[ft] simple campaign system

20 posts ยท Dec 14 1999 to Dec 16 1999

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 14 Dec 1999 15:36:40 +1100

Subject: [ft] simple campaign system

The Top Men have supplied....

This should cater to your requirements, Roger.
*****

This is a simple conquest ruleset for those who want to play a "pickup
campaign". It can be used for structured campaigns as well. Each turn (if a
time is required) is about 1 month.

*****
Each player starts with 16 worlds which produce 20,000 MCr total military
budget as below:
World Type              MCr/turn        FT points
Homeworld (1): 5000 500 Core world (3): 2000 200 Colony (6): 1000 100 Outpost
(6): 500 50 Total Production: 20,000 MCr (2000 ft points)

The worlds must be allocated within a 4*6 hex grid as shown below. *******
[use fixedsys font]
   o o o o
  o o o o o
 o o o o o o
o o o H o o o
 o o o o o o
  o o o o o
   o o o o
*******
When setting up, 2 player games simply butt their territory randow edge
against random edge & commence the game.  For 3+ players, an additional
territory is required, either blank or with multiple neutral worlds to
conquer. The players have their territories randomly placed around the neutral
territory & then commence play. Neutral worlds are claimed by the first fleet
to land marines (any number).

Each player has a starting fleet of 5000 points with which to defend their
territory. Out of these points, they need to purchase the following:
Construction facilities: Cost is equal to the mass of construction allowed
(ie: 50pt = 50 mass/turn construction).  These have hits equal to it's
mass with no defences at all. Starbases: Cost is as per shipbuilding, with 5%
mass for basic base systems. WarShips: Costs as per FTFB shipbuilding. Only
FTFB ships can be purchased initially. Freighters: Costs as per FTFB.

*****
Turn sequence:
1.      Pay upkeep/scrap on ships/bases/construction facilities.
Each ship/base has a maintainance cost of 10% which must be paid.  If
it's not paid, then the ship is scrapped to give 25% of it's new cost if in a
friendly system. Construction bases require upkeep equal to it's mass.

2. Move ships Ships move up to 2 hexes. Fleets are visible up to 2 hexes away
(within
move range).  This takes into account scout ships/drones etc keeping an
eye around.

3. Scanning & Resolve combat Ships in the same hex are told what contacts are
in scan range in escorts, cruisers, capitals. The fleet is then given 1 of 3
orders: attack, retreat or lurk. If both fleets have retreat or lurk orders,
then no combat takes place.

Attack vs Lurk is a standard space battle.
Attack vs retreat gives the attacker a 5+ chance of engaging the enemy
before they escape. This battle is resolved using FTL combat rules. If the
system's owner doesn't have attack orders, then combat takes place around the
planet, with fixed defences & the Construction base in orbit.

4. Conquer territory If the system has functional fixed defences, then a
second battle needs to be resolved (if needed). Marines are then landed on the
planet. Compare the total mass of marines to the planets production, this is
the odds of conquering the planet.
Attacker/Defender
1:3 1:2 1:1 2:1 3:1
6+      5+      4+      3+      2+
If the attacker fails, then all the marines are lost. Marines cost 5
pts/mass with no maintainance.
If the attack succeeds, then the planet is conquered. No funds are generated
next turn, but it produces it's full amount after that. If the shipyards have
been destroyed, then they cannot be rebuilt at this planet.

5.      Build new ships (construction/repairs/resupply)
New ships are built from available funds. Maximum construction in any system
is equal to that system's budget, less maintainance for the construction
facilities. This puts a cap on construction, which makes spreading the
facilities around important. Ships can also be repaired at any construction
facility. The cost is 10% per damage row of the ship's base cost. Destroyed
ships cannot be repaired (obviously). Resupply is purchased at normal cost and
transported in freighters to where required (fleet train) or the warships stop
at the system to resupply. If done properly, you need to keep track of
specific supplies (ie: the system might have 23 std fighters, 8 heavy fighters
& 3 SML(std) salvoes in stock).

