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CT Only: Alternate space combatU

BlindGuy

SOC-12
Hi all,
So I've been reading over the PDF books as best I can, and I like most of what I'm seeing, except for the space combat system. It seems to require miniatures and vectors, not the most accessible thing in the world. I seem to remember reading around here that it was considered somewhat unplayable in reality. Does anyone have any alternatives using a more abstract system?
I was thinking I could possibly take the Mongoose system and repurpose it, but I'm not sure how compatible they might be. Shirley I'm not the first person to want to do this sort of thing :-)
Thanks for any input.
 
Go with the Range Band version provided in Starter Traveller. It's the same system, except no protractors or rulers.

The Range Band version is easily converted to a hex grid, too, if that be your preference, where one hex equals one Range Band.

In addition, there's the separate Mayday game--a similar, hex based ship combat system.

The combat system shown in High Guard (Book 5) is abstract and really meant for capital ships.
 
I agree; the range band system in Starter Traveller is a great way to go. We used it for years, back when.
 
Hey BlindGuy --

another vote for range bands - physical distance between the ships is almost irrelevant, you can define the ranges as you see fit. Just dictate a number of turns to close or open range at 1G or Thrust 1 against a stationary object. Then apply simple arithmetic based on the current combat situation.

For instance say it takes 8 turns to move from Medium to Short range. A 1G or Thrust 1 ship will require 8 turns to cover that distance.

If the target is also moving at Thrust 1 or 1G the pursuer will never close the range unless they can accelerate or the target moves at an angle or moves towards the pursuer.

If the pursuer is a Thrust 2 or 2G ship, it will take only 4 turns to close the gap to a stationary object, and so on.

It's not accurate (there really aren't stationary objects in space and constant acceleration is not really accounted for) but it is easy to implement and remember. Obviously shorter ranges should require less time than the longer ones.

Here's what I've used in the past when abstracting ship to ship encounters:

Boarding Action: requires 1 full turn at Adjacent range before attempt can be made
Close Range to Adjacent: requires 2 full turns at Thrust 1 or 1G
Short Range to Close: requires 4 full turns at Thrust 1 or 1G
Medium Range to Short: requires 8 full turns at Thrust 1 or 1G
Long Range to Medium: requires 16 full turns at Thrust 1 or 1G
Distant Range to Long: requires 32 full turns at Thrust 1 or 1G
Very Distant to Distant: requires 64 full turns at Thrust 1 or 1G

At a certain point for the slow character-oriented ships we would abstract further and play 12 or 24 minute turns (we play Mongoose which has 6 minute space combat rounds) thus we could divide things in half or quarter them to keep the pace up at the table.

Hope that helps!
 
THanks, guys. :) This is definitely helpful. I'm finding that I like the CT ethos in some ways better than Mongoose, maybe because I don't have to worry about keeping lots of things on a character sheet.
 
THanks, guys. :) This is definitely helpful. I'm finding that I like the CT ethos in some ways better than Mongoose, maybe because I don't have to worry about keeping lots of things on a character sheet.

They both really have about the same level of in-play detail.

3-10 skill levels, the same 6 attributes, similar gear levels.... it's just that Mongoose dresses up characters by putting them on a "fancy" sheet because that's pretty much what most modern players expect. Damage works almost the same. There's actually less data for mongoose for weapons.

It's just that CT recommended index cards and short-hand notation - but you can use that same notational mode with MGT. (MT only requires a couple extra bits: Hits and Determination.)
 
Ah. :) I'll have to experiment with using a CT-style notation, I guess.

I do like the detail MGT gives with regard to events in a career. I think most of my frustration comes when I try to use the official character sheet, and when I have to deal with the fact MGT doesn't render properly using my screen reader. It's weird, I've never seen a PDF with so many issues. On the other hand, most of the supplements work okay. Go figure. ;)

But I'm taking this off topic. Range bands sound like a good solution, if I do decide to go with CT. Since I'm probably going to be playing solo anyway, I guess it doesn't really matter which I use…
 
I'll have to check out the space combat in the Starter edition. At first I wanted space combat like StarFleet Battles but this might be interesting to figure out.
 
It seems to require miniatures and vectors, not the most accessible thing in the world. I seem to remember reading around here that it was considered somewhat unplayable in reality.

No need for miniatures and the vectors are dead simple. Just don't try it for the first time in the middle of a session!

You can play it out on a large sheet of paper much of the time, or just have some sort of marker for each ship (a coin with a specific point marked as the ship's actual location).

It's not at all unplayable. If anything, I'd criticize it as being simplistic.

Enoff said:
I'll have to check out the space combat in the Starter edition. At first I wanted space combat like StarFleet Battles but this might be interesting to figure out.

It's definitely not Star Fleet Battles. Far, far simpler.

Supplement Four said:
Go with the Range Band version provided in Starter Traveller. It's the same system, except no protractors or rulers.

Here's the big difference: attempting to close the range fast results in overshoots. 'Cause of vectors. If I thrust toward the enemy at 6G for three turns, I'm going to be closing in pretty fast. However, it will also take three turns thrust to zero relative velocity ("a stop"). Otherwise, I'm going to overshoot, with the range opening pretty rapidly.

You do need to use Special Supplement 3 for missiles, since Book 2 doesn't have real rules for missile movement. (And zipping missiles around is a big part of the fun.)
 
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