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2009 PBEM Trillion Credit Squadron Tournament

Okay guys... this will be a real event in a naval campaign history.

Feel free to roll up characters (without mustering out all the way!) using Book 5 and populating your ships with them.

The 10 BCr tournament will represent officer training exercises, however, so there's nothing to lose there as a character except pride. Winning the tournament will go down as a significant campaign accomplishment for your character-- good for a promotion, contacts, and positive reaction bonuses.

After the 10 BCr tournament, we will use what we learn there to develop fleets for TL 12 pocket empires. If there's interest, we can work up an actual Trillion Credit Sqaudron campaign featuring a slugfest between two or more TL 12 pocket empires.
 
IF there is interest? I would love that!

Game 13 is called. Game 14 cranks up to turn 2. Game 15 cranks up to turn 4. Much of the nail-biting fog-of-war stuff is over... soon I will take the last instructions and just play out several turns.

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TL 12 TCS campaign:

I'm interested in the Zhodani core expeditions... don't know if other folk like that. The premise is TL 12 pocket empires... subjegated by a TL 15 Confederation. But the TL 15 guys haven't shown up for a while... you don't know why... so now there's outright war when it wasn't expected.

I'm wondering if there should be something strange in the game that the different players slowly learn about. Sort of a campaign level strategic intelligence issue. But maybe folks would be more interested in a straight up wargame without any weirdness-- sorta like Risk but with High Guard for the battles. Also there's the threat of (possibly) having a TL 15 fleet show up at any moment.

How much variabilty/unknown are you comfortable with in a game like this?
 
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TL 12 TCS campaign:

I'm interested in the Zhodani core expeditions... don't know if other folk like that. The premise is TL 12 pocket empires... subjegated by a TL 15 Confederation. But the TL 15 guys haven't shown up for a while... you don't know why... so now there's outright war when it wasn't expected.
So what is the Zho part in the campaign?

I do like the TL12 pocket empires under a TL15 Confederation. You could throw in a restriction treaty along the lines of the 1922 Naval Treaty. Say, like 3/4 of the initial fleets must be "treaty" ships.

I'm wondering if there should be something strange in the game that the different players slowly learn about. Sort of a campaign level strategic intelligence issue. But maybe folks would be more interested in a straight up wargame without any weirdness-- sorta like Risk but with High Guard for the battles. Also there's the threat of (possibly) having a TL 15 fleet show up at any moment.
I would prefer a more straight-forward wargame, but some role-playing elements would be welcome.

And as for tthat last pint, a RINGER !!!:D
 
Okay guys... this will be a real event in a naval campaign history.

Feel free to roll up characters (without mustering out all the way!) using Book 5 and populating your ships with them.

I'm not sure I follow. The purpose or meaning.

Roll up the complete crews of all ships? Just the Officers? Just the Flag Officer? (aka our avatar).

I'd be into the proposed pocket empires idea, I'm just not sure how rolled characters would fit into it. Surely the population to support the Navy would be enough that we'd all have pretty much identically skilled characters.

Unless you're proposing setting up each of us with a unique pocket empire circumstance. Something like (just a 2 PE example) a small population high (TL12 - J3) tech PE with a few average skilled crew and a few good ships, balanced against a high population low (TL11 - J2) tech PE with lots of average skilled crew and a few highly skilled elite crew and lots of poor ships.

This PE idea could get big, fast. It should probably at least break down into home defense fleets and outside attackers, with victory conditions other than simple attrition.

Can you clarify? (Maybe in the 10BCr thread?)
 
I'm not sure I follow. The purpose or meaning.

Roll up the complete crews of all ships? Just the Officers? Just the Flag Officer? (aka our avatar).

I'd be into the proposed pocket empires idea, I'm just not sure how rolled characters would fit into it. Surely the population to support the Navy would be enough that we'd all have pretty much identically skilled characters.

Ah... that bit was directed at the Magnus and BillDowns game. I'm increasing the rpg elements specifically for Magnus, but other folks can get into that only if they care to.

At this stage... the idea is to use the test match and the tournament to interact with the char-gen rules. You freeze rolling up the character at a certain point if the character makes sense as leading a ship in the 2 BCr test match. That combat then becomes a part of the character's background. The winner has an extra chance of promotion. The winner of the later 10 BCr tournament will get a serious promotion for his char-gen procedure.

