Target rich system

8 posts ยท Aug 31 2000 to Sep 9 2000

From: Andrew Apter <andya@s...>

Date: Thu, 31 Aug 2000 01:24:47 -0400

Subject: Target rich system

I was thinking about a few ideas for a mini campaign. The idea is one star
system is more then enough for a fun campaign. A defender may have several
valuable targets to protect each one farther into the system. Lets say the
system has 5 production sites.

The atacker has the ability to mass any target. The travel time between
targets are all sub light measured in days, weeks or months. Intel on both
sides is limited. As a for instance give both side 8000 points. One third of
the defenders assets are in system ships and fixed defences these are known by
the attackers intel. The rest of the defending ships are unknown to the
attacker. What else should be defined? How do we set up encounter zones for
each target. A simple table of time between points could be used to show times
between targets.

                                FTL zone        Out-station
Gas giant1 MB Gas giant2 MB Asteroid BC Plt FTL zone 0 1
2                       3                       4               5
Outer-station            1                      0
1                       2                       3               4
Gas giant1 moonbase 2 1
0                       1                       2               3
Gas giant2 moonbase 3 2
1                       0                       1               2
Asteroid Belt camp 4 3
2                       1                       0               1
Habital Planit 5 4
3                       2                       1               0

This chart need not be quite so linear You can go from the FTL zone to the
inner plt and never go near either gas giant. Each side sets up were its
subfleets are each time interval. Any good ideas for fleet tracking?

Andy

From: Denny Graver <den_den_den@t...>

Date: Thu, 31 Aug 2000 13:09:28 +0100

Subject: RE: Target rich system

> Each side sets up were its subfleets are each time interval.
Any good ideas
> . for fleet tracking?

A spreadsheet with the ships name class and position is quick and easy. Just
sort the sheet after movement to see who ends up close enough to fight:):D

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From: Laserlight <laserlight@q...>

Date: Thu, 7 Sep 2000 13:09:33 -0400

Subject: Re: Target rich system

> I was thinking about a few ideas for a mini campaign.

And I think the overall idea is good, but I think you're getting a little
carried away on some points. You don't need 10 different fleets for Phalon,
SV, and reinforcements each side, and you certainly don't need 100 different
random events.  Maybe 3 different reinforcement fleets--800pts, 1200 and
1600, for example. Two different sizes of SV and PH, if you insist on having
them.

This will cut down on your prep time quite a lot and let you get started
actually playing.

From: Earnotch@a...

Date: Thu, 7 Sep 2000 15:27:23 EDT

Subject: Re: Target rich system

Have you looked at B5 Fleet Action book 'My Enemy...My Ally'? The book has
rules for generating a 'basic campaign'. I have read the campaign rules and I
believe these rules could be used in Full Thrust with little or no
modifiaction. Worth a look anyway.

Matt

From: Andrew Apter <andya@s...>

Date: Fri, 8 Sep 2000 15:17:28 -0400

Subject: RE: Target rich system

At this point I was mainly trying to get as many Ideas together as I can
before I start narrowing things down. Also it might allow a forum for us to
discus Fleet organization. What is a good reinforcement or raiding fleet and
what is a bad one? How do use a fleet that has political strings attached?
What limiting factors can come with an allied fleet. How to you emulate a
flaky commodore? Can you make good use of forces you only have for short time?
I would also like to see how different players use or set up there initial
resources and reinforcements. It might be interesting to see how one player
uses what another player considers an ideal force. Andy A

[quoted original message omitted]

From: Laserlight <laserlight@q...>

Date: Fri, 8 Sep 2000 17:59:41 -0400

Subject: Re: Target rich system

> At this point I was mainly trying to get as many Ideas together as I

> How do use a fleet that has political strings attached? What limiting

If you're trying to set up battles rather than finish a campaign, you could
use the "allied" fleet to help even things out. For example, the PAU fleet
suffers a crushing defeat at the hands of the IF. The UN steps in and
defends the PAU planets--or the NSL sends a task force to reinforce the
PAU until they're back to parity with the IF forces in sector.

> How to you emulate a flaky commodore?

Depends on how flaky you want them to be. Make a list of
possibilities--"comes to the battle late; doesn't close with the enemy;
breaks off when his ships have suffered an average of one threshold
each"--and roll dice for which one applies.

The point, I thought, of your "Single System" idea is to simplify the
campaign. Who wants to administrate when you can play instead?

From: Nyrath the nearly wise <nyrath@c...>

Date: Fri, 08 Sep 2000 20:56:06 -0400

Subject: Re: Target rich system

> Chris DeBoe wrote:

        Reminds me of the "sub-plot" system in
Battlefleet Gothic.

You roll on a table to be assigned some random action that will result in
additional victory points.

Things like "one of your ships is captained by a person who has a personal
grudge againsts

From: Andrew Martin <Al.Bri@x...>

Date: Sat, 9 Sep 2000 20:39:39 +1200

Subject: Re: Target rich system

> Andy A wrote:
Can you make good use of forces you only have for short time?

You could try using a Matrix Game (MG) to run campaigns. I've been looking
into MGs to run a Birthright campaign and Birthright (kings, empires,
fantasy/medieval forces) is very similar to star fleets and star
empires. You can find out more about Matrix Games here:
        http://www.io.com/~hamster

I hope that helps!