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Operational Capital Ship Combat

robject

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Operational "Operational art comprises four essential elements: time, space, means and purpose. ... The challenge of operational art is to establish a four-element equilibrium that permits the optimal generation and application of military power in achieving the political goal. Viewing time, space, means and purpose as a whole requires great skill in organizing, weighing and envisioning masses of complex, often contradictory factors."


This makes me think of:

* A "System Search Map" similar to that used in Rogues in Space by Cargonaut.

* Hidden task force movement.

* Dummy signals similar to that used in Battle Rider.

Thus, stretches of sheer frustration as contact is gained and lost.


Concepts:

Map surface? One surface? Or a simplified system map, and then a "combat map" used for actions in each part of the system? Or something else?

If there's only a combat map, and counters are being shifted on and off it as the focus of the turns shift, then fewer counters will be better. For example, you probably wouldn't want to shift around a dozen counters on and off a combat map several times each turn.

On the other hand, a single map surface, representing important elements of the star system, with a dozen counters per side, still sounds like it has potential.



* A fast, somewhat abstracted but rich combat system that captures some tactical detail, but where the player e.g. doesn't control skirmishes once he's committed forces to them.

Thus, fast and tense combat, with moments of sheer terror, followed by relief or dread. You find your force surrounded, shadowed. You attack the enemy, only to withdraw too soon. You launch your missile barrage, but it misses... then something hits and the game changes.

Almost reminiscent of jousting -- a heart-pounding round of intense battle, then everything's quiet while forces reorganize and try to re-establish contact.


* Logistics. Refueling rules -- e.g. wilderness refueling.

* Task forces to group smaller ships together and treat them as one unit. In other words, generalized combat strength is based on some unit of firepower related to an idealized Cruiser.

* Rock-Scissors-Paper damage mechanics - something that's simple AND YET acknowledges the complexity (and purpose!) of ship design.

For example, the Lightning-class Cruisers are probably sitting ducks against ships with meson guns. However, if the Lightning has been refit, then it stands a chance.

* Abstracted damage. It is important to differentiate damage based on what ships are likely to be packing in the way of offensive and defensive mixes. Once that's managed, the damage itself should be simple to adjudicate.

For small ships, a simple flipping of a counter would do.

For larger ships, I like the idea of variable-length ship "counters" with "location" boxes, and placing damage counters in those boxes. But there are other ways.
 
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Theatre

Space. It seems to me that one battle in an Operational game would take place within one star system only, or a similarly bounded volume of space (e.g. The Battle of Two Suns).

Thus the important geography is the rockball planets, asteroid belts, and gas giants, not to mention the Homeworld, and perhaps the "oort" cloud. Call it the entire system, and not just the worlds out to the 1000D limit.

Time. Time is probably measured in days: it takes 1 day to cross 1 AU at 4G, and about two weeks to cross 100 AU at 4G. Searching an "area" of the planetary disk therefore takes no less than one day - assume technology is sufficiently advanced to make hiding viable.

Means. This is the big we know a lot about - the ships available and, in general, what they're capable of.

Purpose. As always I get tripped up on purpose. I tend to think of eradication of enemy fleets as THE purpose. However, there are more plotlines than simple destruction.
 
Chit based damage system....
well you could try looking at the homebrew I have....
s!AlCJ1rimIlV7gbxPc3BE2uhIAaVw5A

https://1drv.ms/i/s!AlCJ1rimIlV7gbxPc3BE2uhIAaVw5A
to kill a ship
kill any three sets of modules

turrets
spine
bridge
engine
hull (armor)
bays
JDrive

Hull Armor must be destroyed first before bridge, spine, or engines can be destroyed

Armor is invulnerable to fighter guns
turrets and bays may be attacked by fighters
 
Turn Phases

SETUP

1. Determine target system or space.
2. Determine special conditions (secretly).
3. Determine initiative.
4. Set up forces and patrol schedules (secretly).
- Some systems probably have more than one 'base': in these cases, the Native player must divide his ships between them, or must station a heavy cruiser at each base, or etc etc.

TURN

1. Random Event.

2. Native sensor sweep.

Sensor and reconnaissance actions result in incremental success. If a QSP is used to describe task forces, then a success yields one more digit of the QSP. This might also represent certainty of vector, as a +DM to hit.

