• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Highly Abstract Squadron Design & Combat

I understand (and agree with) the desire to keep things as simple as possible, but I just don't think it's possible to have a real TRAVELLER feel to space combat without taking the extreme destructiveness of meson guns into account. Take two equal tonnages of ships, one armed with everything but meson guns and one armed with meson guns plus everything else, and you'll see that the fleet without meson guns gets wiped out very quickly while doing only surface damage to the meson gun fleet. This is something that just has to be shown in any squadron-level system, IMO.

The same goes for battleships vs. battleriders, if less emphatically. Equal tonnages (even including the battle tender) will result in a loss by the battleships. Yet the loss of the battle tender strands all those battleriders. I think this needs to be included.
 
Originally posted by The Oz:
I understand (and agree with) the desire to keep things as simple as possible, but I just don't think it's possible to have a real TRAVELLER feel to space combat without taking the extreme destructiveness of meson guns into account. Take two equal tonnages of ships, one armed with everything but meson guns and one armed with meson guns plus everything else, and you'll see that the fleet without meson guns gets wiped out very quickly while doing only surface damage to the meson gun fleet. This is something that just has to be shown in any squadron-level system, IMO.
The extreme effectiveness of meson screens also needs to be taken into account.
 
Originally posted by Kaale Dasar:
The extreme effectiveness of meson screens also needs to be taken into account.
Meson screens (in strict HG) aren't all that effective. At equal TLs, even the best meson screen only stops incoming fire less than half the time. Since any factor-F+ meson gun that gets through is an almost certain mission-kill on any target (thanks to the "Fuel Tanks Shattered" hit). Since meson guns hit about 50% of the time, and penetrate about 50% of the time, that's one enemy ship wrecked for every four meson gun shots. That's still a heck of a lot more destructive than using missiles.

Once you go to differing TLs, it gets worse for the low TL side. Even a TL14 factor-6 meson screen cannot stop a TL-15 factor-T meson gun (thanks to the relative computer sizes).
 
'gree with Oz, 'cept this ain't HG (which, by the way, has its own abstractions that fall apart under scrutiny).

the points system abstracts away hull sizes, and battleships vs riders, and missiles vs mesons, and everything else. the idea is "what does it take to inflict thus-and-such abstract damage on the enemy". points are then assigned. yes, in HG a lower tech squadron will do less well against a higher tech squadron of equal dtonnage, and in the point system a lower tech squadron will require more points (more resources, larger hulls, more ships, etc) to do the same amount of damage.

'spose if you really wanted riders you could construct two squadrons, one rider and one transport, and point them accordingly. but it wouldn't make much difference.

as for the traveller feel, anything above book 2 loses that more or less.
 
Originally posted by The Oz:
</font><blockquote>quote:</font><hr />Originally posted by Kaale Dasar:
The extreme effectiveness of meson screens also needs to be taken into account.
Meson screens (in strict HG) aren't all that effective. At equal TLs, even the best meson screen only stops incoming fire less than half the time. Since any factor-F+ meson gun that gets through is an almost certain mission-kill on any target (thanks to the "Fuel Tanks Shattered" hit). Since meson guns hit about 50% of the time, and penetrate about 50% of the time, that's one enemy ship wrecked for every four meson gun shots. That's still a heck of a lot more destructive than using missiles.

Once you go to differing TLs, it gets worse for the low TL side. Even a TL14 factor-6 meson screen cannot stop a TL-15 factor-T meson gun (thanks to the relative computer sizes).
</font>[/QUOTE]True, however only spinal mounts will get through a good meson screen. Also a thing to remember, depending on how you read the rules, every weapon hit will take down your spinal mount's USP.
 
expanding further ....

- ABSTRACT TACTICAL STARSHIP COMBAT

This system represents abstract Traveller starship combat in the far future. Anyone
familiar with Traveller can probably figure it out in a hurry.

- SQUADRON POINT COSTS

Each side is allotted a certain number of points. These points represent money, shipyard
space, national will, population, technological ability, and whatever else it takes to
construct a starship navy.

The basic naval unit is the squadron and is represented by one counter. Squadron
capabilities are built using points. It costs points to install drives, weapons, and
other ship factors. Ship factors represent general capabilities without regard to means.
A squadron with an attack factor of 10 may have a few spinal mounts or hundreds of
missile batteries or thousands of fighters or a mix of all this. A squadron with a
defense factor of 7 may have armor or screens or repulsor bays or a mix of all these.

