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[Very Lite Wargame Concept] Fusion Skirmish Lite

robject

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Scenario first, then the rules used.


Battle of Two Suns Scenario

Setup - Imperial. The Imperial side has 12 units total: one battleship each on hex 2003 and 3603; one cruiser each on hex 1202 and 4002; and two escorts each adjacent to each of these units, forming four squadrons total.

Setup - Zhodani. The Zhodani side has 10 units total: one battleship each on hex 1739 and 3329; one cruiser each on hex 1030, 2530, 3730, and 4130; and four fighters adjacent to the cruiser on hex 1030.

Situation. The Imperials arrived with a typical scatter pattern, but each battleship and cruiser carried its own escort squadron, which provided a broad level of protection to the larger ships and made it easier to form strong squadrons early in the game and press an advantage. The Zhodani, on the other hand, had one dedicated carrier, which entered the system at an extreme end of the field; the Zhodani did not recover from this initial disadvantage, and fled the field of battle with only one battleship and two escorts, while the Imperials lost only a few escorts.


--- rules ---


Ships.
There are three basic ship types.

Battleships. 3 hexes long, attack with 3 dice. Destroyed on a roll of 6.
Cruisers. 2 hexes long, attack with 2 dice. Destroyed on a roll of 4+.
Escorts. 1 hex, attack with 1 die. Destroyed on a roll of 2+.

Attack values may vary; in my playtest they did not.

Attack ranges may vary; in my playtest all units had a range of 10 hexes.

Movement varies based on unit description. In my playtest, all units were maneuver 5, which meant when they moved, they moved up to 5 hexes.

Squadrons. Adjacent friendly units form a squadron. Squadrons are treated as a single unit; they move as one unit, and attack a single target with their massed dice. For example, a squadron consisting of one typical cruiser and four typical escorts attack with 6 dice -- two for the cruiser, and one apiece for each escort.

Squadron damage. The strongest defending unit in the squadron screens the entire squadron. When a single attack registers at least one hit, the defender removes any one unit from the squadron. (If the attacker has a clear TL advantage, he chooses the unit to remove; in my playtest both sides were of a similar TL).

Map. The playing surface is a hexmat numbered from 0101 to 5031, divided into three sections (left, center, right).

Game Play. At the beginning of a turn, the phasing player rolls one die. On a 1 or 2, he may issue commands to ships on the left field of play; on a 3 or 4, commands may be issued to the center field; on a 5 or 6, the right field. If units exist in that field, the player then rolls another 1D: the result is the number of units he may command. The player first moves his units, then declares attacks, then executes the attacks. If a targeted unit is destroyed, any additional attacks on it are wasted.

Escape. If a unit leaves the field of battle, it has jumped away, and cannot reenter the game.
 
Second Session. This time, the Zhodani were fortunate enough to bring their escorts into the center. Both sides kept one squadron on the border column between the left and center fields: if at least one unit was on this border, then the unit could be moved on a roll of 1-2 or 3-4. This time, the Zhodani were able to group their units better, allowing their escorts to take the brunt of Imperial fire. Two large squadrons, one Imperial, and one Zhodani, started pummeling each other, and the battle was one of attrition until the Zhodani were able to bring their second battleship into play. The result: two strong Zhodani squadrons reduced the Imperial ships quickly. In the end, the remaining Imperial cruiser and its two escorts surrendered in the face of five organized Zhodani squadrons bringing all their weapons to bear.

The roll of the dice plays an important part in these games, creating a balancing force to tactics which have emerged.


Tactic 1: Provide an escort for larger ships. This protects the escort and allows the larger ship to "absorb" damage.

Tactic 2: Put a squadron on a "border column" to make it highly mobile.

Tactic 3: With superior numbers, break a squadron into smaller forces for greater potential damage.

Tactic 4: When lacking escorts, retreat out of the range of fire to buy time.

Tactic 5: When attacking, be just barely into attack range, with an escort when you want to limit your exposure to the enemy: when the squadron takes a hit, you can remove that escort, and your squadron effectively becomes 1 hex further away, forcing the enemy to advance before attacking.

Tactic 6: When attacking with superior numbers, advance will into attack range, to make it harder for the enemy to retreat.

Tactic 7: When initially placing escorts as a squadron attached to a carrier, since their starting hexes are not specified, you can "chain" them in the direction you want to move the squadron.

Tactic 8: Fan out our squadron elements if you wish to extend their area of control. Conversely, cluster your squadron behind a leading unit if you need to minimize their exposure to attackers.
 
Mapping These Ships to the OTU

There's no reason to play this game unless it is tied to Traveller :) So let's see where the gaps are. First, a list of OTU Imperial ships, abstracted:

Prices are standard. Maneuver only vaguely takes Agility into account (using a + sign).

Key:
Kt = kilotons. Pri=primary weapon. Sec=secondary weapon(s). Def=defenses. Secondary weapon M=Missile bays.
M=acceleration. J=jump.
mJ=Meson spine J, et al.
Lt=light. Ba=basic. St=Standard. GG=Good. XL=Strong.
HF=50t heavy fighters. T=Troops. T++=Piles of troops. BR=Battle Riders.

