If you were developing an F&E-type game, what would you do differently from how F&E is today?
I have several thoughts on the subject, but I'm curious what others would do.
Have no fear, since I'm asking the question, I'm not whetted to maintaining any element of the game for purposes of this discussion. If I were creating my own game (which I've been kicking around), I would do quite a number of things differently.
I'm especially interested here on this forum to hear responses, because there are a lot of SFB players that don't play F&E (at least not regularly) for a number of reasons, but might wish to, if it didn't work the way it does today.
bumpity bump
oddly, new threads don't appear in the "recent posts" list
With the caveat...
that I have never actually played F&E, the single biggest problem I have with it, and what prevents me from even considering playing it, is seeing it at Origins and looking at the number of counters involved. Even with all the elements of the fleet cards keeping them off the map - there is simply too much there for me to take an interest. So, if this is an essential element of F&E or and F&E like game, I see two options:
1. Computerize it.
2. It will be a game in which I will never have an interest.
#2 is not at all unacceptable. It may be that for a game to accomplish what F&E is trying to accomplish that it must do things that will make the game uninteresting to me. I am sure there are tons of F&E players that feeling similarly about SFB. Could be a matter of taste.
With that said, if the thousands of counters and accompanying record keeping is not essential to make F&Eesqe work, then I would be interest in the general concept of playing out large scale strategic gaming in the SFU.
That is a common concern...
"that I have never actually played F&E, the single biggest problem I have with it, and what prevents me from even considering playing it, is seeing it at Origins and looking at the number of counters involved."
It certainly is daunting for a lot of people. I don't find the volume of counters bothersome in itself, but it does lead to some bothersome tactics that slow the game down.
Counters/Scale
F&E tries to be the World in Flames of the SFU. The "counter" issue comes from tracking at the individual ship, PF, and fighter-pair level, which, for a strategic game of this scope, is simply too much. A far more "playable" approach would be to keep things at the squadron level. i.e., Frigate squadron, Carrier group, cruiser squadron, etc., with perhaps only command ships and scouts being tracked singularly.
Don't track PFs and Fighters individually, but simply build that in to the attack/defense of their parent counters.
Don't have command limits that prevent most of the units in a hex to participate, but allow command capability to modify combat results while everyone (or at least 2/3 or 3/4 - some calculated number) participates. Perhaps command limits allow you to increase or decrease the percentage of units you have in combat (i.e., allowing better command ships to either get more units effectively in combat or to keep more back).
Basically, instead of trying to make World in Flames, make Rise and Decline of the Third Reich.
In that vein, instead of trying to force fit maulers into the game (which in this could be represented by a one-use counter that modifies a cruiser squadron), add diplomacy, spying, R&D, and other strategic options. Instead of trying to make the combat rich in its depth, make the game rich in its breadth.
Fighters and PFs
"Don't track PFs and Fighters individually, but simply build that in to the attack/defense of their parent counters."
I can see having them separate, since they are an expendable unit, but not as individual fighters..... rather in sqns. The tough part is that there are SFB ships that have just a handful of fighters, not enough for a sqn. Still, if I were remaking the "world", fighters would always come in some for of group, not twos and fews.
"Don't have command limits that prevent most of the units in a hex to participate, but allow command capability to modify combat results while everyone (or at least 2/3 or 3/4 - some calculated number) participates"
I agree with that. It makes for really odd battles. Another relic from SFB..... although F&E's command limits aren't exactly the same as in SFB.
"A far more "playable" approach would be to keep things at the squadron level. i.e., Frigate squadron, Carrier group, cruiser squadron, etc., with perhaps only command ships and scouts being tracked singularly. "
I could even see capital ships being separate..... more like Bismark than R&DotTR
Attrition units
should simply be part of value of the carrier ship. You could then (if you insisted on the complexity) have a different value for an after combat and out of supply carrier/tender. These rules could just as easily apply to hydrans (or the few other ships that carry 2-9 fighters). Frankly, the same thing could apply to units using drones, if, again, that is the sort of thing you want to track (personally, I would not bother for drones or ships that carry a few fighters or PFs, but would for carriers and tenders).