Your other characters that you roll up (the ones that aren't leader material) can be shifted around to various ships... and you can follow them through the TCS campaign if you care to. If someone wants to play an rpg session of some sort, they can do so with some of these characters with our TCS campaign providing the back drop. That's in the tradition of the Fifth Frontier War and Traveller rpg interaction.

The idea is that the wargamers are not disturbed by this, but the rpger's leverage the wargames to develop setting, background, plot, and history.
 
This PE idea could get big, fast. It should probably at least break down into home defense fleets and outside attackers, with victory conditions other than simple attrition.

An idea:

Roll up UWP's for a subsecter or two.

TL 12 is the max.

Distribute the players to the TL 12 worlds.

Have some good "booty" worlds for them to fight over.

Watch weak players form coalitions-- sort of a Diplomacy type thing.

Run some turns and battles according to TCS campaign rules.

Watch where it goes.

Perhaps have a specified chance for certain agreed upon campaign events: particularly a TL 15 fleet that returns under the control of a new player.
 
So what is the Zho part in the campaign?

The idea is to get away from the 3I, but stay in the some semblance of the OTU. We have the option of developing a setting that is derived from the wargame rules that people like Hans hate so much. ;) We have the options of letting the Zho's show up and/or leveraging whatever weirdness is calling them coreward. But only if we want.
 
Ah... that bit was directed at the Magnus and BillDowns game...

OK, I probably would have got that if I had been more awake ;)

At this stage... the idea is to use the test match and the tournament to interact with the char-gen rules. You freeze rolling up the character at a certain point if the character makes sense as leading a ship in the 2 BCr test match. That combat then becomes a part of the character's background. The winner has an extra chance of promotion. The winner of the later 10 BCr tournament will get a serious promotion for his char-gen procedure.

Your other characters that you roll up (the ones that aren't leader material) can be shifted around to various ships... and you can follow them through the TCS campaign if you care to. If someone wants to play an rpg session of some sort, they can do so with some of these characters with our TCS campaign providing the back drop. That's in the tradition of the Fifth Frontier War and Traveller rpg interaction.

The idea is that the wargamers are not disturbed by this, but the rpger's leverage the wargames to develop setting, background, plot, and history.

An idea:

Roll up UWP's for a subsecter or two.

TL 12 is the max.

Distribute the players to the TL 12 worlds.

Have some good "booty" worlds for them to fight over.

Watch weak players form coalitions-- sort of a Diplomacy type thing.

Run some turns and battles according to TCS campaign rules.

Watch where it goes.

Perhaps have a specified chance for certain agreed upon campaign events: particularly a TL 15 fleet that returns under the control of a new player.

Sounds quite interesting. And a massive undertaking in the making I expect :)
 
Damn, I need more Marines...

Umm, I seem to have missed some posts, but am caught up now. I will have to work on this later, as I was just about to hit the rack, but I will have to whip out something hopefully later tonight.

BTW do I need to work up anything for jarheads, right now they are just there as per HGS. No cool gear or what ever, plus, I don't have Striker, just Striker II.pdf, if it matters that is.

Still new to this war-gaming part of Traveller.

Oh and are Bill and I just blasting our little ships in test and then on to the 10 BCr TX?

I am fine also with PE TCS, am slowly building the forces of the Most Holy Star Fleet of the Triumvirate of Reznor. One ship at a time. Mostly just messing with the HGS and figuring out how things really go together. Lots of experiments. Already the nice part about TL-C is that you for sure will know a capital ship is around when those mesons start decaying. Pretty much a spinal mount at that TL. Need to check if you can get them in 100 ton bays or not...

MvT, O1, IN
213FLT.
 
Yeah... I'll start the Magnus 2 BCr game soon; trying to wrap up the 1 BCr tournament and these last ships are just... ***.

I was just joking about Striker. (Though I may run a tournament for that some day....) Adventure 5 Trillion Credit Squadron ignores ground combat for simplicity's sake... and I haven't seen yet where Marines would matter in a naval battle. (Can anyone help me out here with that?) I think most civilized people would simply surrender in our games, but I could be wrong....

