FT Campaign /4000AD

3 posts ยท Feb 18 1998 to Feb 18 1998

From: Mike.Elliott@b...

Date: Wed, 18 Feb 1998 14:56:24 +0000

Subject: FT Campaign /4000AD

Dear all,

Here's a suggestion for a simple way to run an FT campaign:

4000AD

This game was published by Waddingtons but is now (sadly) long out of print.

Playing Area

The playing area is three dimensional and divided into cubes known as sectors.
In the original game, the board was 4 * 3 * 2 sectors. Each sector is
identified uniquely. Each sector contains two star systems.

In addition, there is also a hyper-space track for each player, seven
spaces long.

Star Resources

Star systems on the map have human population, material resources, both or
neither. In each pair of sectors there is one star with both population and
materials, one with only population, one with only materials and one with no
resources.

Set Up

Each player (2 to 4) has a home star (which has both population and materials)
and a fleet of 15 ships at that star.

Turn Sequence

If this is a Production turn, all players place new ships at their home star.

In his turn a player may do the following:

Move fleets already in hyper-space.
Make one departure of a fleet into hyper-space.
Resolve any battles

Production

Production takes place on alternate turns, starting with turn 3. This can be
kept track of by means of a coin. At the start of the game, place a coin on
the board heads up. At the start of each turn flip the coin over. When the
coin shows heads it is a Production turn.

In a Production turn, each player counts up the resources available at each
star system he occupies (i.e. the player has one or more ships at the star
system). For each pair of population and materials resources the player takes
one new ship. The resources do not have to be located on the same star or in
the same sector. The new ships are placed at the players home star.

Moving Fleets in Hyper-space

The hyper-space track only indicates how long a fleet has been in
hyper-space. It does NOT indicate direction of travel or destination.
The
concept here is that a fleet in hyper-space is potentially at ANY sector
that is at the distance indicated by its position on the hyper-space
track.
For example a fleet that is in space 3 could come out of hyper-space at
any sector that is 3 turns away from its departure sector.

The player moves each fleet that is in hyper-space. Any or all of these
fleets may drop out of hyper-space into a sector that is the appropriate
distance from the fleet's departure sector. Fleets dropping out of
hyper-space are placed at one of the stars in that sector.

Battles

If an opposing fleet is at the star when a fleet arrives then a battle occurs.
In the original game, the larger fleet completely destroyed the smaller.

Fleet Departure

In the original game each player could only have a maximum of two fleets in
hyper-space at any time.
(This was because the ships were moved in little trays called "warps" and
there were only two per player!!)

A player may only make one fleet departure per turn. All the ships in a fleet
must depart from the same star. If the ships are NOT moving to a star in the
same sector, place the ships in the first space on the
hyper-space
track. The sector from which the fleet departed is recorded.

If the ships are moving to a star in the same sector, then they arrive in the
same turn. Place them at the destination star.

Loss of Home Star

If a player's home star is captured, if he cannot regain it on his NEXT turn,
then he is eliminated from the game. If the player does not recapture his home
star, then any fleets he has on the board will surrender to the first ship of
any other player that they encounter. Any fleets he has in
hyper-space may  continue to move normally until they re-enter normal
space.

Ships that surrender immediately join the forces of the capturing fleet.

Winning the Game

The winner is the last player remaining in the game after all the others have
been eliminated. The game can also be ended by mutual agreement by all the
remaining players. The winner in this case is the player who occupies the
greatest number of stars. If two or more players occupy the same number of
stars, then the winner is the player with the largest fleet.

Modifications for use with Full Thrust

The obvious appeal is that 4000AD could provide a simple campaign background
for Full Thrust. The following modifications are suggested:

Each ship in 4000AD represents a specified number of FT points. I would
suggest 1 ship is equivalent to 100 pts, but you can set it at any suitable
value. If you want bigger fleets, make it larger, for smaller fleets it should
be less. Thus each fleet in 4000AD is so many FT points worth of ships.

When ships are built during Production, the player must state what FT ships
have been built from the points available. Points may be stockpiled at the
home star.

Battles are fought using Full Thrust. The losing force must retreat to the
other star in the same sector (if it is not occupied by enemy forces). If
it cannot do so then it must travel via hyper-space to the nearest
friendly or unoccupied star of the owner's choice.

From: Los <los@c...>

Date: Wed, 18 Feb 1998 11:36:01 -0800

Subject: Re: FT Campaign /4000AD

> Mike.Elliott@bull.co.uk wrote:

> Playing Area

There are a number of great sites online where you can procure 3d starmaps and
other materials for an online campaign. Here's a starting point. 3d maps@
 http://www.clark.net/pub/nyrath/starmap.html

From: Allan Goodall <agoodall@a...>

Date: Wed, 18 Feb 1998 23:49:40 GMT

Subject: Re: FT Campaign /4000AD

> On Wed, 18 Feb 1998 14:56:24 +0000, Mike.Elliott@bull.co.uk wrote:

> Here's a suggestion for a simple way to run an FT campaign:

Good ideas, Mike! I have a copy of 4000AD. In spite of its simplicity, I've
always wanted to turn it into a wargame. This is an excellent idea for doing
just that.

Another option is the old Metagaming game _Warpwar_. I created a large
map for it years ago for use in a campaign game. It, too, could be used with
FT.