Code:
Name                     Kt  BCr Pri Sec  Def  M  J  Notes
------------------------ --- --- --- ---  ---  -- -  -----
Midu Agashaam             3   3    -  PA   Lt  6+ 4
PF Sloan                  5   4    -  PA   Lt  6+ 4
Kinunir                   1.3 1    -  -    Lt  6+ 4

Skimkish                  29  20   -  lots Ba  2  4  80 HF
Antiama                  100  65   -  PA   GG  2  4  300 HF
Lurenti                  300  23   -  lots GG  2  4  200 HF  7 BR

Nolikian Battle Rider     20  12  mN  lots St? 6+ - 
Gionetti                  30  23  mJ  -    Ba  5+ 5
Troyhune Monitor          50  22  mJ  -    St  6+ -  20 HF
Arakoine                  50  35  mN  PA,M St  4+ 4
Ghalalk                   50  35  pH  M    Ba  5+ 4
Lighting                  60  43  pN  M    Ba  2  5
Atlantic                  75  59  mN  PA   St  5+ 4
Wind                      75  58  mE  M    GG  6+ 3  80 HF

Plankwell                200 150  mT  M    St  5+ 4
Kokirrak                 200 169  mT  M    St  6+ 4  1000 T
Tigress                  500 453  mT  M    XL  6+ 4  300 HF T++
One breakdown, then, looks like this:

1. Ships too small to field a spinal gun. This falls somewhere in the 10,000 ton range and under. They are highly agile, and of course the most fragile.

2. Large auxiliaries which lack spinal guns, such as the Lurenti and fleet carriers. They don't put much stock in acceleration, but try to beef up their defenses and fighter screens.

3. Ships with spinal guns, but aren't tough enough to qualify as dreadnoughts. This falls somewhere in the 20,000 to 100,000 ton range. These typically, but not always, tend to go for the best spine, and are quite willing to trade defenses in exchange for the spine and maneuver/agility.

4. Dreadnoughts. Note in my few examples how they tend to max out offense and maneuver, and concentrate on shoring up defenses and assault capabilities.


Spines

One way to map spines is to set the range based on the letter code. My first guess:
Code:
(No spine: 4 hexes)
A-E     6 hexes
F-K     8 hexes
L-Q    10 hexes
R-V    11 hexes
W-Z    12 hexes


Defense
is abstracted and mapped to Light (2), Basic (3), Standard (4), Good (5), and Strong (6).

Secondaries are not taken into account, and they deserve a mechanic to account for them, but I suspect it's going to not be something like a secondary attack. It will probably be a modifier for some rule I don't have yet.

Fighter Wings will either be represented as deployed escorts (like a carrier would have), or something else...

Troops of course affects the orbital invasion angle of the game (also unwritten at this time).
 
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So then, the ships in "Fusion Skirmish Lite" notation would be:

Code:
Name          Profile Rng Def FTR Bn Notes
------------- ------- --- --- --- -- --------
Fighter Wing  QF-70    2   2

Midu Agashaam EB-74    4   2   
PF Sloan      EB-74    4   2
Kinunir       EB-74    4   2 

Skimkish      ED-24    4   3   2
Antiama       TT-24    4   5   8
Lurenti       TY-24    4   5   5     7x CY-70

Nolikian      CY-70   10   4
Gionetti      CT-65    8   3   
Troyhune      MD-70    8   4   1
Arakoine      CB-54   10   4
Ghalalk       CC-64    8   3
Lightning     CF-25   10   3
Atlantic      CA-64   10   4
Wind          CD-73    6   5   2

Plankwell     BB-64   11   4   
Kokirrak      BT-74   11   4      1
Tigress       AB-74   11   6   8  4

Profile=Mission Code - Move - Jump
Rng=Weapon range (hexes) 
FTR=Heavy Fighter Wings (40)  
Bn=Battalions
 
Damaged!

Dangit, Rob, quit make it stupid simple, we want our Damaged counter flip. :p

Seriously, otherwise it is boring dice rolls and no chance to recover from certain defeat. I would give them a nD chance of recovering based off of the type. Battleships recover on a 1-3, Cruisers recover on 1-2, and Escorts recover on 1. Roll equal to or under.

Just my two CrImps.
 
Seriously, otherwise it is boring dice rolls and no chance to recover from certain defeat. I would give them a nD chance of recovering based off of the type. Battleships recover on a 1-3, Cruisers recover on 1-2, and Escorts recover on 1. Roll equal to or under.

Really? That's your solution to boring dice rolls: add more boring dice rolls?

In my defense, combat should be fast and, yes, straightforward, which in a line-em-up game is indeed boring.The wargame term "boring" also means "fast" to the rest of the universe. Note how boring checkers is... combat there is pratcially fatalistic: make a jump and win. The interest comes in movement.
 
Yeah.