Each factor of any kind cost one point per level, with one extra point per tech level
below 15. For example, at tech 15 a factor 7 sensor costs 7 points. At tech 14 it
costs 8, at 13 9. Others may propose other point cost schemes.

- SQUADRON FACTORS

These are the general squadron capabilities.

Jump, Maneuver, Sensor Range, Attack, Attack Range, Defense, Supply

- SQUADRON FACTOR LIMITS

Technological level limits the capability of certain squadron factors.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">at tech level - 15 14 13 12 11

jump factor - 6 5 4 3 2
maneuver factor - 6 6 6 6 6
sensor range - 9 8 7 6 5
attack range - 9 8 7 6 5
attack factor - (none) ->
defense factor - (none) ->
supply factor - (none) -></pre>[/QUOTE]- NON-SQUADRON COUNTER TYPES

Planet, ?, Supply, Damage, Fuel, Admiral, Fleet

The Planet counter represents planetary defenses. It has Jump 0 and Maneuver 0, but is
otherwise identical to Squadron counters.

The "?" counter obscures the counters underneath it, including other "?" counters. Its
function is to simulate the fog of war at both the Jump Map and System Map levels. "?"
counters that come within range of enemy sensors (on the System Map) are eliminated.
"?" counters are bought at the beginning of the game at 1 point per counter. Each side
also gets one "?" counter at the end of each turn, to be placed as desired.

A Supply counter represents one unit of supply, used in repair operations. One supply
counter repairs one hit of damage to a squadron. Each costs 1 point at the beginning of
a game. Supply counters are allotted during the game according to resupply rules to be
determined later.

Damage counters are applied to Squadrons that have taken hits. Values range from 1 to
10 and are stacked as necessary to represent total hits taken. Damage counters are
nullified by Supply counters as repair efforts take place.

Fuel counters represent the fuel state of a Squadron. Before a Squadron can jump on
the Jump Board it must have fuel sufficient to make the jump, one Fuel counter for each
hex to be jumped. Fuel counters are removed at the conclusion of each jump. Fuel
counters are obtained free by spending one turn at fuel sources such as gas giants or
starports.

Admiral counters represent superior leadership and crew capability. Each Admiral counter
increases a Squadron's Sensor range, Attack factor, and Attack range by one. Admiral
counters cost 4 points each at the beginning of the game.

Fleet counters are nothing more than placeholders. Rather than try to stack large numbers
of counters on one hex, the counters are placed elsewhere and their place taken by a Fleet
counter.

- TURNS

Each turn represents one day. Each turn consists of:

Side one moves, side two moves, nullified "?" counters removed, everyone fires, damage is applied.
Side two moves, side one moves, nullified "?" counters removed, everyone fires, damage is applied.
Conduct resupply/repair ops.
All ships in jump transit move one day forward towards their destination.
Acquire and place new "?" counters.

- STRATEGIC MOVEMENT

Done on the Jump Board. Each jump factor represents one hex that may be transited by
the Squadron. A single jump may pass through a total number of hexes equal to the
Squadron's jump factor. Should it decide to jump a Squadron (secretly) picks which
System Board to which it will jump and also (secretly) picks the destination hex on that
System Board. The squadron is then placed on the transit board. As each day turn passes
the ship advances one space on the transit board. On the seventh day it appears on the
specified hex on the specified System Board.

Before a Squadron can jump it must have sufficient fuel, one Fuel counter for each hex to
be jumped. Fuel counters are obtained on the System Board at gas giants or starports.

- TACTICAL MOVEMENT

Done on the System Board. Each maneuver factor represents one hex of movement by a squadron
during a movement phase. A maneuver factor of 0 means the squadron cannot move out of its
present hex, while a maneuver factor of 1 means the Squadron may move one hex per movement
phase. Each attack range factor represents one hex of attack range. An attack range factor
of 0 means the ship cannot attack enemy ships outside of its own hex, while an attack range
factor of 1 means the Squadron can attack an enemy unit in an adjacent hex.

(more later)

- COMBAT

(more later)
 
Flykiller,

I suggest we put our two systems to the test of the market: let's get them together, post them here, and see which one get a warmer welcome.

I imagine that both will find a friendly reception; we're attacking the same concept from two directions (although I am also creating an abstract squadron-building system).
 
Squadron ratings for TRAVELLER

Squadrons are rated for their Jump ability, Attack, Bombardment, and Defense.

Basing squadrons on HG ships.

The squadron Jump rating is equal to the Jump drive rating.

