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GDW Mayday using vassal module

Hi, well this is sort of a continuation from several threads about CT space combat and Missile supp3. As per Whip's suggestion I am focusing on learning vector movement and then combat in Mayday. I understand Whip's point that the best way to learn vector movement is perhaps hand drawing on hex paper or using grease pencils on a wipe away board with a hex grid. But I want to learn to use and play other people online so I need to master this vassal module anyways.

Warwizard showed me how easy it is to connect to the vassal server to play a game. So I hope some other people are interested and we could first start learning Mayday and then perhaps modify it to play more specific Traveller space combat.

The vassal module is available here at Mayday vassal module at Vassalengine.org

I made a raw attempt to take a spaceship from the far side of the moon and land on earth. Here is a wmv file that I recorded from my computer movie download 2.5mb It is in a windows format but Vassal being a java application can be played on the PC or Mac. I was thinking in turns of a lifeboat which has 1G maneuver and 5 units of fuel. I was finding it hard to keep track if I had advanced the turn counter because it is not automatic so I might have missed moving it forward after a move.

This Vassal module made by Mycenae is pretty ingenious where you end up able to just move the future position of the spaceship counter and the other present and past counters follow. Also you are able to use the line of sight tool to figure your vectors. Detailed information on how to use the module is available in its help menu.

You will have to install the Vassal software to use this module and maybe also the Java engine if its not already on your computer. Information is available from the home page of the Vassal engine Vassalengine.org home page


This module follows the rules of GDW "Mayday" so you will need these rules, which are available from FFE or I believe websites such as the Wargamevault.
 
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That vassal module looks interesting. But isn't there supposed to be three counters in play?

For example, I think you messed up that move near the end when you back tracked. You needed to extend the line of sight tool 3 hexes into the direction of the future position, then move it back one hex. Looks like you measured the distance to the present position, then moved 1 hex back instead.

Still, I've always like the simplicity of the Mayday vector movement system. The one in Brilliant Lances was nice since you didn't need 3 counters for every ship, but there was more record keeping.
 
Yes you are probably right, I think I was thinking that I was braking at 1G and gravity of the planet would pull me another. I have to do a lot more practicing :confused: It would be nice if the module recorded your route with a line or something.
 
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Setting up Attack Scenario

Well I thought I would start to set up a variation of a scenario in Mayday called Attack. I figured there were too many ships to handle right away so I decided on just one attack and defender. I've started to set up an intruder corsair and a defender destroyer.

maydaycorsair01.jpg


maydaydestroyer01.jpg


There is still a lot of book keeping even with this supposed simple game!

Here is a zoomed out view of the possible start positions.

maydaybattle01.jpg
 
Looking closely at missiles in Mayday today, made me question the so called "standard" missile.

This missiles is listed as 6G6, limited acceleration, a homing guidance system and contact detonation. Reading closely thru the rules about the homing guidance system made this pop out:
Except in the case of discretionary propulsion, the missile must accelerate at its maximum G each turn.
So there seems no benefit to a limited acceleration propulsion system because the missile has to accelerate to 6Gs at launch and has no fuel left to maneuver. Perhaps it would be better if the missile had more fuel or a lower G rate.

There is no ECM program that I could find in the Mayday rules which would cause missile guidance problems in CT, ie to explode the incoming missile.

I did see that sandcasters have some limited effect against missiles.
 
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Been editing the vassal module from Mycenae. I tried to make the turn indicator more informative, I was having a hard time remembering where I was at in a turn. So besides the turn counter I setup a phase indicator. I added movement trails so you can see where you had been. Updated the ship and missile property charts to better represent information I thought was important.

maydaybattle002.jpg

Click here to see larger picture showing details

After heavy modifying the module I started to play my Corsair vs Destroyer scenario. I used the simplified computer rules which doesn't use programming. I rolled randomly to see how many missiles each ship had. Here is a video up to about turn 5 when I realized I should have jumped out of observer mode and switched back and forth between RED and BLUE.

Mayday scenario Corsair vs Destroyer game play movie, warning 25mb download
 
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I think I understand now why you would want "Homing" as guidance because you launch the missile a turn before it moves. The missile tracks to the present position of the target which was where its future marker was the turn before. I suppose unless the target was stationary with the "Standard" missile you are going to want to hit on that movement turn after the launch turn.

But this is just one configuration of a missile, it could be wildly different with a different configuration. Other examples are given in Mayday:

A drifting mine (unpowered, unguided, contact, 0G0) cost cr100
An interceptor missile (guided, discretionary, intelligent, 6G12) cost cr8100
Defense missile (guided, limited, contact, 3G6) cost cr2700
 
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Been tweeking my ship's property charts. Right clicking on the present position counter of the ship brings up its attributes.

maydaybattle003.jpg


Click the missile ticks will lower the missile number. Clicking the different damage sections will indicate damage to that section.
 
My 1000 credit missile

Unguided, contact detonation, 2G constant acceleration, 2 units of fuel

basically a forward firing rocket, sometimes nicknamed "Mighty Mouse"
 
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My Cr 3000 missile

Homing, Contact, 2G Limited Acceleration, 12 units of fuel

A long distance fire and forget seeker missile, slow but determined.
 
