[FT] Fleet Thrust

7 posts ยท Feb 3 2000 to Feb 5 2000

From: Laserlight <laserlight@q...>

Date: Wed, 2 Feb 2000 21:43:44 -0500

Subject: [FT] Fleet Thrust

Liberally cribbed from a number of sources, plus one or two
half-baked ideas of my own.  Strategic level, to follow, will
cover production and economic issues. Comments welcomed.

FLEET THRUST: OPERATIONAL LEVEL

1. Map and scale. A. Each star system consists of 1 Inner System hex and 6
Outer Systems hexes. Star systems may either be directly connected to each
other's outer system hexes (simulating "jump gate" or "Alderson point" FTL
travel), or may be spaced to require multiple jumps (for "GZG type" FTL).
Terraformable planets will always be in the inner system, but colonies may
also be placed in outer system hexes. i. Optional: Systems may be expanded
beyond one "tier" of outer hexes to place more distant planets, e.g. Saturn;
however, the FTL limit is always in the inmost ring of Outer System hexes. ii.
One system hex is approximately 5 AU across. B. Planets and colonies will
consist of a number of Planetary
hexes.  Earth-sized planets will have seven hexes; settlements
on smaller bodies (down to and including one hex) are also permissible. Note
that not all planetary hexes need be habitable, e.g. may be occupied by ocean.
C. It may be convenient to have one map for star systems, showing all System
hexes, with a side map for each player's planets. D. Any number of units may
occupy a hex; there are no stacking limits. E. Each operational turn = 1 week

2. Turn sequence A. Each operational turn consists of Movement, Supply
Determination, and Combat. Players operate simultaneously in each phase, e.g.
all players issue movement orders at the same time..

3. Units. A. 1 naval unit = a squadron of 1000 FTFB points. A player may
provide any TO& he wishes but should note the thrust rating of the squadron,
which is limited by the slowest ship of the
squadron.  Squadrons include only warships; non-combatants are
not represented--note however that assault transport squadrons
must be purchased to transport ground forces. B. 1 ground unit =
[approximately and tentatively] 1 brigade. Units are rated as Militia,
Regular, or Elite. C. Leader units include admirals and generals, which are
rated with leadership scores of 0, 1 or 2.   Roll 1 die for each
leader and score as for FT Beam dice, ie for rolls of 123456 the
ratings would be 000112 (no re-rolls).  Leader ratings affect
their unit's movement initiative and combat ability. A unit need not have an
leader; however, each leader must be assigned to a specific unit. i. Optional
rule: allow rerolls for 6's in the regular manner. Require 1's to be rerolled
with a negative score, eg a roll of 1 followed by a roll of 5 would result in
a rating
of -1.

4. Movement.
--Naval
A. Each FTL naval unit may move a number of hexes equal to
1/2 the thrust of its slowest ship.
   B.  Non-FTL naval units may move within Inner and Outer
System hexes of one system with a movement allowance of 1/2
their thrust. They pay double movement costs for each hex which would require
FTL movement, simulating inefficiencies in using FTL tugs.
   C.  Units which move into an enemy-occupied hex may move no
further that turn. D. Naval units move in three segments. In segment one,
speed 3 ships move first, then speed 2 ships, then speed 1 ships. In segment
two, speed 3 ships move, then speed 2 ships; speed 1 ships do not move. In
segment three, only speed 3 ships move. E. If two squadrons of the same speed
need to determine movement initiative, the squadron with a higher admiral
rating may elect to move first. If both speed and admiral ratings are the
same, a die roll should determine initiative.

--Ground
A. Ground units' initiative is based on their troop type, where Militia = 0,
Regular = 1, Elite = 2. B. Units with generals may add their leadership rating
to their troop type rating. For example, a Regular brigade with a
+2 general would have initiative 3 and could move before and
Elite brigade which had no leadership bonus. C. Units move in order of total
initiative, from highest to lowest. In the event of ties, a die roll should
decide. D. Ground units may only move into planetary hexes, or into naval
transport units. E. Militia units may not move. Regulars and elites have a
movement allowance of 1 planetary hex/turn.  Embarking onto
naval transport units consumes a units' full movement allowance. Units whose
hex is invaded by an enemy unit may not move on that turn; units which begin
the turn in a hex with an enemy unit may attempt to withdraw..

5. Supply. A. Each ground and naval unit must be able to trace a line of
supply, not more than 10 system hexes long, to a friendly planetary hex. B.
Friendly planetary hexes occupied by enemy units cannot provide supply, even
if friendly units are also in the hex. C. Supply cannot be traced through
system hexes occupied by enemy naval units, whether they are in Normal or
Raider posture.