I also agree with Andy's comments in his last paragraph. It would make a more interesting game.
re: Fighters and PFs
My thought on Fighters, PFs, and combat in general was that, with the changes in combat (and to keep the game flowing), there would only be *one* round of combat per hex. The attacker would either force the defender out of the hex or he wouldn't. Presense of bases/planets would make pushing the defender out of the hex more difficult (as we're still assuming the combat over months, the secure supply and repair base thing would be factored in).
As long as units are in supply, there wouldn't be a need to track AUs separately. A half Attack/Defense for an out of supply cruiser squadron works just as well for a carrier group. About all you would lose is the ability to do next hex strikes, which, given the scale of F&E, never made sense anyway (if you think about the range of even boosted PFs relative to hex size in F&E, the math doesn't work out).
I'm also thinking that perhaps "crippled" be a more severe penalty, something more akin to "disrupted" - i.e., half movement, can't engage in offensive action, lose ZOC. Make it more severe so that SELF-crippling/disrupting a unit is primarily done to save key units, not as part of an attrition strategy. Also add crippling/disruption as a possible outcome of losing a battle and being pushed out of a hex (i.e., not retreating in good order).
As all capital ships are command ships, I'd already kinda covered that ;-)
I agree with that 100%
"In that vein, instead of trying to force fit maulers into the game (which in this could be represented by a one-use counter that modifies a cruiser squadron), add diplomacy, spying, R&D, and other strategic options. Instead of trying to make the combat rich in its depth, make the game rich in its breadth."
Those are elements that are sorely lacking, esp. considering that this is a strategic game. Early Beggings, a variant created by John Wong and since taken over by Tim Losberg, adds in a number of these elements, including colonization and exploration.
"I'm also thinking that perhaps "crippled" be a more severe penalty, something more akin to "disrupted" - i.e., half movement, can't engage in offensive action, lose ZOC. Make it more severe so that SELF-crippling/disrupting a unit is primarily done to save key units, not as part of an attrition strategy."
I can see that. It makes sense. I always thought that a crippled ship should not be able to block supply (they currently can't react)
"As all capital ships are command ships, I'd already kinda covered that ;-)"
I didn't read what you said that way, but if that's what you intend, I'm cool with that.
"About all you would lose is the ability to do next hex strikes"
I'm not sure what you mean by this. Please clarify.
Paul,
"Frankly, the same thing could apply to units using drones, if, again, that is the sort of thing you want to track "
Drones only come into play in F&E as bombardment points (they increase the combat potential, but at an economic cost). Would you dispense with that, or try to streamline in/subsume it into the system?
I'd probably still keep fighters separate, but as you said, only for carriers/tenders, and I would not make replacements free. They'd get a counter per sqn, and you could purchase replacements at the appropriate time; some people feel that fighters dominate the game too much..making it cost to replace might balance things out a bit.
Lose the ability to do hex strikes
""About all you would lose is the ability to do next hex strikes"
I'm not sure what you mean by this. Please clarify."
Andy could correct me if I am wrong but I think he means losing the ability to do Offensive/Defensive Fighter Strikes in adjacent hexes. If that is the case, I like it. I thought it was always one of the more figgly things in F&E. Single seat fighters w/ limited, if any, warp capability are able to move X-lightyears into an adjacent hex?
The carriers actually participate..
"I thought it was always one of the more figgly things in F&E. Single seat fighters w/ limited, if any, warp capability are able to move X-lightyears into an adjacent hex?"
In fighter strikes. The rule as published IS broken, but I came up with a fix for it that works pretty well. I don't know if SVC ever published it.
In my version, there was a chance of surprise, or the carrier/tender could get ambushed.
replies
Archduke is right, by "next hex strikes" I mean ability to do fighter strikes into adjacent hexes.
On Fighters, I think having separate counters, even for carriers, would add too much to the "counter creep"; I also strongly believe that fighter replacements should be free, for ease of both balance and bookkeeping.
One idea I just had on carriers/tender groups is that they might be units that are easier to disrupt (compared to standard warships), but also easier/cheaper to UN-disrupt. This method could be used to represent loss of the fighter group, etc. An undamaged carrier group is not going to be risked in offensive action without any fighters so, for all intents and purposes, is "disrupted".
