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Fleets

kafka47

SOC-14 5K
Marquis
Has anyone formulated how to bring large scale fleet battles in to their Traveller game.

Personally, I favor a role playing approach rather than roll playing which precludes many of the large scale fleet tactics wargame style games. Without making your characters admirals, how to do you incorporate fleet tactics?
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by kafka47:
Has anyone formulated how to bring large scale fleet battles in to their Traveller game.

Personally, I favor a role playing approach rather than roll playing which precludes many of the large scale fleet tactics wargame style games. Without making your characters admirals, how to do you incorporate fleet tactics?
<HR></BLOCKQUOTE>

Well if the players are commanding the fleet TCS/High Guard is probably the way to go. If they are on a single ship in the fleet the GM should determine the general course of the battle and what if any individual actions the players ship may get involved in. Larger scale situations like the FFW could be gamed but should probably be decided by referee fiat.



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I am increasingly of the opinion that RPGs are by the nature of their creation subjective phenomenon. due to the interaction between game designers, game masters, and game players all definitions, rules, settings, and adventures are mutable in acordance with the uncertainty principle as expounded by Heisenburg. This is of course merely my point of view.

David Shayne
 
Unless your player characters are in command of a fleet, The referee can decide how the battle will develop, before tossing the player's ship in . Also remember, Traveller is a role playing game,so big battles should be kept in the background as much as possible.....Hope this helps
 
Personaly, I've always shyed away from letting PC's gain that much control of that kind of firepower. That being said, I've never been shy of using that same kind of power to establish very compelling reasons for the PC's to perform certain acts. One of my most entertaining evenings spent was having a crew try to run a Zho blockade only to find out that Imperial forces started an attack literally hours befor they got there. It took them hours to figure out how to do their job-so'd they get paid, and not get all shot upat the same time. It was a hoot.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by kafka47:
Has anyone formulated how to bring large scale fleet battles in to their Traveller game.

Personally, I favor a role playing approach rather than roll playing which precludes many of the large scale fleet tactics wargame style games. Without making your characters admirals, how to do you incorporate fleet tactics?
<HR></BLOCKQUOTE>

Have you tried the GDW Battle Rider boxed game? I have not yet played it but I do own a copy and it seems to be designed to handle fleet sized actions.

Also check out T4 Imperial Squadrons. It deal with fleet set up and combat.

Battle Rider has hex maps and counters. Imperial Squadrons is chart based.
 
Is Battlerider a vector movement system? A "Star Fleet Battles" type movement system works for stutterwarp, but not for the maneuver drive. Thats why I liked Mayday with High Guard weapons, but I would revert to Trillion Credit Squadron for fleet actions.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Uncle Bob:
Is Battlerider a vector movement system<HR></BLOCKQUOTE>

Yes, Battle Rider has a vector movement. It uses next hex and previous hex markers in the same way as Mayday.

To reduce the number of markers you can group ships into task forces and move the group as if it was one ship (you have to use the lowest maneuver drive rating). Ships in a task force can defend one another from incoming missile fire etc.

J.



[This message has been edited by J (edited 05 October 2001).]
 
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