These various missiles are great and it's good of you to share them with us. However, you really need to pull out a hex map and a few dozen chits and begin playing some Mayday.

Coding a vassal module is wonderful too and the screen grabs you've shared are excellent. Again, however, you shouldn't hold off actually playing the game until the software is finished because the game doesn't really need it.

Put all these projects on hold, they're good but they can wait. Start playing Mayday the old school way with a map and some chits. You don't need a program, you don't need a computer, you don't even need an opponent. Play the game now.

Set up the race scenario in which you take off from one world, fly and land on six others in turn. That will give you a handle on vector movement plus acceleration and deceleration. Next try the "bombardment" scenario in which the attacker must hit a planet with missiles while the defender must shoot down those missiles.

Ignore the computer programming section while you lean about vector movement. You can do this by simply having your ships do whatever they want in the proper turn sequence. When you feel you're comfortable with vector movement, add the computer rules to the mix and revel in the fun they add to the game.

Play the game and make stuff for the game later on. The stuff you make for the game will be that much better when you have a better idea of what the game is about.

Have fun and thanks for sharing with us.
 
Whip I am a computer program :alpha:


That's great to hear. It means your vassal program will be finished quickly and will be done correctly. However...

... if you were using maps and chits you could be moving ships right now.

You don't need to play against anyone right now. You need to gain an understanding of Mayday's 2D vector movement system and you can do that playing solo right now. You need to understand vector movement in the game before you can understand, or even design, missiles for the game.

Missiles are very powerful in Mayday[/b] thanks to the cumulative hit rules. If a ship is hit 4 times in one turn, it is destroyed and, if a ship is hit once a turn for 3 turns in a row, it is destroyed too. Even No Effect hits count towards those totals. A hit by a proximity missile counts for 2 hits while a hit by a contact missile counts for three.

Because a pair of proximity missiles or a single contact missile plus a "plink" from a single laser can ruin your day in the game, you can see why learning how ships and missiles move in Mayday is so vitally important. Ships in Mayday can literally be in adjacent hexes and not be able to hit each other with missiles because of vector issues.

Start moving ships around. Use a map and chits, use your program, use whatever, but start moving ships around and you'll see why the game is so much fun.

Thanks again for the screen grabs.
 
I just don't have the room Whip, I've told you this before. I am just having fun like everyone else.

Thanks for your info, its all just good fun.
 
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Well looks like Mycenae has posted an update to his Mayday module. Tracking paths and an updated turn/phase counter looks nice. I haven't tested it yet but supposedly the turn/phase counter will move the ships without having to press a move button.

Mayday module homepage, v2 available

Also thinking of missiles this is the most expensive missile possible in Mayday

An intelligently detonated, discretionary accelerated, responsively guided missile with 6G12 at cr8,800
 
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I think the only thing I question in Mycenae's module is that perhaps the auto movement should happen at the beginning of the phase. I don't think the present and future positions are suppose to inter lap through so many phases?

Modified standard missile at cr4,200
4G12 Homing, Limited, Contact
 
So its been awhile, got distracted by A Game of Thrones. Taking a fresh look at Mayday and Mycenae's vassal module to play it. First off I have to say in my opinion Mayday is a very hard game to play solo. Not because of the complexity but because you really have to have an opponent to get the most out of this game. Also I think there should be a grand tactical map to figure out encounters beforehand. There doesn't seem much to do once you are on the Mayday map but attack or flee and hope for the best. There is no capturing the wind gauge or taking your shallow draft craft over a reef causing your pursuer with a deeper draft to run aground.

This is an update of Mycenae's early module and he has done much to clean up the interface. He has added some nice documentation within the module to help you get going. Here is his list of changes:

-Change of side nomenclature from Red/Blue to Intruder/Native, consistent with the game rules.
-Pre-set ship stats speeds game setup.
-Detailed turn sequence now includes phases.
-Automatic movement of ships at the end of each Movement phase, when Turn counter is advanced. (The Move button has been removed.)
-Larger hexes and map.
-Vessel counters (ship, small craft, missile) are differently sized to reflect their relative scale.
-New buttons on toolbar include Show Present, which will only show each ship's Present marker, and Recenter, which will recenter pieces on the map.
-Ships can now leave movement trails to show their complete travels.

001.jpg


THE TOOLBAR
The toolbar gives access to game functions:
Undo: undoes the last move.
Step: steps through an email log.
Connect: connects you to the Vassal server.
Retire: allows you to change sides.
Ships: gives access to ships, small craft, missiles and other counters.
Dice: rolls 1 or 2 dice.
Turns: marks the passage of game turns. Use Ctrl+Space to advance the current turn/phase.
Charts: displays combat charts.
Zoom: allows map rescale.
Range: shows range between two hexes. Click the crosshairs, then click a hex, and drag the line to any other hex to determine the distance between them.
Show Ships: the Show Ships button will cause only Present markers to be displayed. This will give a clear view of actual ship, craft, and missile placement on the map.
Recenter: re-centers the pieces on the hex grid. Useful if the battle begins to stray off map edges. Note that due to a flaw in Vassal, pieces may not be exactly centered on hexes and may require a small manual adjustment.
 
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