This is good therapy for me.
References:
http://wargamingmiscellany.blogspot.com/2009/04/philosophy-practice-and-practicality-of.html
"I think that wargame design should be a process of reduction NOT expansion; the latter does not lead to better design or more realism … it just leads to confusion!"
Solar System and Scale
Divide a 4' x 3' hexmat into three sections: leftmost, center, and rightmost. Place the mainworld in the leftmost section.
Task Forces
A unit represents a capital ship, a frigate, a large monitor, a squadron of auxiliaries, etc. Units are grouped together into task forces to pool advantages or dilute risk. Each task force has statistics based on the primary vessel or vessels, equipment, and experience. Morale (performance during the encounter) modifies these values.
A task force is intended to be one step lower than the "squadron" as defined by Traveller -- a pile of capital ships and their auxiliaries. Thus a task force could be one capital ship and its escorts. I think the ideal number of units on the board is seven, plus or minus two, so a typical Trillion Credit Squadron could reasonably break down into seven task forces.
Combat is task force versus task force.
One turn probably represents hours.
Launch and Recovery
Fighter swarms and missile salvos are launchable. Fighters are recoverable.
Missile Salvos
Missile salvos are, perhaps, a special kind of task force.
Uncertainty
Dummy counters represent unknowns to the intruding forces, protecting forces, or both.
So, sensing tasks are identification tasks, with difficulty based on range, as in combat. Sensing uses the profile of the largest vessel in the task force, and is more difficult if the force is e.g. lurking in a gas giant or behind a moon.
Activation Cards
Activation cards are used at the task force level. Their purpose is to focus each turn on the most important move each player wants to make right now.
Combat Is Not Simple
Combat is hex-to-hex, and even though the scale is vast, ranged attacks will happen.
Combat is probably resolved with a number of 1D attack rolls, each of which may be modified, compared against the target's defense numbers.
Successful defense requires depth and reserves.
Superior "combat power" always wins. Flanking or rear attacks enhance combat power substantially. Surprise enhances combat power substantially. Initiative lets you apply superior combat power. Perhaps over and over. Finally, an attacker willing to pay the price can always penetrate the strongest defenses.
I suspect a task force cannot split its fire. If you want to split fire, then first split the task force. This is probably a good game-balance decision as well: if you want to hit more targets, you have to make yourself a bit more vulnerable. Might be unrealistic, unless I can handwave the nature of attacks and allow for minor skirmishing regardless.
Critical hits are the only things worth tracking. Minor hits can bamboozle, suppress, disrupt, or disperse targets.
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A potentially "nice" combat mechanic is:
nD < Weapon TL + Crew Quality + Target Profile, where "n" is the range in hexes to the target. Profile can be affected by e.g. lurking behind a moon or hiding in the atmosphere of a gas giant.
The resulting number is the target number for the target's active defenses. So you want to roll high, but under your target, and the better your weapons and crew, the more likely you'll mop the floor with your enemy.
Defenses fire separately.
If the defenses fail, the attack still has to overcome the target's armor. This is where special effects apply (e.g. meson guns, radiation hits, stasis weapons, jump projectors, and so on).
Task Force Counters Are Just Complicated Enough, but No Further
Less than 50 pieces of information. Twelve would be better. Probably will be somewhere in between.
If possible, four weapon elements, and a way to effectively note defenses (assuming that ships will want to be protected in a manner adequate to the mission of their vessels). The units that make up the task force will probably have the same level of detail, so that a single unit could act as a task force if necessary.... OR the units would have values on a different scale entirely for tactical purposes.
Take a single ship (the AHL) as an example of the scope for a task force here. All elements must have rules-relevance to the game being played, so we can use things such as Mission Code to employ special rules.
Mission, Profile/Size, Troops, Movement rating, Jump rating, Spine, Secondaries [Anti-escort, Anti-missile, Ortillery], Active defenses (Dampers, Screens, Anti-missile), Fighters, Refuelers, Armor.
15 pieces of data. I expect to find a few more, as well. So, 20 data.