6. End phase If a single player controls 75% of the territory (12 planets),
including the Homeworld, then that territory is conquered and the rest of the
worlds become neutral if not held by another player.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

From: Chris McCurry <CMCCURR@v...>

Date: Mon, 13 Dec 1999 22:45:23 -0600

Subject: Re: [ft] simple campaign system

I like it!!! simple but effective. great job!

Chris cmccurr@tca.net

[quoted original message omitted]

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Tue, 14 Dec 1999 16:07:18 +1100

Subject: RE: [ft] simple campaign system

One thing I forgot to add though. New custom designs cost 5x for the first one
built (no you can't build the extras simultaneously either). This takes into
account R&D and bugstomping.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----

From: Imre A. Szabo <ias@s...>

Date: Tue, 14 Dec 1999 08:36:00 -0500

Subject: Re: [ft] simple campaign system

The Sovereign Stars is a slightly more detailed campaign system that is being
done by Majestic Tweleve Games. It's currently beta and available for free
downloads from their web site.
 http://www.chrispy.net/~mj12/

From: Imre A. Szabo <ias@s...>

Date: Tue, 14 Dec 1999 08:38:08 -0500

Subject: Re: [ft] simple campaign system

The Sovereign Stars is a slightly more detailed campaign system that is being
done by Majestic Twelve Games. It's currently beta and available for free
downloads from their web site.
 http://www.chrispy.net/~mj12/

From: Roger Books <books@m...>

Date: Tue, 14 Dec 1999 09:31:37 -0500 (EST)

Subject: Re: [ft] simple campaign system

On 13-Dec-99 at 23:38, Robertson, Brendan (Brendan.Robertson@dva.gov.au)
wrote:
> The Top Men have supplied....

Looks pretty good.   A few questions.

> When setting up, 2 player games simply butt their territory randow

Why not just have the 3 players start connected?

> WarShips: Costs as per FTFB shipbuilding. Only FTFB ships can be

Starting with only FTFB ships is a great idea.

> Freighters: Costs as per FTFB.

May make new designs for freighters?

> 3. Scanning & Resolve combat

I think I'd do an apposed die roll, d6 + lowest thrust.  Either could
choose to abandon slow ships.

> If the

Ouch. This means shipyards are THE target. If you can reduce your opponents
shipyards to slag they are out of the game.

I like this, especially the Marines taking the planet. I will probably insert
this into our next campaign.

From: Brian Bell <bkb@b...>

Date: Tue, 14 Dec 1999 10:11:24 -0500

Subject: RE: [ft] simple campaign system

Nice. My comments are marked by [Bri]
-----
Brian Bell bkb@beol.net
http://members.xoom.com/rlyehable/ft/
-----

> -----Original Message-----
[Bri] I would double the starting costs, but make production quarterly
(every 4th turn). This makes a slightly longer game, but turning out a
Battleship each month on each homeworld seems like a lot. As Mr.Robertson
suggested make prototypes cost 5x normal cost for the first ship. Be sure to
include the costs of expendables (fighters, missiles, etc.) in the ship cost.

> *****
[Bri] I also liked the idea posted by Roger Books. Make it an opposed
die roll. Add the lowest thrust ship to the roll (slow ships may be
sacrificed). Also add 2 to the retreating fleet's roll (as it will probably be
closer to the FTL limit than to the attacking fleet). If attacker wins the
roll, the initial set up should be the attacker entering from the PA, A, or SA
angle;
resolve using normal FT/FB rules. If the retreating fleet wins the roll,
 it
moves to the next location on the campaign map.

> 4. Conquer territory
[Bri] This seems a little in favor of the attacker. It is fairly
accepted that 3:1 odds are the minimum odds required to take a defended
objective. 3:1 odds for the attacker should yield a 1:1 chance of success. I
would suggest opposed rolls with the following modifier to the attacker's
roll:
Attacker/Defender
6:1	  5:1	    4:1     3:1     2:1     1:1     1:2
 +4        +2        +1      -       -1      -2      -4
This will make those transports the target of the space battles. And it
increases the need for strategy (do I send them in now, later unescorted, or
build both an attacking and escorting force).

> If the attacker fails, then all the marines are lost. Marines cost 5
[Bri] You did not describe the method of destroying the shipyards. Are
they automatically destroyed when the planet is conquered?

