuration / Class is known,
			place a miniature representing the scanned ship
on the play area. Good
enough for firing solution.	
2+			The sensing ship knows layout and current
condition of ship being
scanned (ie: is it damaged).	

Size class	
1	Mass 1 -4;	Fighters and missiles.	
2	Mass 5 - 49;	Light escorts.	
3	Mass 50 - 99;	Cruisers	
4	Mass 100 - 299; 	Capitals.	
5	Mass 300 +;	Very large.	

If any sensor 'hits' are scored then the detection attempt was
successful
and owning player reveals information about the detected ship based on
the
level of success.

On a successful detection attempt the 'sensing' ship can continue making
detection attempts against any further possible contacts within the
taskforce and any other taskforce in range, up to the number of fire
control systems the sensing ship has, if a detection attempt fails (no
sensor 'hits') then no further detection attempts may be made with that
ship.

When every ship in the taskforce has been successfully detected or the
taskforce was a dummy taskforce and there were never any ships, don't
immediately reveal this fact to the opposing player. Instead allow the
opposing player to think that there are still ships to be detected. Next
time a detection attempt is made against the taskforce treat the attempt
as
a normal 'no ECM' roll, with any applicable modifiers of course. Upon
success the 'sensing' player is told that he has detected all the ships
currently in the taskforce or in the case of the dummy taskforce that it
is
a dummy and there were never any ships.

Movement.

The taskforce manoeuvres by moving the projected end point marker, the
end
point marker is moved one hex in the direction desired by expending 1
thrust.

Whenever a taskforce expends thrust a thrust marker is placed on the one
hex side that is closest to being exactly the opposite direction from
which
the projected endpoint marker was moved. If two hex sides are equally
close, the opposing player decides which hex side the marker is placed
on.

Once the manoeuvres are completed the taskforce is moved by moving the
taskforce marker to the same hex as the projected end point marker and
the
end point marker is then moved an identical number of hexes to show the
new
projected end point.

******DEREK'S DESIGN COMMENT*********** 
Another method of movement is to use INTRA SYSTEM FTL TRAVEL that's
right
use the FTL drive to travel within the system. Haven't decided on any
actual mechanics yet, but Beth and I did decide that being within the 1G
threshold of a large body precluded the use of a FTL drive. 
******COMMENT ENDS************

Velocity.

When moving from the operational map to the tabletop, to determine the
tabletop velocity of the ships in a task force consult the following
table.

Velocity
Operational Map Tabletop
1	6
2	11
3	17
4	22
5	28
6	33
7	39
8	44
9	50
10	55

11	61
12	66
13	72
14	77
15	83
16	88
17	94
18	99
19	105
20	110

Facing.

When transferring a ship from the operational map to the tabletop
determine
the ship's facing using the following method.

Determine the base facing: If thrust was used to manoeuvre, the base
facing
is the hex side opposite that containing the thrust marker for the
taskforce. If no thrust was used to manoeuvre then there is no base
facing
and proceed to the next step.
Deviation: Once the base facing is established, determine the amount of
leeway to either side of that facing that the player has when choosing
the
craft's facing for the tabletop. Deviation is determined by the amount
of
thrust used to manoeuvre as a proportion of that's ships total thrust.

·	If the thrust used equals the thrust of the ship, the final
facing must
equal the base facing.
·	If the thrust used is equal to more than half the thrust of the
ship but
less than the ship's full thrust rating, the final facing must be the
base
facing or either of the adjacent hex sides.
·	If the thrust spent is greater than zero but less than half of
the ship's
thrust, the final facing may be any hex side except the one containing
the
thrust marker.
·	When no thrust is used to manoeuvre and there is no base facing
the
player may select any facing for the final facing.

COMMENTS WELCOME (PLEASE) like I said it's incomplete, but one day (BAH
HA
HA HA!!!!!!!!!!! and all my miniatures will be painted too HE HE HE).

Derek (the MAD WARGAMER). 

------------------------------------------------------------------------
----
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART 
TASMANIA 7001
AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au


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