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Attn: Historians of the Rebellion Era (1116-1248)

The Glory of Taarskoerzn is a state that is split into 4 parts that are divided by jump-3 gulfs. The largest jump that they can manufacture is J2. What approach do you think they would apply to hold their empire together:
1) Bigger fuel tanks allowing jump+jump?
2) Fuel Tankers supporting squadron movements?
3) Jump carriers bought in/hired from the Imperium (they were at war with all their other neighbours before they laid into the Imperium too)?
4) A mix if 1-3?

(1) will mean a special refuelling category for the game, and less capable squadrons
(2) is a logistics/map issue to be solved
(3) ditto.

Anyone care to make suggestions?

(I suppose there is always (4) - Alter the map so that Tsarkoerzn (world) is TL13!)
 
Anyone care to make suggestions?

Deep space fuel depots maintained out of band with the fleets.

Just spots out in the dark with fuel to support active traffic, reserves to handle disruptions, and other supplies. A C starport in deep space.

You could build up larger way stations that are publicly known supporting both civilian and military traffic, or the military traffic can be at an undisclosed location for security reasons. Or, both.
 
Okay I have to ask. What is the box with the 2 vertical lines in it mean as a military unit symbol.

I get that an X is infantry, a / is cavalry, and a dot is artillery. but what are the 2 vertical lines? I can't find it
 
||:Garrision units in the old SPI system.
Key: http://www.travellerrpg.com/CotI/Gallery/index.php?n=2997

Current APP-6 would be \/ for Anti-Tank and a bracket on its side for Anti-Air.

I've tried to keep in line with the graphics that were in circulation then

Motorised would also now be different!

Grav would presumably now use something akin to VTOL and jump troops similar to paratroops. Space-Portable would be using the V marker.

Anyway - I decided to stick to the SPI style symbols
 
Thanks, I have been looking for that key everywhere. I have seen it on several different different marker packages
 
Since the question left
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Mechanized with      Mechanized           Gun Mounted or
Guns mounted or                           Has Heavy Weapons
with Heavy Weapons
These are both modifier symbols; lacking a primary type symbol, it implies mechanized untrained troops with either vehicular guns or with heavy infantry weapons.

For example, think installing an RPY on an unarmored G-Carrier, and using it for troop transport.
Or, a unit of non-infantry pressed into rifleman use with jeeps and everyone (except medic, pigman, and if needed, EW/Comms) having an URGL and 20 rounds of AP for it.

Note: The central bar is deprecated by 2004, when ADP 1-02 was published. Mech Inf are combined armor rounded rectangle and infantry X.
Motor rifles in tracks would be the infantry X with a small armor rounded rectangle in the bottom center (under, not crossing, the X); in wheeled, they'd now/again be shown by two or 3 wheels instead of the small track rounded rectangle.

Note that the Stryker symbols in ADP 1-02 2004 still shows one with a left hand bar for the guns on their mobility. (A-4/2 7ID)
 
There is a question of what is pertinent on Imperial symbols that current symbology doesn’t supply. E g. Modern symbology has differentiators for mountains and arctic warfare. Would imperial need symbols for units deplorable to vacuum/very thin atmospheres; tainted atmospheres; exotic/corrosive ones? How about for units deplorable underwater? Or in zero-g. Troops from a .25g world would find deployment at 1.25g hard. Existing games counters for traveller differentiate wheeled and grab but don’t do helicopter borne units. Drop troops have a designation but does that apply only to re-entry capable? And none are shown as armoured who’ve the equipment specs suggest they should be. Should space-mobile troops be differentiated from static world based ones? Modern symbols may not be usable sensibly. Take anti-tank units. One designation if wheeled or tracked; a very different one if helicopter based. Would transport method matter less in the Imperium?
Note that by logical extension this makes counter sets much more complex and operational deployment of the right capability to the right world much harder. Which may be too much for a playable game.
 
Would depend on relevance.

Specialized units would need to be differentiated, since you would need to know their capabilities. Beyond a black and white, they could also be colour coded to represent different branches, or different factions.

Add on or limited use capabilities could be stacked on.
 
I've posted the draft of the full map area...
http://www.travellerrpg.com/CotI/Gallery/index.php?n=3000

and initial counters for Narrows and adjacent subsectors

http://www.travellerrpg.com/CotI/Gallery/index.php?n=2999
http://www.travellerrpg.com/CotI/Gallery/index.php?n=2998

To go will be counters in the reinforcements pots for the Dzarrgh Federate, Irrgh Manifest and Ngath Confederation (and maybe Glory of Taarskoerzn)

The Regency and New Ziru Sirka need some too...and how the looting of the depots should be modelled I need to consider.
 
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Would depend on relevance.

Specialized units would need to be differentiated, since you would need to know their capabilities. Beyond a black and white, they could also be colour coded to represent different branches, or different factions.

Add on or limited use capabilities could be stacked on.

Opened thread "Unit Symbology of the Imperium"
 
As the idiot who started this thread, so long ago, thank you for actually working out the counters and maps.

Makes it easy to understand how Lemish fell so quickly.

How are the reserve fleets modeled?
 
I've tried to model the fleets based on similar worlds in the 5th Frontier War.

Looking specifically at Lemish, the only world with a large enough population and high enough technology to support one is Alfive. I've noticed that this is a 0-2-6...which means it has no anti-shipping capability!...Should have been 1-2-6. Will correct in the wiki version.
 
I understand locally, Lemish is pretty much screwed.

What I am thinking is that the reserve fleets, the 1060th and the 1105th who stayed behind after the main fleet left, some elements might be stationed either at Lemish or scattered around the different systems (with naval bases). I believe there are 6 in the subsector.

And obviously, those elements would probably be deployed forward when the attack happens.

What sparked the first attack?
 
The 5FW Counter Scale doesn't really do anything smaller than a Cruiser. I'm modelling raider groups as 0-0-1 to 0-2-6 - No big spinal weapons, limited to carrying a few troops and dropping a few bombardment missiles...1060 and 1105 should probably be modelled as squadrons of similar capabilities? (Lots of small ships not really able to stand in the line against a battlewagon?)

The first attack is probably just a Vargr pushing their luck and noticing "Hey the fleet really went...Party at Lemish anyone?" - after which the big money guys see an opportunity for a killing.

Oddly, the TNS messages for 1117 have an announcement that corridor is cut off issued BEFORE the fleet depart. Which implies that the cutting process was a deliberate act by the Corridor Fleet as punishment for Norris' neutrality or a side effect of Corridor Fleet requisitioning shipping for its fleet logistics and transport. Nothing much to do with the Vargr at all - it's too soon for the Vargr to have found out, moved and succeeded in the face of an extant fleet.
 
Unless this is a propagation delay issue, this would mean that Lucan deliberately abandoned Corridor to the Vargr.

Or did the Vilani seal off their border to prevent the Vargr invasion? Vland declared independence at some point, didn't they?
 
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