What I love about this world is that Joe and I can argue back on forth on one subject and so quickly agree on another. Life is Good. :-)
Agreeing with Andy here
I see no reason for fighter/PF counters. They should be abstracted into the ship. Most CV/PFT have almost no offensive value outside of their fighters/PFs (Rom 3rd gen being the obvious exceptions). I really like where Andy is going with the disruption thing, too. Ships could be the hardest to disrupt, most expensive to return. Then PFTs, then carriers, progressively easier to disrupt and cheaper to return. I think the model has real potential to simplify attrition units without loosing too much of their value and flexibility.
I also agree that outside of returning a unit from disrupted status, there should be no cost for fighters/PFs.
A game to look at for this...
EastFront by Columbia Games.
Which has one of the loveliest fog of war mechanics I've ever seen.
It's also been successfully copied in Europe Engulfed.
My thoughts
Ive only played table top once and it was a small scenario. Ever since then Ive played using Vassal (similar to Cyberboard I guess) but even then the number of counters is insane.
So I do like the idea of making squadrons out of everything. I also like the idea of combining PFs/Fighters with the ships. Perhaps by bringing them along they allow you to make different types of attacks/defences or they simply bump up your offence, or maybe they give you a bonus to avoid being crippled.
I played SFB for 16 years before looking at F&E, and would consider myself very much an F&E novice. But I can say for a fact that the guy I play against (also a long time SFB/short time F&E player) would be FAR more interested in the game if it didnt take us months to get a single turn done.
Yesterday he sent me an email apologising for being hooked on Navy Field rather than playing on SFBOL because Navy Field battles take 10 minutes, while we spend 2 hours getting 2 turns of SFB done.
I like the idea of having no open space battles. No pinning wars. No reacting to other movements. And a whole bunch of other things which are silly when you consider battles would only ever be fought over resources, and its silly to suggest you could somehow intercept a fleet moving at 500 times the speed of light.
So it can be huge. Starbases. Minefields. Battleships and Carriers. Special function ships. PFs and Fighters. Whatever... But it needs to have a way to bring it all together in a way that the battles are fought fairly quickly, and in a way that still ensures clever tactics will beat bad rolls.
If only everyone thought as you do..
"What I love about this world is that Joe and I can argue back on forth on one subject and so quickly agree on another. Life is Good. :-)"
I agree, Andy. Despite our differences on certain issues, that doesn't mean we have to be bitter enemies. I have no animus towards you over the other discussion, and while I disagree on a few points here, I do enjoy your comments, and looking at things from a different angle.
"I like the idea of having no open space battles. No pinning wars. No reacting to other movements. And a whole bunch of other things which are silly when you consider battles would only ever be fought over resources, and its silly to suggest you could somehow intercept a fleet moving at 500 times the speed of light."
That is where I was headed with this thread. I'm working on my own game, and everything in your paragraph above is "included"; no fighting over meaningless space, no "pinning" (always thought it was stupid). A MUCH greater emphasis on capturing and holding worlds, and much more meaningful marine combat.
OK, at the risk of drawing
OK, at the risk of drawing heat, here's one of my main beefs with F&E (I do own the TFG Deluxe F&E, but never was able to find time or an opponent to play it).
It's the "Who Wears The Pants" factor. That is, it really bugged me when a new ship would be proposed for SFB, that seemed like a great addition to SFB, and the F&E guys hopped up and down and howled and killed the proposal for how it would impact F&E. There were times when it really seemed like the F&E crowd got the "last word" on what could and could not fit into the game. And, from what I hear, F&E'rs that felt the same way about SFB players.
Meanwhile, of course, FedCom gets to ignore F&E completely and lollygag along doing whatever the hell it wants, having 3 BBs in a battle line, what have you. Historical? Who cares? We're trying to sell product to the young guys! The SFB guys, tho, you guys have to follow "history".
Bleah.
Over time, gotta admit, that kind of built up some resentment of F&E from me and some others. Nothing personal against any of 'em, just how it came down.
Now, as for actually playing F&E... sure, I'd love to, if I had the time and a good opponent. But it seems to be a "big investment" of time and as Paul notes, there's currently no method for playing it electronically.
I'm actually a big fan of VBAM Games, and look forward to their spin on things. I've used VBAM with some success as a supplement to a B5Wars campaign, and someday could see running it as a campaign engine for the SFU.
Just my two cents - no hate meant to anyone.
