Here's the skeleton of a conversation I had with Marc in March 2017 that's related to all this. All of these thoughts except one are, I believe, Marc's, and I think he mostly still thinks these ways about these concepts. Note that missiles are important here.
Marc's current position on meson guns is as follows:
- BCS: Assume meson screen rating == Armor factor.
- It's smart to have a meson screen.
- BCS: You can't fire your meson gun when your meson screens are up.
- Particle Accelerators are significant weapons, even in the era of meson guns.
04:45 Something like a new Imperium game
04:50 Ship card values
06:40 Hexes are all "space ranges" (= light seconds and greater)
06:50 TL 8 thru 11.
07:00 Ziru Sirka doesn't break J2 until Terran Confederation, J3 until Third Imperium.
08:10 We do have Stage Effects to extend base TLs, if necessary.
08:35 Dots next to attack ratings to show maximum weapon range.
09:00 Cards: secret weapon, hero admiral, mutiny!, ?? form a row ??
09:30 The last game sets up the next game.
09:50 ASSUME: the Ziru Sirka wins almost all of the wars, to a point.
10:18 ZS starts with Dominators and fights someone (Geonee) with a different type of ship.
10:35 Based on performance, those ship types get integrated into the fleet.
10:50 The Imperium only "learns" (gets new capabilities) by losing.
11:20 When the Imperium beats the other guys, there's no reason to use the losers' ships!
11:35 So the other guy is consoled that if he loses, the ZS doesn't get their Type 2 ships.
11:55 Marc is a bit conflicted by this.
12:05 It's hard to wrap your head around, which might be a sign of RDME.
12:45 Progress of the ZS is fore-ordained.
13:10 These are metaphorical battles: the ZS is always "fighting the last war".
14:00 Rob: victory conditions are therefore different because the playing field is uneven...
16:05 "Imperium" to attract casual gamers. Striking minis, easy rules, one hour play.
16:35 Miniatures is what gets people; board games won't work here these days.
17:05 The key is MISSILES. We need missile counters that swoop in and blow up.
17:35 Put three missile salvos in one hex. Zero dice, 30 points against 25 points defense.
18:10 First hit disables, then a mitigation roll to repair. A second hit kills.
18:45 Need multiple salvos working together in order to make a hit. Not just one shot.
19:45 SpineMaker forms the core of "High Guard 5" with text from HG1 HG2 and Clay Bush etc.
22:00 Main payload (often/usually the spine) is the central design element of HG5.
23:45 Asterisk next to ship defense for meson screen presence.
24:00 Assume meson screen == Ship armor.
24:15 If gun is meson, then ignore armor unless there's an asterisk there.
25:00 Therefore a good strategy: use a meson screen with a particle accelerator.
26:30 PA spines should not be worthless in a meson gun world.
26:45 RDME... and the players don't have to do ship design.
27:10 From Ziru Sirka, to the Border Wars, Frontier Wars (
and Black Fleets)
27:45 Starting with the Consolidation Wars lets us introduce ships and rules gradually.
28:45 One losing strategy is to stand-off with siege engines: maybe they can destroy the mainworld. (This might be a victory condition)
29:30 Miniature types: dreadnoughts, fighter clouds, missile swarms.
30:00 This is a capital ship game.
30:25 The ships are abstract elements, representing more than just a capital ship. This is a step back from the naval buff's wargaming rules. The only ships that matter are the primaries.
31:05 Have to have missile and fighter swarms. A LOT of them, because people care about them, and this is how you project power from great distances.
31:30 NO VECTOR MANAGEMENT. Ships typically move one hex. Missiles move two. These are space ranges.
32:00 We may need a world marker.
32:30 Two kinds of missiles: close-range "factors" shot as other secondaries, and long-range deadly weapons.
33:00 Not enough markers! Maybe each missile attacks twice? We need two or three swarms to attack in order to overwhelm a ship.
33:20 Start out with (say) Spine K, Armor K, smaller ships but with typical ships.
33:40 By the Interstellar Wars, we have bigger guns of course.
34:20 You can LURK missiles.
34:45 If one missile swarm gets peeled off by defenses or screens, you can order the other one to lurk until they can get enough help to go in for the kill.
35:00 The flaw: if you have attack factor 10 vs armor 20, how can you overcome that?
36:00 Lucky hit? Secret weapon? Mutiny? Traitor? Boarding party?
37:00 No: CommCasters to coordinate fire.
37:40 How do the teleporting Zhodani commandos work?
38:00 Zho ship has to match speed and vector (?)