This topic was prompted by the system-defense topic, which is currently under full steam, and posts made by Oz and Sigg regarding Fifth Frontier War counters.
My Goal
The issue is, how to model Traveller squadron battles in a highly abstract but Traveller-reasonable way?
My goal is to map Traveller squadrons to highly abstract squadron-level units in such a way that combat is simple, generally informative, yet still within the ballpark of "real" Traveller squadron combat. In other words, something that will let me pit squadron against squadron without requiring a lot of time.
My current, major problem is: fine-tuning the point-buy system, so that cruisers or battle riders are not always preferable to dreadnoughts. The tradeoffs have to balance.
There are a bunch of other problems with the rules, of course. But I like its level of simplicity.
Notation
As a convenience, I use this notation:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">K.TJ S A-B-D <cost> <name>
K = Classification or Allegiance
• C = Colonial
• I = Imperial
• Z = Zhodani
T = Squadron Type
• B = BatRon
• C = CruRon
• R = Battle Rider Squadron
• D = DesRon
J = Jump Number (0-6)
S = Streamlining (facilitates fueling & ortillery)
• P = partial streamlining
• U = unstreamlined
A = Attack Factor (0-F)
B = Bombardment Factor (0-F)
D = Defense Factor (0-F)
<cost> Cost
<name> Name</pre>[/QUOTE]Way 1: Building a Squadron Squadrons are built via a point-buy system. Every point in the statistics list (JMP, ATT, BOM, DEF) is bought. Streamlining also costs one point.
In order to model the increasing power of larger weapons, point cost depends on the squadron type.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Type ATT+BOM DEF Max Pts Cost/Point
BB - BatRon 8+ 7+ TL x 2 BCr50
CR - CruRon 4-11 2-7 TL + 4 BCr25
BR - Riders 6+ 4-6 TL x 1 BCr12.5
DR - DesRon 1-4 0-2 TL - 4 MCr400</pre>[/QUOTE]Way 2: Assembling a Squadron Squadrons may be assembled from pre-built ships:
ATT
Sum up all weapon ratings, treating battery factors as powers of ten. Convert the final result back to a factor number, ignoring fractions.
For example, suppose a squadron has a hundred factor-1 batteries, forty factor-3 batteries, and ten factor-4 batteries. Their sum would be 100 x (10) + 40 x (1000) + 10 x (10,000) = 1000 + 40,000 + 100,000 = 141,000. Converting back results in an attack factor of 5.
BOM
Sum up all missile, mine, and deadfall factor ratings, in the manner noted above.
DEF
Sum up all armor factor ratings, in the manner noted above.
Squadron Combat
When a squadron attacks another squadron, roll 1D, plus the aggressor’s ATT factor, minus the defender’s DEF. Multiply by 10. The result is the percentage of damage scored against the squadron. Damage is cumulative for the current turn only.
Dispersal. When a squadron is damaged at or above 20%, it is dispersed, and may not jump next turn, though it may attack. (Perhaps the squadron should also be unable to attack next turn. This would allow a squadron to block a more powerful squadron temporarily, as a delaying action toward some objective.)
Surrender. When a squadron is damaged at or beyond its cultural threshold for casualties, it will surrender. Human cultures have a threshold of 40%.
Destruction. When a squadron is damaged at or beyond 100%, it is effectively destroyed. All major ships are lifeless hulks. Up to 10% of the support vehicles may be intact.
Example 1: Kokirraks versus Gionettis.
I.C4 U 5-1-5 BCr 375 Gionetti
I.B4 U 8-0-8 BCr 1000 Kokirrak
The Gionettis roll a 3, plus ATT 5, minus DEF 8, sum 0. 0 x 10 = No damage to the Kokirraks.
The Kokirraks roll a 1, plus ATT 8, minus DEF 5, sum 4. 4 x 10 = 40% damage, and the Gionettis surrender immediately.
Example 2: Kokirraks versus Tronskias.
C.B3 U 6-0-6 BCr 750 Tronskia
The Kokirraks roll a 3, plus ATT 8, minus DEF 6, sum 5. 0 x 10 = 50% damage.
The Tronskias roll a 1, plus ATT 6, minus DEF 8, sum -1. No damage.
The Tronskias surrender with 50% damage.
Example 3: Kokirraks versus Atlantics.
I.C4 U 6-1-7 BCr 450 Atlantic
The Kokirraks roll a 2, plus ATT 8, minus DEF 7, sum 3. 3 x 10 = 30% damage.
Atlantics roll a 6, plus ATT 6, minus DEF 8, sum 4. 4 x 10 = 40% damage.
Kokirraks surrender with 40% damage.
The Atlantics may not jump for another turn.
