Re: Random thoughts on campaigning
From: Beth Fulton <beth.fulton@m...>
Date: Tue, 16 May 2000 10:19:12 +1000
Subject: Re: Random thoughts on campaigning
G'day Mikko,
Heres Derek's basic campaign rules we used down here last year, they
worked
pretty well all up though you could probably do better in a couple of
spots
as they don't address all the issues you raise, but as food for
thought....
Enjoy
Beth
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
We drew up the map by rolling to see if a planet was in each hex (OK
thats
about half hour plus at the start so if you have a pre-existing starmap
all
the better) and then made sure that you could actually reach all the
stars
(so ones sitting out beyond travel distance had a stepping stone star
added
so you could reach them). Ended up with arms and jump lanes and choke
points with out much hassle really.
THE SETUP:
Each player starts with:
- A single star system with a planet which produces 100 points per
economic phase.
- A budget of 2000 points, which the player can use to buy units to
make
up his fleet, etc. (this level is actually arbitrary its just that in
this
campaign we had a lot of guys with starter packs and so we didn't want
them
to feel outgunned).
THE MAP:
A hex map was used. To keep things simple star systems will be reduced
to:
the planet (assumed one habitable/useable planet per system), deep
space,
the edge of the star system.
TURN SEQUENCE:
Each turn of the campaign is broken into the following three phases.
- Economic phase. Every 4 turns there is an economic phase, in this
phase players maintain existing fleets, replenish consumables and build
new
units.
- Movement phase. Players move fleets between star systems.
- Resolution phase. If two players fleets meet in the same star
system,
the situation is resolved and battles fought on the tabletop if
required.
CAMPAIGN VICTORY:
The campaign is over when a single player at the end of a turn controls
at
least 50% of the star systems on the map the campaign is finished and
the
player is declared the winner (as is so often the way it lost omph
before
then due to Christmas breaks and stuff so you may want to rethink that).
ECONOMICS:
Each planet produces 10 to 100 points per economic turn. When a player
arrives at a planet for the first time and no other player has owned the
planet before a roll a D10x20 for the number of points produced per
economic turn by that planet (if a player has owned it before than use
that
value). A players total resources is just the sum of all the points on
all
the planets within their empire. If a player does not spend any/all
points
these may be banked away in a fund
BUILDING AND MAINTAINCE:
Each turn (i.e every turn not just economic turns) players can use
points
to replace consumable (for example, missiles and fighters at normal
cost)
Each economic turn a player can use any stored points to:
- Maintain existing units. At the start of each economic phase the
player must pay to maintain all his existing units, to do this the
player
pays 15% of the total cost of his fleet. (Note that units bought with
points from the start up budget do not need to pay maintenance for the
first economic phase of the campaign).
- Build new units. When building new units the player listing what he
is
building, where he is building it (planet's name), how much it costs and
the turn at which the unit will be completed.To build a unit the player
must have enough points to pay for it when he adds it to his
construction list.
Time to complete construction.
Light escorts; up to mass 49 1 Economic turn
Cruisers; Mass 50 to 99 2 Economic turns
Capital; Mass 100 to 299 4 Economic turns
Very Large; Mass 300 plus 8 Economic turns
<While Derek's probably right on how long it takes to build stuff, and I
do
think there should be some lag these times did feel a bit foreboding
when
you were actually trying to cope with a war, I ended up trying to
capture
rather than destroy ships as a result, so you may want to modify this a
little, especially at the higher end>
LINE OF SUPPLY.
At the beginning of each movement phase players must be able to trace an
uninterrupted line from his fleet(s) back to a star system belonging to
their empire. Fleets unable to do this will be unable to replace
consumables or repair damage.
At each economic phase a player must be able to trace an uninterrupted
line
from his fleet(s) back to a star system belonging to his empire. Fleets
unable to do this will be unable to carry out maintenance for that
economic
phase.
If desired a player can load a ship with points provided that ship has
cargo space, the player may load 5 points for every one-cargo box. If
the
fleet the 'cargo ship' is with is out of supply then the player can
expend
these stored points to replace consumables or carry out maintenance.
MOVEMENT:
ยท A fleet can move 2 hexes per turn and must start and finish at a
star
system.
<We never got to the point were mobile bases became an issue, but I for
one
wanted to know if you could create your own artifical lanes across voids
by
the deployment of forward bases, so something else you may want to
clarify>
RESOLUTION PHASE:
When two or more fleets finish their move in the same hex each player
must
supply the following information about their fleets.
- How many ships there are in the opposing fleets.
- What their basic classifications are (use of weasel boats is
encouraged). Where the following table is used for classification
purposes:
Size class
Mass 1-4; Fighters and missiles.
Mass 5-49; Light escorts.
Mass 50-99; Cruisers
Mass-100 299; Capitals.
Mass 300 +; Very large.
- On the basis of the information given players decide whether to
engage
the enemy or withdraw. Players write down what they intend to do and
then
intentions are revealed simultaneously. There are three options
available:
(1) Engage the enemy, (2) Withdraw from the system and (3) Stand off. If
both players agree to engage then a tabletop battle is fought. If
during
the course of the battle one of the player's fleets manages to disengage
from the battle (refer page 28, FULL THRUST) they are considered to have
separated within the star system and the fleets remain there until the
beginning of the next campaign turn. Players who choose to withdraw must
leave the system in the movement phase of the next turn. Players
who choose
the stand off option choose not to attack the enemy but they do not
withdraw either. If a opposing player chooses to engage then a battle
will
occur as normal, but if all players choose stand off for their fleet
then
both fleets remain in system and may move as normal next turn. Any fleet
that withdraws either before a battle or disengages from a battle by FTL
drive must in the next movement phase move towards a friendly system.
REPAIR:
After a battle player can repair damaged units, All systems lost to
threshold rolls are restored and one quarter of the hull lost in that
battle is also repaired. To fully restore the hull boxes the fleet must
be
in a friendly star system at the beginning of the movement phase, when
the
player pays to replace consumables he may also pay the points value of
the
damaged hull boxes to fully repair them.
CONTROL OF A STAR SYSTEM:
At the end of the resolution phase players check to see who controls
what
star system. If a player owns the only units in the star system and
there
are no other units belonging to another player then that player can
claim
control of the star system.
MOTHBALLING SHIPS:
If a player can not maintain all the ships in his fleet then the excess
ships can be mothballed. Ships can be placed in mothballs at any time
but
can only be removed from mothballs in an economic phase. It costs
nothing
to mothball a ship and while in mothballs ships don't have to be
maintained. But on the economic phase in which they are brought out of
mothballs the 15% maintenance must be paid. Also, a player can place a
ship
(or any number of ships) in mothballs even if they still have the points
to
maintain them.
OTHER IDEAS:
Strike the colours rules were modified based on behaviour (if you killed
a
crew or blew up a ship tat had struck then that nation is going to be
much
less inclined to do it again), so depending on player behaviour it
becomes
harder or easier to strike the colours.
Scuttle the ship, self-destruction.
Refit, may refit up to 40% of initial designs points value (if upto 25%
change made then takes quarter of buildtime to refit, if maximum refit
takes half build time, with a minimum of one economic phase for the
refit).
OTHER RULES IN USE
Sensors and ECM
MT missiles
------------------------------------------------------------------------
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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