> Hello Guys......Here something for you campaign buffs, I'm
I'm looking for a few groups of serious FT -players and
individuals how are familiar with campaign systems....ie--Federation and
Empire, to play test and add there input into this new system. The Link for
the Final Version will be posted on the unofficial FT page for all to use. I
will maintain all publishing rights for the name and final copy. All who are
interested reply to this thread and i'll contact you via personal email about
obtaining the current copy of the system
for play test purposes. Well that's it for now,
While we are on the subject of strategic games, here's a little something I
whipped up for everybody's consideration.
Third Empire
This is a very simple (I hope) grand strategic game of galactic domination.
The playing surface is any hex map. You are going to need a lot of counters
and 6 sided dice.
SEQUENCE OF PLAY
1) Economic Phase - players count up how many PP's each has.
2) Diplomacy Phase - Players negotiate treaties with other players.
3) Production Phase - Players spend their money.
4) Movement phase - Players move in PP order fewest to most.
5) Combat phase - Players resolve combat in PP order, fewest to most.
ECONOMICS
Each hex generates 1 production point.
The imperial capital is a level 4 capitol.
A Sector capital (capital level 2) may be declared in the center hex of a 6
hex area. This capital doubles the economic production of the area, but allows
the area to fall if the enemy takes it. This costs 50 production points. The
player may upgrade this capital for double the amopunt of the prevoius level
points and receive the level modifier. Example: Capital Level: Points Cost: PP
generated
1 0 6
2 50 12 3 100 18 4 200 24
There is no limit to this progression.
TECHNOLOGY
Every player starts at a tech level of 1
For every 10 production points spent, you get a technology die roll when the
total of the die rolls is 100 then the player increases a tech level. This
number doubles per tech level ex: 200 for lev 2, 400 for lev 3 and 800 for
level 4. There is no limit on the tech level a player can reach.
For each level of technology the player gets to roll 1D6 per factor for
combat. For each level of technology the player cam move his fleets 2 extra
hexes.
SHIP CONSTRUCTION
The players can buy and train troops and starships. Combat ships cost 10 pp
per factor. There is no limit to this number. This can all be put into one
ship or split any way the players choose Combat troops cost 5 pp per factor.
There is no limit to this number. This may be put onto one or more planets or
the "pool" this is up to the player.
The "pool" this is a central reserve of ships and troops, this may be
committed to any battle the player sees fit, before or immediately after
combat resolution. Either side, winner or loser, may commit any number of
units from the pool. This is made in writing before and after resolution.
There MUST be a combat presence in the sector before the pool may be
committed.
MOVEMENT
The ships move a base of 6 hexes per turn. They may NOT move through an enemy
sector unless they are attacking the capitol.
COMBAT
Each combat is resolved one at a time. Starting wherever the players can agree
too.
Space Combat defender rolls 1d6 per factor. Every "6" destroys an attacking
unit. Attacker and defender may commit pool units Attackers rolls 1d6 per
factor. Every "6" destroys an attacking unit. Attacker and defender may commit
pool units
This continues until either player withdraws or is destroyed. Ground units
cannot influence the space battle. Space units add 1 die per 5 factors to the
space battle.
Ground Combat Each surviving ship can deposit 1 factor of ground troops onto
the surface Each capitol has an intrinsic defense equal to it's level. A level
4 capitol rolls 4 dice in combat, before any other ground units are counted.
The defender may NOT commit ground units from the pool to this battle, nor may
he commit space units (the attacker has space superiority), the defender can
commit gound units BEFORE the space combat is finished.
Devistating planets.
Space units may attack the planet just like it is another space ship in the
space battle. This must be declared during the space battle. If this happens,
and the defender loses, the planet is devistated and the entire sector
produces nothing and must be built up from scratch again.
Captureing planets
If the planet is captured by gound troops, it looses two capitol levels. This
may drive it into the negative numbers. Treat these as newly explored
provinces.
Treaties/alliances
Treaties are left to the players but can include tech swaps, PP gifts, selling
or buying ships. Giving ships or pool reenforcements. Literally anything
agreeable to the players goes.
Ending the game The game ends when there is only one player left, one allinece
left or when one player, or alliance has defeated 2 other empires. Or when the
players are tired of it.
NOTES This is freeware and uncopywrited, so feel free to make changes to it.
If you could just send me a copy of any optional rules you have made. I'd like
to incorporate them into another version, if practical. I designed this in a
couple of hours on a boring Saturday night while the wife was playing diablo.
I was looking for a dirt simple strategic game with a lot of Axis and Allies,
a little of Diplomacy, and a little of Masters of Orion in it. I hope I
captured the flavor of these games. If you have any questions I can me reached
at:
> Chris McCurry wrote:
When you and Todd Wikel finish the new rules could you send me a copy? I am
always interested in strategic rules. Thanks for your time. Donald Hosford
sounds like there are quite a few people (including my self) that would like
to see a nice campaign system for FT. (including, economic structure, cost for
building, resources etc.
maybe (I've heard) Jon might add something like that to the next supplement?
CMC
Hello gents, I have slowly been working on the campaign system and could use a
little more help. The current topic is DSII ground troops in the campaign. I
have worked out the following system, but being unfamiliar with DSII point
system, I need a point value for the sduad cost.
The quick combat system is a modified Axis & Allies system. The units
have the following attack/defense and space reqirements in both Cryo and
Normal Accomidations. All I need is someone to give me a point cost for these
troops.
A/D in
Cryo in NA Special Notes INFANTRY
Foot--8 man sqd 2/2
8 32
Mech--1 MICV-size 3 2/3
- 12
2 crew + 8 foot
10 40
Special--3 man team 3/1
3 12 Hvy Wpns, Special
Forces, ect ARMOR
MBT--1 MBT-size 3 3/2
- 12
5
crew 5 20
HBT--1 HBT-size 4 4/3
- 16
5
crew 5 20
Artillery--1 SP Arty-size 4 4/1
- 16
4
crew 4 16
AA--1 AA vehicle-size 3 1/4
- 12 Attacks fighters
3
crew 3 12 before they fire
(defense Only)
Thanks for the help Guys,
Well, after I got my email...it looked pretty messed up so I'm going to resend
it...short form.
I need an AVERAGE DSII point cost on the follow units:
1--8 man Foot Infantry Squad
2--Mech Squad::1-size3 MICV, 2 crew and 8 foot Infantry
3--Special Team::3 man elite team...ie SAS, Rangers, Hvy Wpns
4--MBT::1-size3 MBT, 4 crew
5--HBT::1-size4 HBT, 5 crew
6--SP Arty::1-size4 SP Arty Vehicle with 3 crew
7--SP AA::1-size3 SP AA Vehicle with 3 crew
Thanks for the Help Guys......the rules should be ready by the end of this
month....hopefully
> At 06:46 PM 11/1/97 -0600, you wrote:
I already did the math on this group a couple months ago. It comes out to 1
Full Thrust Point is the equivelent of 60 DirtSideII points. Add in the SGII
squad generation system posted earlier and you can run all three together...
> Phillip E. Pournelle wrote:
> At 06:46 PM 11/1/97 -0600, you wrote:
Yes, I still have a copy of that, but i need an average DSII point cost of
each the squads, both infantry and armor. This will allow me to set a point
cost on these units, as I don't currently have a copy of DSII to calculate
they're cost. With out this point cost the generic units may
not fit into your DSII/SG conversion table.
Thanks for your time,