> 5. Build new ships (construction/repairs/resupply)
 If
> done properly, you need to keep track of specific supplies (ie: the
[Bri] Is resupply created at the shipyards? How are the shipyards
supplied with materials from the planets? If materials needed to be
transported, it would provide more targets and make it more important to
decentralize construction.

> 6. End phase

From: Roger Books <books@m...>

Date: Tue, 14 Dec 1999 11:21:01 -0500 (EST)

Subject: Re: [ft] simple campaign system

One thing not mentionned is resupply costs. I would suggest 1 NPV per mass of
the munition, so SM's cost 2, submunitions cost 1, and ER SM's cost 3 (the
same as a fighter strangely enough).

From: Thomas.Granvold@E... (Tom Granvold)

Date: Tue, 14 Dec 1999 09:31:56 -0800 (PST)

Subject: Re: [ft] simple campaign system

> The Sovereign Stars is a slightly more detailed campaign system that

When I try to get there, I get an image for a second or two then the browser
get redirected to

http://sm2.sitemeter.com/js/counter.js?site=sm2mj12games

which gives me an error "The requested item could not be loaded by the proxy."

Any help on seeing this site?

Enjoy,

From: Jesse Casey <jessecasey@n...>

Date: Tue, 14 Dec 1999 11:53:08 -0600

Subject: Re: [ft] simple campaign system

Worked for me.  just finished DL-ing from the site.
(try clearing out your internet temp files then retry again)

J C
> > downloads from their web site.

From: Thomas.Granvold@E... (Tom Granvold)

Date: Tue, 14 Dec 1999 10:20:11 -0800 (PST)

Subject: Re: [ft] simple campaign system

Still don't work. Would someone who has been able to download this send me a
copy by email?

Thanks, Tom Granvold <thomas.granvold@eng.sun.com>

> Worked for me. just finished DL-ing from the site.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 15 Dec 1999 09:20:45 +1100

Subject: RE: [ft] simple campaign system

To answer a few questions:

1. I wanted planets to be able to turn out 1 ship per turn, as maintainance
still puts an upper limit on building. The largest fleet a starting player can
get is 20000 pts with no production available to replace losses. 2. Maybe
higher odds would be better, but getting that many marines together would be
difficult under the limitations. To attack a homeworld
(500 marines/production), you need a minimum of 180 mass of marines to
even have a chance. If you want to increase your shipbuilding, then you HAVE
to capture those worlds (or capture them back). 3. The shipyards can be
attacked as a spacestation. It's hits are equal to it's production capacity
(ie: 200 pt shipyard = 200 hits). If the planet is captured, the shipyards are
also captured. So, do you capture the yards or stage a raid to destroy them?
4. Supplies are created at shipyards using normal FTFB costs (ie SML
std ammo costs 6pts, std fighter costs 3pts/ea.)  Materials are
abstracted into the production of the planet.

I was originally going to include the following: Freighters can be used to
increase a shipyards production. A freighter can load 'spare' production from
a system & transfer it to a shipyard. Each production point takes up 1 mass of
cargo & adds to the building limit on the turn it is unloaded.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----
Robertson
> suggested make prototypes cost 5x normal cost for the first ship. Be

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 15 Dec 1999 10:10:43 +1100

Subject: RE: [ft] simple campaign system

More answers: 1. You can start connected, but then you miss a multiplayer
landgrab for any resources on the neutral map. 2. Standard freighters from
FTFB to start with. You can design your own, but how many variations of a box
with engines can you make?

3. sounds good. Each fleet rolls d6 & adds the thrust of ships. Attacking
ships which have a higher total, catch any retreating ships with a lower
total. Either player can downgrade their ships thrust *before* they roll in
order to keep the fleet together. If caught, play a stern chase battle with
defenders moving on at speed 12 & the attackers arriving d3 turns later.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 15 Dec 1999 10:11:59 +1100

Subject: RE: [ft] simple campaign system

Munition costs are as per FTFB.  You have to buy the ammo/fighters at
normal costs. (4 per sm, 6 per sm(er), 3 per fighter (18 per sqd)).