If the ships have meson guns, the Attack rating is based on the number of meson guns in the squadron. Each meson gun is worth one Attack point. Modifiers to the Attack dice are calculated from the table below and are shown in parentheses next to the Attack rating.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Meson spinals of size A-D have a -1 modifier.
Meson spinals of size E-H have a +0 modifier.
Meson spinals of size J-M have a +1 modifier.
Meson spinals of size N-R have a +2 modifier.
Meson spinals of size S+ have a +3 modifier.</pre>[/QUOTE]The Bombardment rating is based on the number of missile bays or missile turrets. Count the number of individual turret missile launchers and divide by 30 (essentially, convert to maximum factor missile batteries). Add the number of missile bays. Divide this number by 100 (rounding less than .5 down) to get the Bombardment rating. Bombardment ratings have an automatic combat modifier of -3.

The Defense rating is based on the size of the ships: every 200,000 tons of capital ship displacement in the squadron gets one Defense point. There is a minimum of 0.5 Defense point for every capital ship hull, regardless of the total tonnage. To keep squadrons to a reasonable size, the maximum number of capital ships in one squadron is 8, and the maximum possible Defense rating is 10. Round all ratings down.

Ships that lack certain defenses will have modifiers that affect their Defense die roll. These modifiers are cumulative. This modifier is shown in parentheses next to the Defense rating, like this 8(-2). There is an maximum modifier of -5. Ships may have two different defense modifiers, one for their Defense vs Attack dice, and one for their Defense vs. Bombardment dice. If a squadron has different defense modifiers they would be written in sequence with the Attack modifier first, like this: 8(-2/-1) for a squadron with a Defense of 8 and a -2 Attack modifier and a -1 Bombardment modifier
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Condition Modifier
Agility 2- -2(vs both)
Agility 4- -1(vs both)
Armor 3- -3(vs Bomb only)
Armor 10- -2(vs Bomb only)
Armor 13- -1(vs Bomb only)
Nuke damper 3- -2(vs Bomb only)
Nuke damper 6- -1(vs Bomb only)
Meson screen 3- -2(vs Attack only)
Meson screen 6- -1(vs Attack only)
Computer 3- -2(vs both)
Computer 6- -1(vs both)</pre>[/QUOTE]So, a squadron of 4 Tigress-class SDs would have ratings of:

Jump 4
Attack 4(+3)
Bombardment 16(-3)
Defense 10(0)

A squadron of eight Atlantic CRs would have:

Jump 4
Attack 8(+2)
Bombardment 3(-3)
Defense 4(-1/-2)

Combat setup

When an attacking force enters a defended star system, the defender secretly decides where the defending forces are at. There are three choices; the mainworld, the gas giant (if any), and deep space. Defending forces may not be placed at a location that does not exist in that star system. Defending forces may be split between the locations, if desired. Once the defender has decided on the location of the defending forces, the attacking player decides where her forces will arrive. The attacking player has the same choice of locations: mainworld, gas giant (if any) and deep space. Forces placed at or arriving in deep space may not fight (not even enemy forces in deep space) during the combat resolution. Opposing forces placed at the mainworld fight, as do forces placed at the gas giant.

For each location with opposing forces the number of squadrons in each opposing force are revealed, and then, in order, the defending player and then the attacking player state whether they wish to avoid combat at every location. If the defender avoids battle he automatically gives the defended point (mainworld or gas giant) to the enemy unless the enemy also avoids battle. Forces that avoid battle at this point are considered to be in deep space, unless they choose to jump outsystem (assuming they have enough fuel to do so).

If neither player avoids battle the attacking player declares whether she will seek a broadside or head-on engagement. After the attacking player makes her declaration the defending player declares what type of engagement he is seeking. If both players seek the same kind of battle that is the kind of engagement that will be fought. If one player seeks one kind of engagement and the other player seeks the other kind of engagement, the players each roll a d6 and add the commanding Admiral's Fleet Tactics skill. The player with the higher modified die roll gets the kind of engagement (s)he desires.

Creeping engagement

This is a battle where the two sides are slowly edging towards each other with vectors that converge at a slight angle. It results in a long-range engagement where missiles are at an advantage. Closing the range or breaking off battle by acceleration are difficult. Most creeping engagements end with many slightly damaged ships but few ships actually destroyed.

Creeping engagement start at long range. The range may change only if both players agree to the change, or if the player seeking to change the range makes an Initiative roll twice that of the enemy. If the battle is at long range, and the range opens, the battle is over. At long range, Attack dice have an additional -3 combat modifier, in addition to any other modifiers. If the battle closes to short range, Bombardment dice have an additional +1 modifier.