Magnus... your character may influence your decisions in the game... I'm not sure; depends on the designs. Again... the idea is to start the advanced char-gen procedure... stop it when you have someone that can reasonably be expected to have the assignment in our 2 BCr scenario... and then we look at how the results can reasonably feed back into char-gen. I've never seen anybody play Traveller that way, so it may be crazy.... But if you're into that... try to get that character rolled up before we start. We could always use the event retroactively, but it is more fun to do things proper. ;)
 
TL 12 TCS campaign:

I'm interested in the Zhodani core expeditions... don't know if other folk like that. The premise is TL 12 pocket empires... subjegated by a TL 15 Confederation. But the TL 15 guys haven't shown up for a while... you don't know why... so now there's outright war when it wasn't expected.

I'm wondering if there should be something strange in the game that the different players slowly learn about. Sort of a campaign level strategic intelligence issue. But maybe folks would be more interested in a straight up wargame without any weirdness-- sorta like Risk but with High Guard for the battles. Also there's the threat of (possibly) having a TL 15 fleet show up at any moment.

How much variabilty/unknown are you comfortable with in a game like this?

Did some looking at http://www.travellermap.com/ and it appears like some subsectors in the coreward area of Ianshapldzier or rimward subsectors of the next sector coreward would work. The Vargr are one sector rimward and trailing while the Zhos are one rimward and spinward. This is 4 sectors coreward of Regina.

I don't know how official this region is, and it looks a bit sparse to me. I would think coreward would be dense. Perhaps we should take the next sector out - it doesn't seem to be canon - and map it as we wish. Perhaps get Mickazoid to set us up??
 
Jump requirement question

Been following this thread a bit, and have a question about the jump requirement: is it possible to use a J2 vessel with fuel for J3 range (2 jumps) or not? Also (semi) related, a bit in the TCS about for campaigns 20% of budget 1 tech level lower (eg TL/B J2).
 
Been following this thread a bit, and have a question about the jump requirement: is it possible to use a J2 vessel with fuel for J3 range (2 jumps) or not?

Nope. That's not the within the intentions of the jump-3 parameter.

Not sure about that other thing. Gotta go read Adventure 5....
 
Been following this thread a bit, and have a question about the jump requirement: is it possible to use a J2 vessel with fuel for J3 range (2 jumps) or not?

Nope. That's not the within the intentions of the jump-3 parameter.

Hmmm, I wasn't sure earlier but think I might have to agree. I was leaning towards answering "nice creative interpretation" and kudos on the design myself when I first saw it. Of course if it's off the table the TL price savings option is off the table as well this go around, simply because you have to build at TL12 for J3.

EDIT: To be clear, I defer to Jeff on any rulings, my comments are merely that, it's his game :)
 
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I will say, I am not fond of the idea of generating Naval characters for our ships...Too much randomness and there are a couple skills that have tremendous effect on the battle (Ship tactics, Pilot) and others that have little effect (Any other really...). Really unbalances the game overall for the guys that have the good skills at decent levels. More of an incentive to 'roll' up characters until you have ones that are what you want. Any that don't measure up, just aren't used.

A map based campaign might be interesting
 
I will say, I am not fond of the idea of generating Naval characters for our ships...Too much randomness and there are a couple skills that have tremendous effect on the battle (Ship tactics, Pilot) and others that have little effect (Any other really...). Really unbalances the game overall for the guys that have the good skills at decent levels. More of an incentive to 'roll' up characters until you have ones that are what you want. Any that don't measure up, just aren't used.

For any tournament combat, character skills would be completely ignored.

For "pick-up" games, skills would only count with both players' consent.

The character side (in my mind) is simply using the combat games as a component of the character generation sequence.
 
Perhaps we should take the next sector out - it doesn't seem to be canon - and map it as we wish. Perhaps get Mickazoid to set us up??

A map based campaign might be interesting

Here's my suggestion.

We have the 10 BCr tournament coming up. In the process we should hone our capacity to coordinate large numbers of battles and execute them correctly.

Let's do the TL 15 Trillion Credit Squadron as a full on tournament after that. (Because it must be done and 2009 is slipping through our fingers....)

While we're playing those, let's develop a two player campaign scenario. It is limited to a single subsector. One player defines the UWP's and key campaign nuances. The other player choses which side to play. I run it. If it were possible to run that as a round robin tournament... that would be pretty cool.

There's is also the classic Islands campaign and a potential Striker tournament maybe... but this sounds like the most fun to me.

Now if someone can work out a suitable tournament quality 2-player campaign scenario while I run these games.... ;)
 
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