No heat, just a question
I can't think of any SFB ships that F&E would have killed. Many ships were added to SFB because we found a need in F&E, but I'm not aware of any that were nixed because of F&E (there may have been some that got killed during times when I was not on the forum, I just can't think of any, or my memory is faulty).
In most cases, many SFB variants are simply subsumed into existing ships in F&E; for instance, there was a big discussion on the forums that I remember about the CAR/CAR+, and it took a while to get the point across that the CAR didn't exist as a separate unit, being treated as additional CC production late in the war in F&E. I can't imaging that would make anyone in the F&E community want to nix it; we'd just ignore it.
If you can recall any examples, I'd be interested to hear about them.
Forgive my ignorance, but what is "VBAM"?
"no hate meant to anyone."
None taken :-)
Almost forgot...
GREEN!
;-)
And this is where you get me,
And this is where you get me, because I'm going from memory and anecdotes, and can't cite (off the top of my head) a specific case. I do remember discourse/arguments on the BBS, I just don't remember specifics. My bad. I'll try to dig up examples, but can't do so off the top.
Oh, one that comes to mind is war cruiser repair ships, with the exception of the Roms.
I do remember a big row about the treatment of Heavy Fighters in F&E mandating that only squadrons of 6 could be fielded in SFB, but SVC eventually shot that down and said that SFB is SFB no matter what F&E says, much to the relief of my campaign crowd.
VBAM = Victory By Any Means. They're working on a version for the SFU (mostly FedCom, but adaptable I'd say for SFB) currently.
PURPLE! ;)
PURPLE! ;)
I can't imagine what the objection would have been..
"Oh, one that comes to mind is war cruiser repair ships, with the exception of the Roms."
Repair ships are abstracted, so until there is a rule for repair ships on the map, this could have been ignored by F&E. If people objected, well, I don't understand why they did.
re: VBAM
What kind of game is it? RPG? Tabletop?
Piping up
This is actually a subject that interests me, as I always was a more than a little disillusioned with F&E. Basically, I always got the feeling (after buying the Deluxe F&E game) that is was too complex to be an accurate representation of a STRATEGIC scale game. It came across more as though it was scaled as "theater operation" but done on a strategic map.
So a much needed trim down on the complexity not only of combat but on many of the units already mentioned (fighters, PF, etc.) is necessary to get me interested in F&E. I created my own version of theater operation rules that better reflects the SFB ships abilities and inherent problems. It works well.
F&E also needed some things like R&D and randome events and other variables of a strategic nature. That would add a lot more flavor into the game without adding all of the complexity that it already has.
And on a side note, thanks for finally having a discussion I felt was interesting enough to partake in. Been following this board for over two months and you guys finally hit on something good. Also, thanks for a site free from the overbearing nature of the official boards.
Interested to hear about your game....
Maybe you could start a thread and give a few details on what you did.
Purple
You can play F&E using Vassal Engine. I play against a friend in another state and its great. The management of counters means its much easier that FTF as well.
Combined with excel spreadsheets for economics and you spend far less time managing the game, and a lot more time moving pieces and blowing things up.
I havent tried PBEM because that would be far too time consuming. But if you can organise time to be online at the same time as your opponent, then F&E definitely works.
Joe, a question about marine combat. Why are you keen for this to play a big part? I think if you go for reduced counters and run the game via squadrons, then something like marine combat should be used to modify a roll, rather than get its own roll.
BTW: for those talking about scale. A friend of mine decided to play F&E combined with SFB. He'd run every battle on SFBOL with specific rules for adding new ships when old ships are crippled/explode. I think this probably played a big part in him getting tired of how long the game takes :)
Grimace
Were you after a strategic level game but figured F&E wouldnt work so settled on your own theater rules? Or were you after a theater level game but went with F&E because it was the only option?
I'd be happy playing either. I like the idea of grand scales of combat. Worlds being fought for and lost. Maybe even with an option to destroy them outright.
Or even a game which is more squadron level but without the FC details (if I want ship to ship combat Im always going to prefer SFB).
Marines
"Joe, a question about marine combat. Why are you keen for this to play a big part? I think if you go for reduced counters and run the game via squadrons, then something like marine combat should be used to modify a roll, rather than get its own roll."