Head-on engagement

This is a battle where the two sides are accelerating towards each other with vectors that converge almost 180 degrees apart. It results in a short-duration minimum-range battle where the two fleets interpenetrate at point-blank range. Head-on battles are very destructive, the devastation limited only by the short time the two forces have to savage each other.

Head-on engagements begin at long range. One round of combat is fought at that range, then the next round of combat is automatically at short range, and the third and final round of combat is fought at long range as the forces fly past each other. During the first round of a head-on battle Bombardment dice have a +1 combat modifier, while Attack dice have the -3 combat modifier for long range. During the second round of a head-on battle both Attack and Bombardment dice have an additional +2 combat modifier. During the last round of a head-on battle Attack dice have the -3 combat modifier for long range, while Bombardment dice have an additional -1 combat modifier.

Combat resolution

Squadrons fire on opposing squadrons. Each player will take turns being attacked. The player under attack lines up his squadrons into a "line of battle" and a "reserve. "Every enemy squadron in the line of battle must be engaged by one friendly squadron before multiple squadrons may engage a single enemy squadron in the line of battle or engage an enemy squadron in reserve. All fire is simultaneous and all shots are resolved before any damage takes effect.

Squadrons roll a number of d6 equal to their Attack rating. If multiple squadrons are firing their Attack dice are added together. All of the Attack dice being fired at a single target squadron are rolled at once. Any offensive dice that are modified to a value of zero or less are automatic misses, do no damage and do not have to be stopped by the Defense dice. The defending squadron then rolls a number of d6 equal to its Defense rating. Subtract the defense modifier from every Defense die rolled. Each modified Defense die that is greater than or equal to an Attack die stops that Attack die from doing damage. Every Defense die that is modified to zero or less is an automatic miss and cannot stop any Attack dice. Every Attack die that is not stopped does one point of damage to the defending squadron. Any Attack die that is a "6" (after modifications) and is not stopped does two points of damage to the defending squadron.

Squadrons may also use their Bombardment dice to attack enemy squadrons. Those dice are rolled separately, and may be used to attack the same target as the Attack rating or a different squadron.

Squadrons may take damage equal to their Defense rating. When they take one more damage point than their Defense rating the squadron is destroyed. Each point of damage taken reduces the squadron's Jump, Attack and Defense ratings by one point.

Reserve

Squadrons in reserve may launch and recover carried craft, perform damage control and may Jump out of combat.

Carried craft may only be launched by squadrons in the reserve. All carried craft may be launched at once, and may immediately enter the line of battle. Carried craft that wish to be recovered must spend one turn in the reserve before being recovered. They may not fire (if they do, they cannot be recovered that turn) and if they are fired upon and do not return fire they receive a -2 combat modifier to their Defense rolls.

Damage control is performed by rolling a number of d6 equal to the squadron's current Defense rating. Every roll of 5+ repairs one damage point.

Squadrons may jump out of combat from the reserve if they are not under attack by an enemy squadron that has penetrated the line, and if they have a current Jump rating of 1 or more. The squadron's current Jump rating determines how many parsecs the squadron may jump.
 
I suggest we put our two systems to the test of the market
uh, yeah, sure, if there's a market.

http://members.aol.com/flykiller/traveller/temp/counter_template.gif

this is a counter template, usable to construct your own squadron and planet counters. when they are to your liking, reduce them to half their normal size and they'll fit in the system board hexes below.

http://members.aol.com/flykiller/traveller/temp/system04.gif

this is half of a system board. you'll need two halves laid side by side.

http://members.aol.com/flykiller/traveller/temp/100d.gif

these are 100d templates for various stars and gas giants. creating templates for larger stars is not difficult.

when the counters and boards are done to your satisfaction, you can take the files down to Staples (an office supply store in the U.S.) and have them printed out full size and laminated. cut out the counters and the game is ready to go.

By the way OZ and flykiller, I like the stuff you've done here
thanks, but actually this whole thing is depressing me. it's all so 1980's.
 
Originally posted by flykiller:
[...] this whole thing is depressing me. it's all so 1980's.
Hey, Fly, don't sweat it. Games like OGRE and Panzerblitz (and Fifth Frontier War) were 70s and 80s games; anything that looks like them will cause the Flashback effect.

