From: Ken Bywaters <argentnova@y...>
Date: Fri, 13 Jan 2006 22:33:59 +0000 (GMT)
Subject: [GZG] Re: FT Scenarios
_______________________________________________ Gzg-l mailing list Gzg-l@lists.csua.berkeley.edu http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI'm mainly a Stargrunt/Dirtside player. Although I rate FT as the strongest space combat product out there, I was put off by several extreme munchkin encounters abusing the ship design rules quite early on. However, I've also played a lot of naval wargaming, and most space systems draw from wet navy influences. In my experience wet navy battles without some kind of scenario, campaign or relevance very easily become an utterly unrealistic slugfest. Warships that have taken three years to construct and are virtually irreplacable in real life terms can be thrown away in ludicrous death or glory "tactics". I'm sure that someone can think of some exceptions (The death ride of the Yamato being one, for example!), but the majority of naval battles are fought for a reason, and the reasons and the consequences of losses need to be brought into the game to give it context and realism. I feel that FT and most other space combat rules can be prone to similar effects. Stand alone battles can become inherently unrealistic without some relevance and perspective. Virtually all the Stargrunt games I've played have been scenario based, and often used inventive and creative situations - such as a three way between two rival ethnic factions, and a peacekeeping force attempting to stop the confrontation without being too violent about it (there was an embedded news team with them!). Despite often being unbalanced in terms of force composition, for our group such scenario based games have always been extremely satisfying for all who played in them. I see the lack of a points system in Stargrunt to be a great strength With Dirtside, for the most part we simply ignored the points system, and played scenario based games there also. My design philosophy as far as I can tell may be similar to John A's - I tend to go for maximum crew protection, best vehicle survivability, and for effective combined arms integration (much as US/UK/Israel seems to do). It's worked fine - though when we've played games on points the munchkin-type players have sometimes deployed swarms of small tankettes with close range fusion weapons or insanely large-composition missile platoons in an attempt to overwhelm the more realistically designed forces. The rational as to what the crews thought of making suicidal charges in expendable deathtraps and why and under what circumstances they were doing this was never explained! Again, the best games for our group have always been scenario based rather than points based. My own response to the suggestion of FT mission/scenario cards is to feel really inspired by them! If something was going to get me to pick up FT again and unpack my fleets from storage, this would be the approach. I've never liked the points value approach. I've never heard of any real life conflict that remotely resembled this - "Hey Saddam, we're coming into Iraq with a 15,000 point mech army. How many points have you got? Only 3,000? OK, we'll leave the M1s, most of our arty and the air assets out of it then..." No way! As John Atkinson pointed out a few weeks back, down at the sharp end, the military are NOT looking for a balanced, interesting conflict! It's their butts hanging in the wind, and the object is to finish the other guys with the minimum of risk. By definition the whole points value system and points balanced games are therefore fairly unrealistic as simulations. The use of mission/scenario cards would be a great counter for this. I'd like to see a mixture, some with deployment instructions and situations, and others that are more freeform. There should be situations where a faction is forced to assault (or reinforce) out of jumpspace, others where the setup may be defined in advance e.g. "you are refuelling from a gas giant when pickets report the surprise approach of an assault force in an areas supposed to be free of hostiles". Doing the best you can with the situation as given can be part of the fun. Real life is like that - the British cruisers going up against the Graf Spee, or the defence of HMS Glorious were unbalanced, but that's how they happened. I see some potential for taking the mission/scenario cards a stage further. Possibly even providing a different foundation for tournament games without the need for a points-based approach. The inclusion of an option for an "Admiral's Game" series could provide the basis for an abstract campaign (I'm sure this has been done before with several previous systems). You choose your forces at the beginning of the campaign, and play through a series of scenarios. Some cards could detail whether surviving ships can be used in the immediately following encounter, or whether they must remain in transit until later etc. Perhaps some simple repair rules also? Mutiple scenario cards could be drawn and forces assigned to several missions before playing them out on the table, representing the actual conflicting demands and priorities upon a fleet. The Admiral's Game idea would make hanging on in an unfavourable battle less attractive, and there would be more incentive to want to! preserve ships into the next stage. A few of the special effect cards should reflect unexpected fortunes or misfortunes! E.g. the availability of an extra battlecruiser, which has unexpectedly been repaired and made spaceworthy faster than estimated (Was it USS Yorktown at Midway that was repaired in 24 hours?). The unavailability of that fleet carrier which just collided with some space debris or lost a primary power coupling and cannot sail until repaired (think Prince of Wales and the Repulse; no carrier available to escort due to an earlier collision). Granted the system won't suit everyone, and we could all come up with tables or cards on our own anyway, but I for one would love to see it in print (or download) as part of the FT universe. Couple of suggestions for situation cards: 1. One of the ships in your merchant convey is secretly a Q ship (or Q carrier). 2. Nominate one opponent's ship to suffer potential accident, perhaps on main drive. Make a threshhold check. 3. Both players complete initial deployments. One player gets surprise reinforcements out of jumpspace later in game. Anyway, hope there was something in this that was worth uncloaking for!