Note that the Atlantics only had a 16% chance of winning, versus 66% for the Kokirraks.
My Goal
The issue is, how to model Traveller squadron battles in a highly abstract but Traveller-reasonable way?
My goal is to map Traveller squadrons to highly abstract squadron-level units in such a way that combat is simple, generally informative, yet still within the ballpark of "real" Traveller squadron combat. In other words, something that will let me pit squadron against squadron without requiring a lot of time.
My current, major problem is: fine-tuning the point-buy system, so that cruisers or battle riders are not always preferable to dreadnoughts. The tradeoffs have to balance.
There are a bunch of other problems with the rules, of course. But I like its level of simplicity.
Notation
As a convenience, I use this notation:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">K.TJ S A-B-D <cost> <name>
K = Classification or Allegiance
• C = Colonial
• I = Imperial
• Z = Zhodani
T = Squadron Type
• B = BatRon
• C = CruRon
• R = Battle Rider Squadron
• D = DesRon
J = Jump Number (0-6)
S = Streamlining (facilitates fueling & ortillery)
• P = partial streamlining
• U = unstreamlined
A = Attack Factor (0-F)
B = Bombardment Factor (0-F)
D = Defense Factor (0-F)
<cost> Cost
<name> Name</pre>[/QUOTE]Way 1: Building a Squadron Squadrons are built via a point-buy system. Every point in the statistics list (JMP, ATT, BOM, DEF) is bought. Streamlining also costs one point.
In order to model the increasing power of larger weapons, point cost depends on the squadron type.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Type ATT+BOM DEF Max Pts Cost/Point
BB - BatRon 8+ 7+ TL x 2 BCr50
CR - CruRon 4-11 2-7 TL + 4 BCr25
BR - Riders 6+ 4-6 TL x 1 BCr12.5
DR - DesRon 1-4 0-2 TL - 4 MCr400</pre>[/QUOTE]Way 2: Assembling a Squadron Squadrons may be assembled from pre-built ships:
ATT
Sum up all weapon ratings, treating battery factors as powers of ten. Convert the final result back to a factor number, ignoring fractions.
For example, suppose a squadron has a hundred factor-1 batteries, forty factor-3 batteries, and ten factor-4 batteries. Their sum would be 100 x (10) + 40 x (1000) + 10 x (10,000) = 1000 + 40,000 + 100,000 = 141,000. Converting back results in an attack factor of 5.
BOM
Sum up all missile, mine, and deadfall factor ratings, in the manner noted above.
DEF
Sum up all armor factor ratings, in the manner noted above.
Squadron Combat
When a squadron attacks another squadron, roll 1D, plus the aggressor’s ATT factor, minus the defender’s DEF. Multiply by 10. The result is the percentage of damage scored against the squadron. Damage is cumulative for the current turn only.
Dispersal. When a squadron is damaged at or above 20%, it is dispersed, and may not jump next turn, though it may attack. (Perhaps the squadron should also be unable to attack next turn. This would allow a squadron to block a more powerful squadron temporarily, as a delaying action toward some objective.)
Surrender. When a squadron is damaged at or beyond its cultural threshold for casualties, it will surrender. Human cultures have a threshold of 40%.
Destruction. When a squadron is damaged at or beyond 100%, it is effectively destroyed. All major ships are lifeless hulks. Up to 10% of the support vehicles may be intact.
Example 1: Kokirraks versus Gionettis.
I.C4 U 5-1-5 BCr 375 Gionetti
I.B4 U 8-0-8 BCr 1000 Kokirrak
The Gionettis roll a 3, plus ATT 5, minus DEF 8, sum 0. 0 x 10 = No damage to the Kokirraks.
The Kokirraks roll a 1, plus ATT 8, minus DEF 5, sum 4. 4 x 10 = 40% damage, and the Gionettis surrender immediately.
Example 2: Kokirraks versus Tronskias.
C.B3 U 6-0-6 BCr 750 Tronskia
The Kokirraks roll a 3, plus ATT 8, minus DEF 6, sum 5. 0 x 10 = 50% damage.
The Tronskias roll a 1, plus ATT 6, minus DEF 8, sum -1. No damage.
The Tronskias surrender with 50% damage.
Example 3: Kokirraks versus Atlantics.
I.C4 U 6-1-7 BCr 450 Atlantic
The Kokirraks roll a 2, plus ATT 8, minus DEF 7, sum 3. 3 x 10 = 30% damage.
Atlantics roll a 6, plus ATT 6, minus DEF 8, sum 4. 4 x 10 = 40% damage.
Kokirraks surrender with 40% damage.
The Atlantics may not jump for another turn.
Note that the Atlantics only had a 16% chance of winning, versus 66% for the Kokirraks.