The major reason is that it never made sense to me that a frigate could capture a planet. Devastate, yes, intimidate and threaten, yes. But capture?
At some point, you have to put boots on the ground. Andy and Paul were talking about R&DotTR; ground combat is a big part of that game.
Ultimately, a navy exists to deliver the marines and deliver supplies, and kill the other guy's navy and supplies. I think sieging a system would be interesting
Ah
I see, so its not that the existence of the marine ship suddenly gives you great combat power, but that you simply cant even undertake a capture unless you have marines present.
I do think you need some leap of faith. Assuming Earth was capable of space travel/combat, we would have millions of soldiers. The idea that a Frigate could capture us is certainly laughable. But a marine ship with even 100 times as many troops would still be a joke.
But I guess this is where devastating the planet first comes in to play. The assumption being that planetary defences have been decimated from space before the troops land. And the troops focus on key areas (all being in America of course - because that's where the action is always at).
So to control the planet they only need take New York, LA, and Washington, and ignore the fly-over states (and every other country which isnt America).
:)
I can see invasions taking a long time....
"But a marine ship with even 100 times as many troops would still be a joke."
Agreed (which is why I always though marine frigates where kind of silly); although I think in a futuristic world, the percentage of soldiery to the general population would likely be much lower.
"But I guess this is where devastating the planet first comes in to play"
Yes. Also, in reality, one would capture a part of a planet, then use that as a launching point to conquer the world.
Capturing large would would be extremely difficult to capture unless they were devastated. But colony worlds and smaller worlds would be much more practical.
"So to control the planet they only need take New York, LA, and Washington, and ignore the fly-over states (and every other country which isnt America)."
That's basically the idea. Many countries have fallen without killing off the bulk of the populace.
Still, it should be much harder than it is in F&E today.
And the rewards would be much greater...
I assume.
So you could have Asteroids/Minor Planets/Major Planets/Capitals.
Each being massively more difficult to take. So Asteroids may change hands a lot as they are mined and exploited, and maybe even have shelf lives. Minor Planets are harder, though still able to take quickly. But Major Planets and Capitals may require multiple turns and lots of troop ships to take.
Almost like ship boarding in SFB. It takes a number of turns before you gain full control, even when the boarder outnumbers the defenders (which in the case of a planetary invasion simply wouldnt happen).
"That's basically the idea. Many countries have fallen without killing off the bulk of the populace. "
Dont you mean "important populace" :)
You read me correctly.
"So you could have Asteroids/Minor Planets/Major Planets/Capitals."
Yes.
"Each being massively more difficult to take. So Asteroids may change hands a lot as they are mined and exploited, and maybe even have shelf lives. Minor Planets are harder, though still able to take quickly. But Major Planets and Capitals may require multiple turns and lots of troop ships to take."
Right on the money. Capitals wouldn't be impossible to take, but damned difficult, and would take many turns to capture (and pacify)
"Dont you mean "important populace" :)"
hehe, yeah.
Strategic let down
Actually, Hoju, I was after a more strategic game when I bought F&E. Basically, as someone else once mentioned, something along the lines of Rise & Decline of the 3rd Reich. I was an avid war gamer and wanted to have a nice strategic game that could resolve the massive stuff in a manner much simpler than what I ended up getting.
So I purchased F&E hoping that it would fit the bill of what I wanted. I wasn't overly impressed with it. Not only was it more complex than it needed to be, but it also was too nitpicky for a strategic level game. Like I said, it felt more like a game that was designed to be a theater level operation game and was plugged into a game that was strategic in scope.
Initially I did some homebrew rules to F&E to make it run simpler. It kept the same scope and same pieces but did some things differently. I think I've long since lost those notes. Years later after much, much playing with SFB (not F&E) I wanted to handle larger scale, but not something so large as strategic level. So I came up with rules that converted the SFB ships to simpler number but took into account a lot of the things in SFB. The rules I made were more operational scale rather than strategic. I can run fleet battles pretty quickly (20 minutes or so) and there's enough detail in combat to allow tactics and ship types to have a bearing on combat. But the game I created isn't for a grand strategy type game. It couldn't handle very easily the epicness that F&E covers. It would bog down in too much detail...much the way I feel F&E does.
So now I run SFB (a quicker version) for ship to ship combat. I use my house game for theater level combat. Eventually, if I ever get back into it, I'll work on a grand strategic level version as well.
