I have one or two dozen units on the map; they are conglomerate, but their stats reflect a main central ship, or a base. Units benefit one another; when touching in a "line of battle", they can mass their weaponry into one devastating attack, while also making it more difficult for an enemy unit to flank them and attack their maneuver drives. This promotes tactical movement.
I place my units on the map, some in orbit around the mainworld. Smaller units, representing smaller ships (perhaps fighter wings) are only one hex in size. Dreadnought units are longer, perhaps three hexes. This is not to scale, but rather is potentially useful mechanically. They probably have a longer reach, for instance, but might also be easier to lock onto and attack. And a coarse estimate of size is useful as a defensive DM, among other things.
My units may have different Mission codes; a Mission is a single-letter code that expresses rules specific to it. Cruisers have a bonus to defense and troops. Frigates have a bonus to attack. Riders have an even bigger bonus to attacks, but have no jump drive. Note that bonuses are in addition to a unit's own capabilities; for example, a Lightning-class Cruiser has a Particle Accelerator with an attack factor of 14 and a defensive value of 28 (after its bonus); a same-size Frigate may have an attack factor of 21 with its bonus, but its defenses are 14, making it vulnerable. There are 24 types of units, defined by Mission code. Most of them are martial codes, but there are some non-combatant codes for scenario building purposes.
Units are created using a variant of High Guard.
I also have an Admiral, who is always associated with one unit, and may transfer to another unit. The Admiral allows special actions, such as the ability to "press" an attack on success, and the ability to "rally" and prevent dispersion when successfully attacked by the enemy.
In addition, I draw a hand of cards from a deck; the number drawn depends on the difficulty of the scenario and my experience with the game. If I am very cocky I only draw two cards. If I'm new to the game, I draw nine cards. This is my tactical reserve.
There are a number of scenarios I can play from, including the typical protect-the-system and attack-the-system ones. One is a "Battle of Two Suns" scenario, which takes place entirely in an asteroid/debris field in the middle of deep space.
In this scenario, two dozen unknown units show up on the periphery, drifting inward, one empty hex between them, represented by blank counters 1 hex in size. As soon as my pickets detect them, I roll on a table and replace the blanks. One or more blank counters are replaced with one opposing Unit. Tactically I usually want to know what they are ASAP, but sometimes it might pay to wait until I have units positioned for intercept. In other words, sometimes I want an ambush, and sometimes I'm ambushed, and sometimes things are in between.
I can hide behind a gas giant if I don't want the intruding Fleet to notice me.
During the Intruder's phase, I consult the proper state transition table and roll a die to determine the behavior for units of the fleet. "Flocking" may be one behavior, so when the designated unit moves, the other units tend to mimic it, unless otherwise indicated by the tables.
Attacks are led by playing an action card that permits an attack I can perform. A strike, perhaps, which requires proximity and allows me to move, attack, then move again. Combat is simple, with a DM based on relative size of units and relative capabilities, and the number of dice rolled (difficulty) is the range to target, in hexes. I always replenish my hand: when a card is played, I draw a new one.
The result of combat is no effect, temporary dispersal, damage, or destruction. Victory points are assigned based on scenario objectives; the first side to achieve a required number of objectives wins.
I place my units on the map, some in orbit around the mainworld. Smaller units, representing smaller ships (perhaps fighter wings) are only one hex in size. Dreadnought units are longer, perhaps three hexes. This is not to scale, but rather is potentially useful mechanically. They probably have a longer reach, for instance, but might also be easier to lock onto and attack. And a coarse estimate of size is useful as a defensive DM, among other things.
My units may have different Mission codes; a Mission is a single-letter code that expresses rules specific to it. Cruisers have a bonus to defense and troops. Frigates have a bonus to attack. Riders have an even bigger bonus to attacks, but have no jump drive. Note that bonuses are in addition to a unit's own capabilities; for example, a Lightning-class Cruiser has a Particle Accelerator with an attack factor of 14 and a defensive value of 28 (after its bonus); a same-size Frigate may have an attack factor of 21 with its bonus, but its defenses are 14, making it vulnerable. There are 24 types of units, defined by Mission code. Most of them are martial codes, but there are some non-combatant codes for scenario building purposes.
Units are created using a variant of High Guard.
I also have an Admiral, who is always associated with one unit, and may transfer to another unit. The Admiral allows special actions, such as the ability to "press" an attack on success, and the ability to "rally" and prevent dispersion when successfully attacked by the enemy.
In addition, I draw a hand of cards from a deck; the number drawn depends on the difficulty of the scenario and my experience with the game. If I am very cocky I only draw two cards. If I'm new to the game, I draw nine cards. This is my tactical reserve.
There are a number of scenarios I can play from, including the typical protect-the-system and attack-the-system ones. One is a "Battle of Two Suns" scenario, which takes place entirely in an asteroid/debris field in the middle of deep space.
In this scenario, two dozen unknown units show up on the periphery, drifting inward, one empty hex between them, represented by blank counters 1 hex in size. As soon as my pickets detect them, I roll on a table and replace the blanks. One or more blank counters are replaced with one opposing Unit. Tactically I usually want to know what they are ASAP, but sometimes it might pay to wait until I have units positioned for intercept. In other words, sometimes I want an ambush, and sometimes I'm ambushed, and sometimes things are in between.
I can hide behind a gas giant if I don't want the intruding Fleet to notice me.
During the Intruder's phase, I consult the proper state transition table and roll a die to determine the behavior for units of the fleet. "Flocking" may be one behavior, so when the designated unit moves, the other units tend to mimic it, unless otherwise indicated by the tables.
Attacks are led by playing an action card that permits an attack I can perform. A strike, perhaps, which requires proximity and allows me to move, attack, then move again. Combat is simple, with a DM based on relative size of units and relative capabilities, and the number of dice rolled (difficulty) is the range to target, in hexes. I always replenish my hand: when a card is played, I draw a new one.
The result of combat is no effect, temporary dispersal, damage, or destruction. Victory points are assigned based on scenario objectives; the first side to achieve a required number of objectives wins.
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