[FT]: re: Fleet Engagements (Morale)

2 posts ยท Nov 17 1999 to Nov 17 1999

From: Tim Jones <Tim.Jones@S...>

Date: Wed, 17 Nov 1999 15:21:48 -0000

Subject: RE: [FT]: re: Fleet Engagements (Morale)

> is interested, i will write up post our morale rules.

I'm sure there is plenty of interest, post away.

From: David Reeves <davidar@n...>

Date: Wed, 17 Nov 1999 10:23:07 -0500

Subject: [FT]: re: Fleet Engagements (Morale)

this also brings up what i feel is a missing element in most fleet
battles -- morale.  since the player is acting as a fleet
admiral, they only have partial control for how ship captains react to
changing orders or stressful, unexpected situations.

in our universe ships have a morale level that reflect the captain/crew
quality (which may go up or down in campaign games). morale levels may be
purchased like other ship components. when the ship reaches the 25%, 50% and
75% damage level, a morale roll is required. also, the first turn of surprise
situations, the ambushed fleet makes a morale roll. the fleet admiral may
mitigate the rolled result by causing a reroll. the fleet admiral has a
limited number of rerolls per game (ripped off from Battlefleet Gothic).
failing a morale roll causes a ship to retreat until rallied, or even FTL out!
smaller forces can hit a larger force and escape in the confusion, etc.

the above is a brief explanation of what our group has tried for morale. the
morale concept adds a fun unpredictability to the game and provides more of a
fleet admiral feel to FT. morale also causes players to think about the
quantity versus quality issue a little more as well. if anyone is interested,
i will write up post our morale rules.