My rules
I wouldn't know where to put something like my rules on here, ikvsabre. It doesn't really fall into regular SFB, even though it uses those ships as a basis, and it doesn't fall into F&E rules either.
Lotsa good posts!
Open space combat: I think this would still occur. I guess we can go one of two ways with combat.
1. Keep reaction - i.e., defending ships can react against ships in their ZOC. This would be creating scenarios in which you are basically tying down forces so they can't be used elsewhere. It does get into the whole pin-count thing, but I'm not "there enough" yet to say for sure this won't be needed.
2. No reaction, but ZOC effects movement (into but not through), Even here, the attacker might want to attack a screening force, in an attempt to take the space over, moving the enemy force back and possibly disrupting them.
In either case, I would see "combat intensity" being low, much lower than when a planet/base is involved, but still occurring.
Marines: I've gotta disagree with Joe on this one.
Marine assaults in SFU are really a colony only thing. Only colonies are small enough for it to be worthwhile. As soon as you have a world with a population of about 100k+, it would take most of the fleet to put enough boots on the ground to control the populace. However, in this era, "boots on the ground" aren't necessary. "Capturing" a planet merely involves destroying and/or capturing the "space effecting" military facilities. Once a planet is defenseless, they have no choice but to accede to the demands. This is how a Frigate can capture a planet. "I've just destroyed every military facility on the planet. You have no weapons that can damage my ship. You will send shuttles with supplies to point X every 12 hours. Any failure to comply, even a delay, will result in one of your cities being destroyed from space. Any questions?"
This is how the Hydrans were conquered; no boots on the ground. It was ships (from the old colonies) that took it back (combined with carefully timed resistance strikes).
Where I do see Marines as useful is as both tactical and strategic "raid enablers". i.e., buy a marine upgrade for a squadron to allow it to degrade the supply, repair, or defensive ability of a planet, destroy an R&D lab, capture information/key personnel, etc. i.e., they would be a tool to either help in fleet combat or help in the strategic game.
Open space combat
I can see this taking place within a star system, but out in the void, I don't see how this could happen unless both sides wanted it to, and I can't imagine why they would.
"1. Keep reaction - i.e., defending ships can react against ships in their ZOC. This would be creating scenarios in which you are basically tying down forces so they can't be used elsewhere. It does get into the whole pin-count thing, but I'm not "there enough" yet to say for sure this won't be needed."
That's how the rules exist currently, and it slows the game down tremendously.
"As soon as you have a world with a population of about 100k+, it would take most of the fleet to put enough boots on the ground to control the populace."
With the existing troop ships, yes. But I could see special purpose ships built for the task that could carry much more.
Think of how many troops landed on D-Day (the big one, there were several)
"his is how a Frigate can capture a planet. "I've just destroyed every military facility on the planet. You have no weapons that can damage my ship. You will send shuttles with supplies to point X every 12 hours. Any failure to comply, even a delay, will result in one of your cities being destroyed from space. Any questions?""
That doesn't ensure an effective means of getting the resources, and if landing a marine force is hard, imagine how hard it would be to extract any meaningful industrial output with shuttles would be.
Open Space Combat
I think this is where an "approach battle" type battle would be appropriate. You send your defensive ships to meet the enemy at the edge of the solar system, rather than wage battle right next to your colonies.
Of course, the option is still there to battle at your star bases/planetary defences should you wish.
But if there are no planets anywhere within 50 light years (or whatever unit of distance you wish to use) then its very unlikely the attacker will bother stopping to meet you.
This is where space combat at FTL speeds gets silly. Its also where you can ignore FTL combat and say that FTL doesnt work within a Sun's gravity pull so all combat must be in the solar system and at slower than FTL.
That's what I was thinking
"I think this is where an "approach battle" type battle would be appropriate. You send your defensive ships to meet the enemy at the edge of the solar system, rather than wage battle right next to your colonies."
That's the only battle that would make sense in "open space"; currently, that is considered in the same hex as the planetary system. That makes sense, because you are proactively protecting an asset. But a battle in a nominally empty hex makes no sense.
"This is where space combat at FTL speeds gets silly. Its also where you can ignore FTL combat and say that FTL doesnt work within a Sun's gravity pull so all combat must be in the solar system and at slower than FTL."