Really? That's your solution to boring dice rolls: add more boring dice rolls?
No, exciting rolls with counter flipping. :p

In my defense, combat should be fast and, yes, straightforward, which in a line-em-up game is indeed boring.The wargame term "boring" also means "fast" to the rest of the universe. Note how boring checkers is... combat there is pratcially fatalistic: make a jump and win. The interest comes in movement.
No,it shouldn't, it should be long and boring like real space combat where it is hours to get to the Line of Battle. :devil:

Fast is fine, but live/die with no chance for recovery is ick. I dislike binary combat systems, I like a bit complexity. Also, my solution doesn't add that much complexity, one stage more and it mirrors the older games that from what I have seen include a Damaged intermediate state between Fighting or Dead. I like that it better simulates real combat where a ship may be out of the fight, but not outright dead and with a chance (and notice not that great a chance) of recovery and re-entering the fight, perhaps turning the tide. Or just escaping.
 
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Yeah, I was thinking of Panzerblitz when I was reading his post.

I'm not convinced. But, I would look forward to someone else's rules which use dispersal rules.
 
Maybe differentiate between Beams (including meson guns) and Missiles (including very heavy ones) as in the Traveller boardgames Imperium/Dark Nebula? Missiles would have greater range, and in short range you could either use the missiles with reduced damage dice or used beams at full damage dice. You might even want to allow massed missile fire which causes double the number of damage dice, but exhausts your missile supply for that ship for the scenario.
 
Fast is fine, but live/die with no chance for recovery is ick. I dislike binary combat systems, I like a bit complexity. Also, my solution doesn't add that much complexity, one stage more and it mirrors the older games that from what I have seen include a Damaged intermediate state between Fighting or Dead. I like that it better simulates real combat where a ship may be out of the fight, but not outright dead and with a chance (and notice not that great a chance) of recovery and re-entering the fight, perhaps turning the tide. Or just escaping.
Maybe use something along the lines of the First Aid rolls of Tomorrow's War (a squad-level tabletop wargame)? I.e., when a unit is hit, on the next turn, if there is anyone to recover him or her, you roll 1d6 on a table with results ranging from scratched (can fight with no penalty) though wounded (fights with penalty) and seriously wounded (a liability for the squad - has to be evacuated) to actual dead.

In your system, maybe allow each ship "killed" in combat a 1d6 damage-control roll on the next turn:

1 - Back online; superficial damage - back to the fight as usual.
2- Moderate damage; loses one damage die.
3 - Moderate damage; may move only at half speed.
4 - Severe damage; may not move, loses one damage die.
5 - Mission-Killed; totally ineffective in combat, but may be recovered for a later scenario if playing a campaign.
6 - Ship destroyed.
 
PanzerWhatIts?

Yeah, I was thinking of Panzerblitz when I was reading his post.

I'm not convinced. But, I would look forward to someone else's rules which use dispersal rules.
Look, I wasn't going all that fancy here.

It's simple.

Ships have three States:
  • Fighting (counter face up).
  • Damaged (counter flipped).
  • Killed (counter removed).

That is all, no need for fancy dispersion rules, just check to see if a Damaged ship Recovers*.
  • Battleships Recover on 1-3.
  • Cruisers Recover on 1-2.
  • Escorts Recover only on 1.

If it Recovers it can Rejoin Battle or Escape. If a Damaged ship does not Recover it sits dead in space till either next Turn or it is Killed.

That is the sum of my addition to the rules.

*Even though it adds another layer of complexity (so I am not stuck on it) is Recovered Ships are at -1 to all Factors, but I even I think that is a bit too much.
 
Boarding rule idea.

Each ship has Marine Dice - say, 1 for an Escort, 2 for a Cruiser, 3 for a Battleship. Ships with extra marines (say, an assault cruiser) get +1 die. When two ships are adjacent, boarding may be initiated. Both sides roll their Marine Dice. Each roll of 4+ is a success. The side with more successes wins. In case of a tie, victory goes to the bigger ship; if both ships are of the same size, victory goes to the attacker. If the attacker loses, he loses 1 Marine Die, and the defender may counter-board him in the next turn. If the defender loses, the attacker captures the defender's ship and takes it out of play (taking it over for use takes time and is beyond the scope of a battle). Boarding a ship with no Marine Die is an automatic success. Ships with no Marine Dice cannot initiate boarding attacks.
 
Soooo close.

Boarding rule idea.

Each ship has Marine Dice - say, 1 for an Escort, 2 for a Cruiser, 3 for a Battleship. Ships with extra marines (say, an assault cruiser) get +1 die. When two ships are adjacent, boarding may be initiated. Both sides roll their Marine Dice. Each roll of 4+ is a success. The side with more successes wins. In case of a tie, victory goes to the bigger ship; if both ships are of the same size, victory goes to the attacker. If the attacker loses, he loses 1 Marine Die, and the defender may counter-board him in the next turn. If the defender loses, the attacker captures the defender's ship and takes it out of play (taking it over for use takes time and is beyond the scope of a battle). Boarding a ship with no Marine Die is an automatic success. Ships with no Marine Dice cannot initiate boarding attacks.
I dig everything except the bit I highlighted in bold in the quote. Ties always go to the Defender in Boarding Actions. It is their ship after all, they have home field advantage and are motivated since this is their ride back to friendly space.

Otherwise, awesome!
 
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