6. Combat.
--Naval
A. When two or more opposing naval units are in a hex, combat occurs. It may
either be gamed out using Full Thrust, or be resolved as follows. B. Each
squadron in combat must select a posture, either Normal or Raiding. i. Raiding
units may not do any damage to opposing units; however they automatically
prevent enemy units tracing supply through the hex they occupy. ii. Each
squadron in normal posture specifies a target squadron and rolls one die,
which scored as a FT die (no
re-rolls).
a. If a squadron is out of supply, or is damaged, or if it is engaging an
enemy which is in Raider posture, its die is
scored as if a FT Beam against Screen-1.  This effect is
cumulative, so a damaged unit, in supply, engaging a Raider
would score as if against Screen-2.   A damaged unit which is
out of supply may not engage a Raider; it may engage an opponent in Normal
posture, in which case it die is scored as if against
Screen-2.
iii.. Each admiral may add dice equal to his leadership rating; however, the
number of dice added by all admirals may not exceed the number of friendly
squadrons present. For
example, a +2 admiral operating in a lone squadron would add +1
die, not + 2 dice.  The die added is scored in the same manner
as his squadron's die. C. One "hit" damages a squadron. Damaged squadrons may
be represented as 500 FT points, or such other method as may be agreeable to
the players. Two hits destroys the squadron; an admiral attached to the
squadron is killed. D. All combat is simultaneous; all damage is inflicted
after all shots are fired. E. Combat for the turn is terminated after each
squadron has rolled one die (plus admiral's bonus dice, if any), unless both
players agree to another round. Survivors of one turn's combat may engage
again on the next turn, or may attempt to withdraw.

--Ground
A. When two or more opposing ground units are in a planetary hex, combat
occurs. B. Each unit rolls 1 die, in order of initiative as
determined above, and scores it as a FT die.  Add +1 if Regular,
add +2 if Elite, and add any general bonuses.  Totals over 6
score as 6--ie two damage--and permit a reroll without bonuses.
C. One "hit" damages a unit; damaged units roll as if against
screen-1.  Two hits destroys a unit and any attached general.
D. Damage is scored immediately.

--Chris  DeBoe
Quixtar IBO#706882
http://www.quixtar.com

From: Michael Brown <mwbrown@s...>

Date: Wed, 2 Feb 2000 19:48:47 -0800

Subject: RE: [FT] Fleet Thrust

> Laserlight wrote:
B. Planets and colonies will consist of a number of Planetary
hexes.  Earth-sized planets will have seven hexes; settlements
on smaller bodies (down to and including one hex) are also permissible. Note
that not all planetary hexes need be habitable, e.g. may be occupied by ocean.
[ why not 14 hexes, seven for each hemisphere? This was used in an OLD
variant for Imperium. JTAS #1 I think]

From: Alan and Carmel Brain <aebrain@w...>

Date: Thu, 03 Feb 2000 20:16:11 +1000

Subject: Re: [FT] Fleet Thrust

> Michael Brown wrote:

6 works well if the "hexes" are actually Pentagons. This way you can fasten
the 2 hemispheres together to make a dodecahedron, a reasonable approximation
to a sphere.

From: Thomas Anderson <thomas.anderson@u...>

Date: Fri, 4 Feb 2000 00:39:05 +0000 (GMT)

Subject: Re: [FT] Fleet Thrust

> On Thu, 3 Feb 2000, Alan E and Carmel J Brain wrote:

> Michael Brown wrote:

or, if you want more detail, 30 (iirc), again with some pentagons, arranged in
a geodesic sphere. for the layout, consult a football (as in soccer) or a C60
moleule, whichever you have to hand. in fact, you can make spheres of a
variety of sizes by adding a few pentagons to a hex grid, so you can have
whatever of details you want. while this is cool geometry, it rather misses
the KISS point of Laserlight's system, so i'll shut up now.

tom

From: Nyrath the nearly wise <nyrath@c...>

Date: Fri, 04 Feb 2000 06:57:56 -0500

Subject: Re: [FT] Fleet Thrust

> Tom Anderson wrote:

There are some compelling arguments for using an icoscahedron (a 20 sided die)
for a world map.

From: Laserlight <laserlight@q...>

Date: Fri, 4 Feb 2000 21:44:48 -0500

Subject: Re: [FT] Fleet Thrust

> For links between stars or interstellar empires,

This is also called the Apostle formation because you have one figure in the
center surrounded by twelve others.

I'm not sure how my post metamorphosed from "Operational level rules" to
"Close Packing of Spheres" quite so quickly. Sigh.

From: Nyrath the nearly wise <nyrath@c...>

Date: Sat, 05 Feb 2000 07:31:02 -0500

Subject: Re: [FT] Fleet Thrust

> Laserlight wrote: