As promised, its 3:30pm here in not-so-sunny Brisbane and here's the
revised version of the Fleet Control System.
Fleet Cons-
Similar to a FireCon but much, much larger the Fleet Con is a sophisticated
sensor and communication array used to co-ordinate fleet movements and
observe/predict enemy fleet movements. It is often only found on larger
vessels due to its size, complexity and crew requirements. Communications in
battle is often tenuous at best and as a result the effectiveness of the
device can vary greatly.
Game Use: As communications in battle are often tenuous at best, the Fleet
Control communications are represented by randomly generated numbers refered
to as 'ratings'. Any vessel with a Fleet Con rolls a D6 at the
start of each turn. Rolls of 1-3 have no effect, 4's give 1 rating, 5's
give 2 ratings and 6's give 3 ratings resulting in a possible result of
0-3
in any given turn.
The Fleet Con can be used to either give a fleet an edge in initiative over
the other or to co-ordinate friendly vessel attacks.
When the roll for initiative is made, players with Fleet Cons may expend
ratings to give them a bonus on the initiative roll. Each rating expended
give a bonus of +1 to the roll.
Fleet Cons may also be used to co-ordinate friendly attacks. When a
friendly ship activates to fire, if the friendly player has Fleet Cons in
their force, they may use them to activate other, friendly vessels for
simultaneous fire. ONE extra vessel may be activated per rating of Fleet Con
used. The other friendly vessel then activates at the same time as the
original choice and carries out all firing simulatneously. Previously
activated vessels MAY NOT activate again in the same turn and vessels
activated in this way MAY NOT activate again later in the same turn. Only one
extra vessel may be activated at any one time.
Ratings are NOT carried from turn to turn and any that are not used are
wasted.
Mass of system=9 Costs=27 points.
Optional rules:
Fleet Con grades. The above explanation is for a basic Fleet Con. If desired,
players may use "grades" of Fleet Cons each with a different level of
sophistication. There are three grades available: Basic, Enhanced and
Superior.
Basic Fleet Cons are the ones described in the main rules and roll 1D6 to
determine the system's rating for the turn. Enhanced systems roll 2D6
while Superior systems roll 3D6 (giving a range of 0-6 and 0-9
respectively).
The more advanced systems are subsequently more massive and expensive than
just the basic systems as described below:
Basic Fleet Con Mass=9 Cost=27 points (Mass x 3)
Enhanced Fleet Con Mass=12 Cost=36 points (Mass x 3)
Superior Fleet Con Mass=18 Cost=54 points (Mass x 3)
"Peeking" Fleet Cons can also be used to predict the movements of enemy
vessels, allowing for a tactical edge for the friendly fleet. For every 3
ratings expended, a player with Fleet Cons may force their opponent to reveal
the movement orders for ONE for their vessels (Fleet Con player's choice)
AFTER all orders have been written but BEFORE Salvo Missiles and Fighter
groups are moved.
(This final rule is currently VERY optional as it can provide players with a
huge tactical advantage at times. This is why it takes 3 ratings to perform.)
Well, there's the current re-write. I've taken into account everyone's
suggestions and so I think its a vast improvement. Any more comments anyone?
And thanks to everyone for their input. Its been very helpful and creative!
***
"Peeking" Fleet Cons can also be used to predict the movements of enemy
vessels, allowing for a tactical edge for the friendly fleet. For every 3
ratings expended, a player with Fleet Cons may force their opponent to reveal
the movement orders for ONE for their vessels (Fleet Con player's choice)
AFTER all orders have been written but BEFORE Salvo Missiles and Fighter
groups are moved.
(This final rule is currently VERY optional as it can provide players with a
huge tactical advantage at times. This is why it takes 3 ratings to perform.)
***
I realize this works for SM and fighter fleets in balance to the combined
activation that the previous rule that is mostly for beam warriors. However,
while my Gorshkov captains are purely salivating with only SMR's, I can
imagine how my FSE chum will react. Will those trying out the rule give
thought to how it might work with limited intellegence, say, aka Blue Max
trailing rules, knowing the direction of a turn, maybe whether accelleration
is pos, neg, or 0, instead of full knowledge. Ok, dirties up the rule a bit,
but it tones it down a bit. If you constrain it further,
say 0 turn or accel might read as either direction, 4 chits (port/+,
port/-, starboard/+, starboard/-) would all you have to hold to select
the info to pass to your opponent's flag.
***
?? Only if you use a modified re-roll rule, no? If you don't have any
re-roll at all, the range is 0 to 2; if you use the FB re-roll, the
range is unlimited (but the probability of rolling very high is rather
minimal).
***
I am also still confused. Beam roll to hit of 1-3=0. 4,5=1, 6=2, right?
If you only meant partial amount per die roll, are you suggesting 4=1, 5=2,
6=3?
As always, apologies if I missed any of the above being covered in previous
posts. I seem to be having 'holes' in some of the discussions, along with the
curiously feeling occurance of the response preceding the original post.
Otherwise, I am excited about sharing this with the folks at the shop. Last
two Wed evenings, the FT game never came off. Folks showed up, just not at the
same time. I'll write this up as a scenario, probably a FCS ship being
escorted by smaller ships enroute to a fleet gathering, caught by a larger
opponent. Should open some eyes, no? ;->=
The_Beast
> As promised, its 3:30pm here in not-so-sunny Brisbane and here's the
I like it! Just a few comments noted below...
> Fleet Cons-
Communications
> in battle is often tenuous at best and as a result the effectiveness of
Good - but how about making the die rolls the same as a beam Weapon die
(with or without rererolls- your choice) if without, perhaps drop a mass
point...The idea is to use the same mechanic used elsewhere in the game,
especially since the range of outcomes is not very different.
> The Fleet Con can be used to either give a fleet an edge in initiative
And the total to be spent must be declared before rolling the dice.
> Fleet Cons may also be used to co-ordinate friendly attacks. When a
Very nice.
> Ratings are NOT carried from turn to turn and any that are not used are
Bit big, but perhaps worth it.
> Optional rules:
I'd change the progression a bit to smooth it out.
> "Peeking"
AFTER
> all orders have been written but BEFORE Salvo Missiles and Fighter
I like the peeking idea. My only concern is the following - you have
described Fleet con as a Sensor/Communication array of some complexity
and ability. But enhanced sensors already exist. I think that the Fleet Con
should be focused on the roll of communication/coordination. Leave the
sensing/detecting to the sensors. Peeking feels like an ability that
may be more closely related to enhanced sensors. One nice thing this does is
it gives sensors more utility, something they seem to be lacking.
how about this -
Ships with Active sensors (enhanced or superior) are currently able to scan 1
vessel per turn to attempt to reveal additional information about the
target. I see no indication of when the scan takes place - I assume at
the beginning of the turn. If the ship with the sensors also contains the
Fleet Con, then expending 3 ratings will allow CIC to analize the sensor
data to 'predict' a ship's move for the turn - thus 'peeking'. If the
the
enhanced/superior sensors are mounted on different ship, then expending
1 rating will establish a 'link' between the sensor ship and the Flag ship CIC
(fleet con). from this point 3 ratings will analyze the data to allow a 'peek'
The idea is that sensors excel at ummm...sensing things. Fleet Con/CIC
is good at analysis, control, and coordination. The job of Fleet Con is to
allow the effective use of abilities that otherwise may not be used to full
effect.
> Well, there's the current re-write. I've taken into account everyone's
Looks good!