3. Native ship movement.
- split task forces
- desginated refueling elements
- move - probably at an abstraction level above Newtonian movement. There probably also ought to be restrictions on the number of task forces that can move per turn, as a type of Fog Of War consideration.

Note that it might be possible, if Fog Of War is strong enough, for a task force to "shadow" an enemy task force. Shadowing may continue each turn until the detection task fails... This implies that it's important to be close by to retain good intel on enemy positions... it might be a bit too WWII, but it does ratchet up the tension.

4. Native fighter squadrons

Fighters typically are deployed, do their thing, then return to their ship or base. Fighters might be restricted in where they can move -- for example, recon units may fly to any accessible hex, while bombers can only move to known enemy or friendly positions, and pickets go into low power mode and sit...

- native fighter squadron deployment and recon
- opposing squadrons deploy to defend
- resolve fighter combat (simultaneous or opposed tasks?)
- resolve fighter strikes (against target ships) and anti-fighter batteries
- squadron recovery OR picket

5. Native attack

I would think that combat is a rock-paper-scissors affair, based on the type and equipment of the attacker versus the type and equipment of the defender.

Something like High Guard's "combat ranges" could be used, with one addition: a front "screen" level, a middle "attacking" layer, and a "reserve" for withdrawing ships.

- intruder escort screen check
- surprise check - if achieved, enemy units can't move this round
- sensor lock check
- move
- native fire
- intruder return fire
- attempt to break off

6. Native combine task forces.

7-11. Intruder phases (as steps 2-6, reversing Native and Intruder).

12. Reveal special conditions.

13. Award Victory Points.
 
Weapon Comparisons

Rules of Thumb:
- Two levels of TL creates an overwhelming advantage
- Weapon range modifies this.

Goal:

VERY ROUGH rock-paper-scissors charts comparing capital ship technology.
Only ONE DEGREE of correctness. Armor is not taken into account, for example.


Group A: long-ranged weapons

Salvo Racks beat Missiles
Particle Accelerators narrowly beat Salvo Racks
Rail Guns beat Salvo Racks
Meson Guns beat Particle Accelerators
Antimatter Missiles beat Meson Guns

Group B: short-ranged weapons
Beam Lasers beat Mining Lasers
Fusion Guns beat Beam Lasers
Jump Dampers beat Fusion Guns
Tractor/Pressors beat Jump Dampers
Disruptors beat Tractor/Pressors
Stasis beats Disruptors
Inducers beat Stasis

Long-ranged weapons have a range advantage over short-ranged weapons, but that is not a guarantee. It's a way for lower tech to have a chance against higher tech.

Group C: long-ranged versus short-ranged weapons
Salvo Racks beat Beam Lasers
Particle Accelerators narrowly beat Fusion Guns
Rail Guns beat Fusion Guns
Meson Guns beat Jump Dampers
Antimatter Missiles beat Stasis


COMPLICATED CHART THAT NEEDS TO BE SIMPLIFIED

Code:
        Opposing Main Weapon Type
      M V A R G X  |  J L F T U W E
M                     x x
V     x               x x
A     x N             x x N
R     x x             x x x
G     x x x N         x x x x
X     x x x x x       x x x x x x x

L     D               x
F     D D D           x x
T     D D D D D       x x x
U     D D D D D       x x x x
W     D D D D D       x x x x x
E     D D D D D D     x x x x x x
H     D D D D D D     x x x x x x x

Results: 
  x = defeats. 
  N = narrowly defeats. 
  D = disadvantaged but superior.
 
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Would this to be an hex game, or how would you calculate distances? If so, how large should hexes be?

See that operational movement when it is counted on Gs and unlimited (or nearly so) acceleration is quite difficult. As you said (I trust your numbers), to move 1 Au at 4 G takes about a day, but in a week you don't move 7 AUs, but 100...

And if then you detect an enemy TF, you cannot stop and move just 1 AU and engage next day, as you have to brake (negative accelerate)...

As for fighters, with 1 day turns, I don't believe they would really be detached from the fleet, as their endurance (be that of the craft or that of the pilot) uses to be short (unless heavy fighters with more than one crewmember and some kind of accomodation). I'd suggest you to use more as a reinforcement of the screen (or even as an outtermost screen) or as longer range weapons...
 
re Movement. I'm not sure. I doubt it's like Battle Rider or Mayday, but plain old "move two spaces" seems a bit dull.
 
The above tables can be simplified into two axes:

(1) TL. The greater TL has the advantage.