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----

From: Aaron Teske <ateske@H...>

Date: Tue, 14 Dec 1999 19:47:45 -0500

Subject: RE: [ft] simple campaign system

> At 10:10 AM 12/15/99 +1100, you wrote:

Actually, if you really want to have fun, just give each player a random
system on the table edge and a few points for a "scout" force, and maybe
make rules for calling up a limited amount of off-board support from the
rest of the expanding empire... then meet in the middle. Or run it
Stars!-style, with one system each (a Homeworld if you're feeling
nice...).

> 2. Standard freighters from FTFB to start with. You can design

Q-ships! ^_^  Working up intel and counterintel, though, would really
need a GM.

Later,

From: Laserlight <laserlight@q...>

Date: Tue, 14 Dec 1999 21:54:39 -0500

Subject: Re: [ft] simple campaign system

> 1. I wanted planets to be able to turn out 1 ship per turn, as

I'd say each _ship_ can be built at 10 MASS per month.  Double cost
means you can build at 15 MASS per month; triple cost means you can build at
20 MASS per month (and it does happen, I get Next Day Air orders for the
Norfolk area shipyards all the time). You can have as many ships in the docks
as you have capacity for. Note that space construction shouldn't be as limited
as modern naval construction, since you don't need to take into account water
depth, dry docks,
tides, etc.  Yeah, I know anybody can build a frigate--I'm thinking of
CVA's and SSBN's.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 15 Dec 1999 14:26:08 +1100

Subject: RE: [ft] simple campaign system

Maybe I should expand the explanation a bit. The shipbuilding doesn't
necessarily mean that a ship is built from the keel out in one turn (month),
rather that there are several hulls under construction simultaneously & ships
are actually completed in that turn.
 In
the homeworld shipyards, there could be 10 SDNs under construction
simultaneously, but only 1 is finished at a time & available for combat. The
point is to abstract shipbuilding out for fast & dirty campaign games with a
minimum of record keeping. Also there are only so many ships an economy can
support without collapsing on itself (look at the PRH in HH. Massive military
spending & a welfare state has made them bankrupt for decades).

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----

> available to replace losses.

> I'd say each _ship_ can be built at 10 MASS per month. Double cost

From: Roger Books <books@m...>

Date: Wed, 15 Dec 1999 09:03:47 -0500 (EST)

Subject: Re: [ft] simple campaign system

On 14-Dec-99 at 18:20, Robertson, Brendan (Brendan.Robertson@dva.gov.au)
wrote:
> Munition costs are as per FTFB. You have to buy the ammo/fighters at

I think I'll have to disagree here. This looks to me like the missile and
handling equipment costs. You shouldn't have to pay the full base for the
system every time.

Of course, my usual claim, beams are the best weapon in the game. They get
even better in a campaign where you must worry about resupply.

From: Laserlight <laserlight@q...>

Date: Wed, 15 Dec 1999 23:43:26 -0500

Subject: Re: [ft] simple campaign system

> Ships can also be repaired at any construction facility. The cost is

How about: 1st row totals 10% of ship original cost, 2nd row 20%, 3rd row 30%,
4th row 40%. You can, if you like, divide that again by hull boxes, so a ship
with 5 hull in the first row would cost 2% to repair if it lost 1 box. A ship
which has lost all its hull isn't necessarily vaporized, just not worth
repairing.

Maintenance: Cost is.5% per month for the first 5 years, 1% per month for
ships age 6 to 15, 1.5% from 16 to 25, and so forth. You'd have incentive
to scrap your ships around 25-30 years old.
There's no point bothering with this in a short campaign where you assume
everything is build the day before the campaign begins. I think you should (to
be realistic) start the campaign with 20 years' worth of ships and perhaps a
bit lower monthly income.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 16 Dec 1999 17:04:14 +1100

Subject: RE: [ft] simple campaign system

Repairwise, that's what I had in mind.

WIth maintainance, years wouldn't normally come into this, as you want to
finish playing a campaign within about 10-14 weeks.  Players attention
spans don't last much longer than this without needing a change.

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu

> -----Original Message-----