But that's another topic waiting to be opened: what does a tabletop wargame look like in the 2000s? Full-blown miniatures with clickable bases? Little plastic tab-and-slot starships? Hmmm, that's definitely a new thread. I'll start it.


Now back to the show...

Right from the beginning I diverged from High Guard. I realized that Oz' rules were excellent approximations of High Guard weapons rules; that meant that a simplicity of conversion was impossible.

So, in effect, I posited a rewritten High Guard, where battery factors scale much differently -- and perhaps unworkably.
 
well, here is a more or less complete tactical/strategic game, with boards, counters, and rules. anyone capable of running it is capable of filling in any gaps he finds. the rules are designed to be completely adjustable to suit one's taste.

- ABSTRACT TACTICAL STARSHIP COMBAT

This system represents abstract Traveller starship combat in the far future. Anyone familiar with Traveller can probably figure it out in a hurry.

- SQUADRON POINT COSTS

Each side is allotted a certain number of points. These points represent money, shipyard space, national will, population, technological ability, and whatever else it takes to construct a starship navy.

The basic naval unit is the squadron and is represented by one counter. Squadron capabilities are built using points. It costs points to install drives, weapons, and other ship factors. Ship factors represent general capabilities without regard to means. A squadron with an attack factor of 10 may have a few spinal mounts or hundreds of missile batteries or thousands of fighters or a mix of all this. A squadron with a defense factor of 7 may have armor or screens or repulsor bays or a mix of all these.

Each factor of any kind cost one point per level, with one extra point per tech level below 15. For example, at tech 15 a factor 7 sensor costs 7 points. At tech 14 it costs 8, at 13 9. Others may propose other point cost schemes.

- SQUADRON FACTORS

These are the general squadron capabilities.

Jump, Maneuver, Sensor Range, Attack, Attack Range, Defense, Supply

- SQUADRON FACTOR LIMITS

Technological level limits the capability of certain squadron factors.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">at tech level - 15 14 13 12 11

jump factor - 6 5 4 3 2
maneuver factor - 6 6 6 6 6
sensor range - 9 8 7 6 5
attack range - 9 8 7 6 5
attack factor - (none) ->
defense factor - (none) ->
supply factor - (none) -></pre>[/QUOTE]- NON-SQUADRON COUNTER TYPES

Planet, ?, Supply, Damage, Fuel, Admiral, Fleet

The Planet counter represents planetary defenses. It has Jump 0 and Maneuver 0, but is otherwise identical to Squadron counters.

The "?" counter obscures the counters underneath it, including other "?" counters. Its function is to simulate the fog of war at both the Jump Map and System Map levels. "?" counters that come within range of enemy sensors (on the System Map) are eliminated. "?" counters are bought at the beginning of the game at 1 point per counter. Each side also gets one "?" counter at the end of each turn, to be placed as desired.

A Supply counter represents one unit of supply, used in repair operations. One supply counter repairs one hit of damage to a squadron. Each costs 1 point at the beginning of a game. Supply counters are allotted during the game according to resupply rules to be determined later.

Damage counters are applied to Squadrons that have taken hits. Values range from 1 to 10 and are stacked as necessary to represent total hits taken. Damage counters are nullified by Supply counters as repair efforts take place.

Fuel counters represent the fuel state of a Squadron. Before a Squadron can jump on the Jump Board it must have fuel sufficient to make the jump, one Fuel counter for each hex to be jumped. Fuel counters are removed at the conclusion of each jump. Fuel counters are obtained free by spending one turn at fuel sources such as gas giants or starports.

Admiral counters represent superior leadership and crew capability. Each Admiral counter increases a Squadron's Sensor range, Attack factor, Attack range, and repair actions, by one. Admiral counters cost 4 points each at the beginning of the game.

Fleet counters are nothing more than placeholders. Rather than try to stack large numbers of counters on one hex, the counters are placed elsewhere and their place taken by a Fleet counter.

- TURNS

Each turn represents one day. Each turn consists of:

Side one moves, side two moves, nullified "?" counters removed, everyone fires, damage is applied.
Side two moves, side one moves, nullified "?" counters removed, everyone fires, damage is applied.
Conduct resupply/repair ops.
Squadrons initiating jump are placed on the jump transit board.
All Squadrons in jump transit move one day forward towards their destination.
Squadrons completing jump are placed on System Boards.
Acquire and place new "?" counters.