(2) Weapon Range. Range "modifies" TL slightly.
 
I wonder if there are enough interesting options to have a "system search map" with the significant worlds in the system, representing three levels of combat for each side at each world, and relatively few counters.

I think some of these ideas are mutually exclusive. I'll have to think about it a bit more.
 
Combat is the key. It's the center. It's the reason the game exists. Everything else is secondary.

Movement? You don't want to model movement for it's own sake. You want to model movement for it's effect on combat. Ditto range, ditto sensors, ditto everything but combat.

At the operational level, how does movement effect combat? What operational successes translate to tactical advantages? What operational failures translate to tactical disadvantages?

Do I intercept? Do I fail to intercept? Do I break off? Do I fail to break off? Do I catch my opponent on a sub-optimal vector? Does he catch me? Can I bring relatively more of my force into weapons' range before he does? Can he do the same to me?

How do my operational movement choices effect the potential battle? Not what those movement choices are, but what those movement choices do.

We're looking more towards War at Sea or Victory in the Pacific with their zones and areas than naval/space games with hexes. Cargonaut's "Rogues in Space" with it's stellar orbit "boxes" could work too.
 
Combat is the key. It's the center. It's the reason the game exists. Everything else is secondary.

Movement? You don't want to model movement for it's own sake. You want to model movement for it's effect on combat. Ditto range, ditto sensors, ditto everything but combat.

completely disagree. modeling all those other things first informs as to the form that combat will take. deciding on the form of combat, before the systems that define that form are determined, results in deformed rules.
 
As always, my opinion on Traveller, "realistic" space combat is maneuver at the tactical level is mostly a waste of time, and offers little value in any real sense beyond the most contrived examples. Space is too big, the turns are too long, the weapons are too lethal, and the ships too fragile. Men in bull rings with rifles, 1 hit, 1 kill, no place to hide, fire early, fire often.

The Traveller combat game is operational in nature, to the point where each system offers one or more "points of interest". Notably gas giants and main worlds. But there could certainly be other points of interest.

Gas giants are only interesting because of their resources, notably fuel for the fleet.

But the key factor, is that these points of interest are fixed objects within the system that are worth taking or defending. Only at these points will combat occur.

Because of the nature of free space combat, there's little reason for ships to decelerate until they reach their general destination, and any forces rushing out to meet them will just be passed by. Yea, they may get a shot off, but the forces will be flying by past each other quite quickly. So, rather than divide the fleet, rather chase across open space, like armies of the past, they'll simply mutually agree on a point to engage each other.

These are the points of interest.

Each turn is a week, a fleet can jump at the start of a turn, and arrive in another system, at any specific PoI, at the beginning of next turn. In system, a fleet can move from one PoI to another in 1 week, sans jump.

Obviously some PoI are closer than a week, others are farther. But keeping to the 1 weeks mechanism keeps it "close enough" and simple.

Opposing fleets in the same PoI engage each other, at what ever level of detail you want. High Guard, of course, is perfect for this. Line up the ships, throw salvoes of blaster bolts across the void, chalk up kills, move to the next round.

Fleets can mutually agree not to fight. Fueling happens after fighting. So, a fleet can jump in, defeat the local forces, and then fuel all in the same turn.

Something will need to be done about landing troops and planet based weapon systems (notably missiles, streamlined craft -- they should be launched before the attacking fleet arrives, but a planet can "launch" a bunch of "battle riders" / SDBs so to speak, and meson sites).

FFW does most of this, but it only has a single target within the systems, and obviously a more abstract combat system.
 
I should think that at least leadership, gunnery, ship's tactics and fleet tactics would be applicable.

Maybe engineering, mechanical, electronics, computer and medical for damage control.

(not pilot and navigation?)

me too. but that means they need scope to operate. abstraction limits that scope.
 
I've had a game I have used for years to model operational combat.

A system is mapped on a hex grid.

Ping pong balls on bases are moved around the hexes (T2300 inspired)

What is in the globe is only found out if it comes within range of passive sensors (either on stations, planets, or ship) or you commit active sensors (note a defending system will have the advantage here since - if TL permits - the system should be completely covered by a sensor network).

The ships in the globe are stacked off board on cards that match the globe - I normally use the squadron chits from FFW or IE but I do have rules to make my own values for the chits.

Engagements tend to be either one turn flyby if relative velocity is not reduced , or slow for a prolonged battle.
 
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