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2009 PBEM Trillion Credit Squadron Tournament

*raises hand*

Umm, I have been lurking this thread for a minute now. I now have some decent stability in my life so I was wondering, is it too late to get into this?

Second, assuming there is an affirmative response (yes I can get in), it's been a minute and right long one too, since I dipped in High Guard, and well, I might need some help getting started. Though I thought you all might be using some groovy program or another to mash up fleets.

Anyway, not sure what's happening, but it sure seems cool on the outside.

Laterness.
 
Magnus wants a game guys... with an increased role playing angle if possible.

Any suggestions on generation an appropriate naval officer that could conceivably be in charge of a TL 12 billion credit ship...? (Preferably with the advanced chargen in High Guard, you'd think.)

Also... any ideas for a setting/story that would justify a battle between BillDowns' Arcturus and Magnus's ship?

I was thinking maybe something related to a Zhodani core expedition....

Edit: I suggest this battle be run completely open... as Skyth has suggested... and in contrast to the round robin.
 
Dang it.

I have not been applying damage this way...

FOURTH: While damage must be applied evenly within the round it occurred, HITS are applied evenly throughout the battle. Each battery must be hit once before any battery can be hit twice. There is no specific order in which the hits must be applied, aside from applying damage evenly within a round. You do not have to follow the USP code from left to right for example. You can hit batteries in any order you choose just as long as the damage in every round is applied evenly and every battery is on "Hit N" before any one battery is on "Hit N+1".

I've been playing that the attacker allocates his Weapon hits each turn-- independently of the other turns. At first I was letting people apply them all on the same battery type if they wanted... but I was corrected on that very quickly.

I will have to reread the rules on this... again!
 
Dang it.

I have not been applying damage this way...



I've been playing that the attacker allocates his Weapon hits each turn-- independently of the other turns. At first I was letting people apply them all on the same battery type if they wanted... but I was corrected on that very quickly.

I will have to reread the rules on this... again!

I am curious about this rule that each battery must be hit once before hits can be allocated to the same battery twice. Is this a house rule? I do not remember reading this rule anywhere in TCS nor HG.
 
Screen-n: The USP factor for one screen (nuclear damper, meson screen, or
black globe) selected by the firing player is reduced by the indicated amount.
Damage must be divided as evenly as possible: no screen may receive two hits until
all other screens have at least one, or three hits until all others have at least two.

Weapon-n: Each hit destroys one battery of weapons, either offensive (laser,
energy weapon, meson gun, particle accelerator, or missile) or defensive (sandcasters,
or repulsors). If the ship has only one battery of a type (including spinal
mounts), a hit reduces i t s USP factor by the indicated amount. As with screens, the
firing player chooses which weapons are affected, but damage must be divided as
evenly as possible.

This rule is easily missed because it's spelled out in the Screen-n entry. I don't think the authors of the game intended a super-anal interpretation of the phrase "damage must be divided as evenly as possible." I think the text after the colon there defines what they meant by that. So as long as the *hits* are evenly distributed, you're good. I don't see it as meaning something like-- "you can't put that Weapon-4 hit here because you played a Weapon-3 on it last time." What kind of record sheet would you use to to facilitate that...? And what kind of algorithm would you use to define that programmatically?

For what its worth, I don't think the misapplication of Weapon-n hits will change the outcome of our BCS games. Ships at this level just don't bristle with weaponry-- and the computer-n hits against the ships with/out fiber optics tend to remove combat capability long before even the most-abused main battery can be worn down much.
 
Not sure what you mean by "mash up", but we've been using High Guard Shipyard to build them. Not sure if Jeff is using anything to run 'em.

I've played enough of these that I know what I want now.

Perhaps after the 15 games of the BCS tourney are done I'll bash out a Perl script for this.
 
I will play Baron Regina ;)

Not sure how much role-playing there will be in one High Guard battle, though. I do suggest we ope na new thread in PLay By Post, though.
 
