Space carrier fighters, etc.

1 posts ยท Oct 22 1998

From: Jeff Lyon <jefflyon@m...>

Date: Thu, 22 Oct 1998 09:43:30 -0500

Subject: Re: Space carrier fighters, etc.

I put up the first draft of some of the campaign rules we are using at:

<http://ccwf.cc.utexas.edu/~jwlyon/FT/imperium/Campaign.txt>

I've made a few minor changes to make it read better since then, but the
content is essentially the same.

In Don Hawthorne's original rules, repair and replenishment both occurred
during the player's maintenance and production phase. Since there are up to
six combat phases between M&P phases, we decided that would be too harsh. We
have assumed that paying for maintenance means paying for an "invisible
logistics pipeline" which would replenish expendable munitions and such.

So far we are requiring that repair of hull boxes wait until the player's next
maintenance phase.

The question we've run into is whether replacement fighters should be treated
as "expendable munitions" or "repairs" or whether replacements should just be
paid for. For now, we are probably going to treat them as ships which are
being repaired.

We had also talked about allowing both fighter squadrons and ground forces to
recover a portion of their casualties after battle, but have not decided on
that. One suggestion was 1:2 recover rate. I'm still curious what mechanism
you used for your SAR operations, Los.

The ground troop info refers to the Axis & Allies adaptation we are using for
ground combat. I'll put the rules for that up later. It seem to work well
enough and has a lot more meat to it than the original Imperium ground combat
system. If one preferred to use DS2 or SG2 to game out ground combat then it
would probably be easy to work out a conversion factor. Ground troops in
Imperium cost 2 RUs (~50 FT points) for regulars or 3 for elite Jump Troops.

We are not using the rule in Imperium that allows capital ships to carry
troops; we just couldn't seem to fit it in.