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References:
http://wargamingmiscellany.blogspot.com/2009/04/philosophy-practice-and-practicality-of.html
"I think that wargame design should be a process of reduction NOT expansion; the latter does not lead to better design or more realism … it just leads to confusion!"
Solar System and Scale
Divide a 4' x 3' hexmat into three sections: leftmost, center, and rightmost. Place the mainworld in the leftmost section.
Task Forces
A unit represents a capital ship, a frigate, a large monitor, a squadron of auxiliaries, etc. Units are grouped together into task forces to pool advantages or dilute risk. Each task force has statistics based on the primary vessel or vessels, equipment, and experience. Morale (performance during the encounter) modifies these values.
A task force is intended to be one step lower than the "squadron" as defined by Traveller -- a pile of capital ships and their auxiliaries. Thus a task force could be one capital ship and its escorts. I think the ideal number of units on the board is seven, plus or minus two, so a typical Trillion Credit Squadron could reasonably break down into seven task forces.
Combat is task force versus task force.
One turn probably represents hours.
Launch and Recovery
Fighter swarms and missile salvos are launchable. Fighters are recoverable.
Missile Salvos
Missile salvos are, perhaps, a special kind of task force.
Uncertainty
Dummy counters represent unknowns to the intruding forces, protecting forces, or both.
So, sensing tasks are identification tasks, with difficulty based on range, as in combat. Sensing uses the profile of the largest vessel in the task force, and is more difficult if the force is e.g. lurking in a gas giant or behind a moon.
Activation Cards
Activation cards are used at the task force level. Their purpose is to focus each turn on the most important move each player wants to make right now.
Combat Is Not Simple
Combat is hex-to-hex, and even though the scale is vast, ranged attacks will happen.
Combat is probably resolved with a number of 1D attack rolls, each of which may be modified, compared against the target's defense numbers.
Successful defense requires depth and reserves.
Superior "combat power" always wins. Flanking or rear attacks enhance combat power substantially. Surprise enhances combat power substantially. Initiative lets you apply superior combat power. Perhaps over and over. Finally, an attacker willing to pay the price can always penetrate the strongest defenses.
I suspect a task force cannot split its fire. If you want to split fire, then first split the task force. This is probably a good game-balance decision as well: if you want to hit more targets, you have to make yourself a bit more vulnerable. Might be unrealistic, unless I can handwave the nature of attacks and allow for minor skirmishing regardless.
Critical hits are the only things worth tracking. Minor hits can bamboozle, suppress, disrupt, or disperse targets.
[FONT=arial,helvetica] [/FONT]
A potentially "nice" combat mechanic is:
nD < Weapon TL + Crew Quality + Target Profile, where "n" is the range in hexes to the target. Profile can be affected by e.g. lurking behind a moon or hiding in the atmosphere of a gas giant.
The resulting number is the target number for the target's active defenses. So you want to roll high, but under your target, and the better your weapons and crew, the more likely you'll mop the floor with your enemy.
Defenses fire separately.
If the defenses fail, the attack still has to overcome the target's armor. This is where special effects apply (e.g. meson guns, radiation hits, stasis weapons, jump projectors, and so on).
Task Force Counters Are Just Complicated Enough, but No Further
Less than 50 pieces of information. Twelve would be better. Probably will be somewhere in between.
If possible, four weapon elements, and a way to effectively note defenses (assuming that ships will want to be protected in a manner adequate to the mission of their vessels). The units that make up the task force will probably have the same level of detail, so that a single unit could act as a task force if necessary.... OR the units would have values on a different scale entirely for tactical purposes.
Take a single ship (the AHL) as an example of the scope for a task force here. All elements must have rules-relevance to the game being played, so we can use things such as Mission Code to employ special rules.
Mission, Profile/Size, Troops, Movement rating, Jump rating, Spine, Secondaries [Anti-escort, Anti-missile, Ortillery], Active defenses (Dampers, Screens, Anti-missile), Fighters, Refuelers, Armor.
15 pieces of data. I expect to find a few more, as well. So, 20 data.
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