Re: [Traveller_FullThrust] Power Projection:Fleet (Long)
From: "Nicholas Caldwell" <nicholascaldwell@e...>
Date: Tue, 16 Dec 2003 20:09:14 -0500
Subject: Re: [Traveller_FullThrust] Power Projection:Fleet (Long)
Sounds great -- I liked escort. Now -- how soon can I get a copy (in
the
states)? :-)
Nick Caldwell
nicholascaldwell@earthlink.net
----- Original Message -----
From: "Dom Mooney" <cybergoths@dsl.pipex.com>
To: <Traveller_FullThrust@yahoogroups.com>
Cc: <gzg-l@csua.berkeley.edu>
Sent: Monday, December 15, 2003 5:32 PM
Subject: Re: [Traveller_FullThrust] Power Projection:Fleet (Long)
> Hi Neil,
>
> Thanks for this. Do you mind if I use this for JTAS?
>
> On Monday, December 15, 2003, at 10:07 PM, Neil McGurk wrote:
>
> > In my hands I have a copy of Power Projection: Fleet (PP:F), well,
not
> > when I'm typing. What follows is a run-down of the contents of the
> > book, rather than an actual review. I'm probably not the best person
> > to review the game as I've helped-out with playtesting and demoing
> > Power Projection: Escorts (PP:E), PP:F's little cousin, for the past
> > two years.
> >
> > Physically the book is made up of 60 pages of rules. In the centre
are
> > two A4 pages of colour counters, 49 ships and three planets. A
number
> > of the ships are identifiable as known Traveller ships. Next are two
> > A4 pages of game counters. These are the same as supplied in PP:E
and
> > are black ink printed on yellow paper. They are available for
download
> > in colour at the Power Projection website. Finally, there are 12
pages
> > of Ship Status Diagrams (SSD's). These cover 31 ships, of which six
> > are fighters and a blank system map.
> >
> > The cover is another Jesse De Graff picture, different to the one
used
> > on Power Projection: Escorts. It shows a number of Third Imperium
> > ships giving fire in defence of a planet. I can recognise a Tigress,
a
> > PF Sloan, a Plankwell and there are a number of ships too small to
> > identify. I like it, but I'm a big fan of Jesse De Graff's work.
>
> The extra ships are a BL-15 light battleship (MT) and a Vorioshef (?!)
> which is another Tigress-like Battleship, again from MT.
>
> > The rules are broken down into a number of sections, and in fact
there
> > are two games here, the miniatures game and the strategic game. I
have
> > described each section in the order they appear in the book.
> >
> > The rulebook kicks off with an introduction section, starting with a
> > piece of fiction. This is the same piece as in PP:E. It then moves
> > onto what is required to play, some Traveller background, a full
> > introduction to the concepts behind the rules and fairly thorough
> > designers' notes. (7pp)
>
> I've talked to Andy - this text will actually change in the full print
> run. The PP:E text was used for the first 20 copies as the full new
> text was too late for publication (by less than 24 hours). I'll put
the
> text on the website for those of you that have the first 20 to read.
> Sorry!
>
> > Next up are details on fleets, task forces, their composition and
> > structure. Rules for their command and control are also here. Crew
> > quality gets covered here as well. (2pp)
> >
> > Individual component symbols and SSD's take up the next section.
Each
> > component symbol is accompanied by a short description of what it
> > represents. A few of the components symbols have changed from PP:E,
> > and spinal mounts and black globes have now been added. (3pp)
>
> The main changes to symbols are for computers (now have a number in
the
> middle representing the relative computing power level) and erm... my
> memory fails me.
>
> > The vector movement system section is next. This looks to be very
> > similar to the section presented in PP:E, and I would have expected
> > the authors to have made changes in light of the publication of
PP:E.
> > (7pp)
>
> How so? The PP:E rules work...
>
> > The combat section adds to the rules previously presented in PP:E.
The
> > new additions are spinal mounts, black globes, boarding actions and
> > psionics. (14pp)
> >
> > Jump operations are covered with rules for entry/exit during a game
> > and also the affects of misjumps. (2pp)
> >
> > A completely new section on planets supplies a means of recording
> > their details in a similar manner to the SSD called Planetary Status
> > Diagrams (PSD). Assaulting them and their surrender is also covered
in
> > this section. (4pp)
> >
> > A scenario engine for one-off games is presented with game and table
> > set-up instructions. The heart of this section is 22 missions, 11
for
> > the attacker and 11 for the defender. (4pp)
>
> If you've played 'Battle Rider' you'll know the kind of scenario
> generator this is. Basically, neither side knows the other's mission
to
> the end of the battle...
>
> > Next up are rules for the strategic game. It would require a fair
> > amount of effort to set-up a game, but all areas needed are covered,
> > from ship construction to logistics. I expect parts of this section
> > would be useful for smaller campaigns where a number of connected
> > games are played out. (12pp)
> >
> > The ship conversion rules are aimed at ships originally designed
with
> > the second edition of High Guard. Due to similarities, MegaTraveller
> > and Traveller 20 ships are also easily converted. Ships designed
with
> > Traveller: The Next Era and Gurps: Traveller would require more
> > (guess)work. (4pp)
>
> T4 should also be convertible as there are some T4 to HG conversions
or
> vice versa on the web.
>
> > The rules finish with a comprehensive run-down of gravity levels at
> > various radiuses, for a cross section of planets and stars of
various
> > sizes and types. (1pp)
>
> This is where you can have real *fun*. Set up a battle in the 1G
radius
> of a star and watch how your maneuvers suddenly become really
> challenging as you try and avoid a vector into the well.
>
> Thanks for this Neil!
>
> Cheers,
>
> Dom
> --------dom@cybergoths.u-net.com--------
> "Even in the most depressing dystopia,
> there's still the notion that the future is
> something we build. It doesn't just happen.
> You can't predict the future, but you can
> invent it. Build it." Niven/Pournelle/Flynn
>