- STRATEGIC MOVEMENT

Done on the Jump Board. Each jump factor represents one hex that may be transited by the Squadron. A single jump may pass through a total number of hexes equal to the Squadron's jump factor. Should it decide to jump a Squadron (secretly) picks which System Board to which it will jump and also (secretly) picks the destination hex on that System Board. The squadron is then placed on the transit board. As each day turn passes the ship advances one space on the transit board. On the seventh day it appears on the specified hex on the specified System Board (that is not within the 100d limit of a planet or the star).

Before a Squadron can jump it must have sufficient fuel, one Fuel counter for each hex to be jumped. Fuel counters are obtained on the System Board at gas giants or starports.

- TACTICAL MOVEMENT

Done on the System Board. Each maneuver factor represents one hex of movement by a squadron during a movement phase. A maneuver factor of 0 means the squadron cannot move out of its present hex, while a maneuver factor of 1 means the Squadron may move one hex per movement phase. Each attack range factor represents one hex of attack range. An attack range factor of 0 means the ship cannot attack enemy ships outside of its own hex, while an attack range factor of 1 means the Squadron can attack an enemy unit in an adjacent hex.

There is no limit to the number of counters that may be stacked on one hex.

- COMBAT
During the fire phase, every Squadron or Planet counter with an attack factor may fire at any one Squadron or Planet counter in attack range. Damage done is equal to the attack factor on the firing counter, and a damage counter equal to that amount is placed on the attacked counter. Firing and damage application is simultaneous.

Damage is applied to any defense factor first, then equally to all other Squadron capabilities. For example, a Cruiser Squadron with Jump 4, Maneuver 6, Sensors 7, Attack 20, Attack Range 7, and Defense 6 is hit by an Attack Factor of 10. A Damage counter of 10 is placed upon that Squadron counter. Defense 6 absorbs 6 of these attack factors, while 4 attack factors are now applied to each Squadron capability. The Cruiser Squadron is now Jump 0, Maneuver 2, Sensors 3, Attack 16, Attack Range 3, and Defense 0, and in addition any Fuel counters it carries are reduced by one. These capabilities may be applied in the next movement and attack phase.

Attacked Squadrons under a "?" counter take half damage. Attacking Squadrons under a "?" counter remove that "?" counter.

Crew damage control efforts may remove the effects of 1 attack factor hit during each repair phase. Repairs require Supply counters, 1 per repair phase. The Squadron may use Supply counters carried internally, or if in the same hex as a Supply Squadron use supply counters carried by that Squadron.

- BOARDS AND COUNTERS

These are easily adjustable using mspaint. Draw up your own counters, then take the files down to Staples and have them printed up and laminated. Cut out the counters, and you're ready to go.
http://members.aol.com/flykiller/traveller/temp/j_map.gif (half-size)
http://members.aol.com/flykiller/traveller/temp/system04.gif (full-size)
http://members.aol.com/flykiller/traveller/temp/100d.gif (half-size)
http://members.aol.com/flykiller/traveller/temp/counter_template.gif (double-size)

- SUGGESTED ALTERNATE RULES

Damage allotted to each Squadron ability, rather than evenly, with Damage counters labled by capability affected.
 
Using defense as armor -- i.e. soaking up damage -- is a nice touch, as is using the squadron's attributes similar to player characteristics.

But why stop there? I'd be tempted to simply map squadron-level combat to personal combat as closely as possible; in this way, people who know how basic personal combat works automagically know how squadron-level combat works. That's a win-win.

Also, the definitive ship/squadron counter generator is here: http://zho.berka.com/rules/war/ship_counter.shtml

And there's a bunch of other neat generators there, too, like:
http://zho.berka.com/rules/war/misc_space_counter.html

And Mickazoid (or similar) have the ultimate starchart mapping software...
 
I'd be tempted to simply map squadron-level combat to personal combat as closely as possible; in this way, people who know how basic personal combat works automagically know how squadron-level combat works.
I dunno, squadrons don't roll around on the floor in pain. and I don't know how basic personal combat works anyway.

great links for the counters and boards.

SUGGESTED ALTERNATIVE RULES:

Each attack factor costs 4 points and represents 1 6-sided die to be rolled to determine damage. An Admiral counter adds another d6 to this roll.
 
Well, just without all of the "snapshot"-like rules, and things that are plainly people-based. I meant that damage is applied to characteristics randomly.
 
I meant that damage is applied to characteristics randomly.
I'd prefer to do it that way, but then separate damage counters for each squadron factor would be required, and the counter stacks would start getting too tall. some details always get lost in abstraction, and this is very abstract.
 
Back
Top