Thoughts on using High Guard to develop role playing elements and using role playing elements in High Guard campaigns:

First... we have two elements. Small patrol battles between TL 12 vessels. Next we have (hopefully) large violent clashes between evenly matched TL 15 mega-fleets.

BCS Fleets
----------
TL12
J3
3G
30 pilots
Gas Giant Skimming

TCS Fleets
----------
TL 15
200 pilots
Jump 3
5 G
Any Refueling Method OK

I posit that there is a sector somewhere on the Zhodani core expidition line that has several small TL 12 pocket empires and a few TL 15 superpowers. The terrain is sometimes sparse... but with dense clusters scattered about, so Jump-3 is often required to travel between the various clusters.

Something has happened on an unassuming backwater world... something thought to be only a legend for the preceding centuries... but something that is destined to alter the course of history. Chaos has broken loose among the TL 12 pocket empires... and the attention of the large TL 15 fleets has been aroused.

The idea is to use the fleets designed for the BCS and TCS games to populate the region... and to use the games to generate more-or-less consistent historical data for the campaign setting. People that just want to play a faceless/storyless wargame can still play the straight up BCS and TCS games... but their deeds are part of the ongoing story anyway. The setting can also be rigged to allow for small Adventure 5 style campaign games. People that want to roll up a single naval officer can do so as well... and follow his activities in a series of battles. All of it together can be used to create a sense of reality and history for a big PBEM role playing adventure that somehow threads between these titanic clashes....

(Why let good ships and battles go to waste?)
 
Now, f you want to throw something like that in, how about a 5 to 10 BCr stage in there?

That could give a bit more practive with squadron level handling, as opposed to single ship handling.

And you'd better polish up your Perl, dude :D
 
BCS Round Robin Status report:

5 games are completed.

Ron Gianti has played each of five opponents. He won 4 of his games decisively.

I will now run the 4 remaining games for the player that beat Ron. If he can make a clean sweep, he will be the winner of the BCS tournament!

I don't think this will take long; will try to be more careful and consistent based on what I've learned so far....

Thanks for playing, everyone....
 
And lo, the people did ask to see the face of the of their enemy.

And he spaketh unto them, "ye shall know me by my missile battery."

And the cries of the women entered not into heaven in the day thereof.

;)
 
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Now, f you want to throw something like that in, how about a 5 to 10 BCr stage in there?

That could give a bit more practive with squadron level handling, as opposed to single ship handling.

And you'd better polish up your Perl, dude :D

Okay... let's do this.

Let's keep this tech level so we can reuse/tweak the designs we already have.

The budget is 10 BCr. The limit on the price of your command ship in 4 BCr. The limit on the price of each of the other ships in the squadron is 2 BCr. (Just guessing on this.) So the minimum number of ships is 4 total.

The parameters are:
TL12
J3
3G
60 pilots
Gas Giant Skimming

Also, we'll continue (for simplicity) to use daryen's program unless there are any objections:

http://www.downport.com/amv/software/hgs.html

Email your squadron to me by March 31, 2009 and you're in the game!

My email address is autoduelist at gmail dot com.
 
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Okay... let's do this.

Let's keep this tech level so we can reuse/tweak the designs we already have.

The budget is 10 BCr. The limit on the price of your command ship in 4 BCr. The limit on the price of each of the other ships in the squadron is 2 BCr. (Just guessing on this.) So the minimum number of ships is 4 total.

The parameters are:
TL12
J3
3G
60 pilots
Gas Giant Skimming

Also, we'll continue (for simplicity) to use daryen's program unless there are any objections:

http://www.downport.com/amv/software/hgs.html

Email your squadron to me by March 31, 2009 and you're in the game!

My email address is autoduelist at gmail dot com.


If that includes me as well, disregard the file I just sent you. :)
 
If that includes me as well, disregard the file I just sent you. :)

Right, the 10 BCr game is open to anyone that wants to enter a squadron-- but entering that one does not preclude you from being able to run a 1 BCr game to get the hang of the rules first!
 
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