I was thinking something similar. Allow a small force to move in on a raid, but a large force could not do it, and would have to move in normal space from the edge of the system.
Open space and marines
ZOC can't work unless there is an implied threat that ships can engage others in open space. We may not like the "physics" but I don't see how this game can work without ZOC, and therefore open space combat must be possible.
Marines: at most, you drop troops to control key industrial and spaceport facilities - it won't take much for that with orbital artillery support. Local populace provides resources to those facilities and "standard methods" are used to transport them off-planet and out of the system.
I like your D-Day analogy - it perfectly supports my argument.
We landed hundreds of thousands of troops in Normandy because we had no other choice at the time for capturing Germany.
We captured Japan, too, and didn't invade with the 2 million troops it would have taken. We just bombed two of their cities and they surrendered. We then put a few tens of thousands of troops on the ground to watch things.
SFU is much more like Japan than Germany. In fact, there wouldn't even be the need for the type of large, standing armies that we have today. It would be pointless, like building a big army when your opponent has "the bomb". After centuries of this, it would become the "norm", the "standard of war" - ground troops are there to fight off raids and slow down capture of key facilities, but planetary control goes to whomever controls the space over the planet.
It almost didn't go that way...
"We captured Japan, too, and didn't invade with the 2 million troops it would have taken. We just bombed two of their cities and they surrendered. We then put a few tens of thousands of troops on the ground to watch things."
And had we leveled Japan, we'd not have extracted any industrial output for a LONG time.
"In fact, there wouldn't even be the need for the type of large, standing armies that we have today"
Well that was my point..... without a huge standing army, it wouldn't take millions of Marines to get the job done...not unless the planet was heavily reinforced.
"but planetary control goes to whomever controls the space over the planet."
There are still severe limits to what a frigate can extract from the populace
"but I don't see how this game can work without ZOC,"
It would work very differently.
Why Japan surrendered
Japan surrendered because they could do nothing but watch more of their cities destroyed (as far as they knew). People will resist when there is even a small chance for victory or survival, but when there is neither, surrender occurs. As brave as Churchill and the British were, if the Germans has used the bomb on an English city, the UK would have surrendered.
"In fact, there wouldn't even be the need for the type of large, standing armies that we have today"
Well that was my point..... without a huge standing army, it wouldn't take millions of Marines to get the job done...not unless the planet was heavily reinforced.
...nor would you have the large standing assault force to take the planet.
I don't think you are getting the point I'm making...
"Japan surrendered because they could do nothing but watch more of their cities destroyed (as far as they knew). "
You've threatened the planet to "surrender". Now how are you going to get all the resources? How do you know you are getting your cut? How do you know the planet isn't holding out, building new weapons, etc?
You can't enforce your will indefinitely from a frigate in space.
You'll note that after Japan surrendered, we DID occupy the country. We didn't just sit offshore and threaten nuclear annihilation.
We still needed boots on the ground to back up the threat of force.
The Frigate
Yeah, a Frigate is not going to effectively garrison a major planet. No argument there.
What I am saying is that a Large Troop Transport Freighter and a Cruiser Squadron CAN effectively garrison a minor planet. The Cruisers eventually get replaced with orbital facilities. With the ship's scanners, its not going to tough to find out if the planet is "holding out" - if you can find a single person on a planet with transporter scanners, its kinda tough to hide anything. Hold a few key families hostage, guard a few key communications and other facilities, and you're good to go.
And yeah, we did occupy Japan (as I mentioned), but with what was, for all intents and purposes, a token force. And the threat of more bombs was always there (at least until we both had other enemies to worry about).
And again, we do have the "real world" example of how the Hydrans were conquered in the SFU.
There are cultural reasons....
"but with what was, for all intents and purposes, a token force."
For this. Once they emperor said that's it, the people were not likely to revolt.
"And again, we do have the "real world" example of how the Hydrans were conquered in the SFU."
But that's just it. It's not a real world example. It's fiction, so it will work any way the author wants, whether it makes sense or not.
To approach it another way..
..do you really think adding planetary assualts is going to add anything to the game?
Really, if I can get away with small marine spends to control colonies (provinces) and get their income, when it comes to minor and major planets, my primary goal is to remove the ability for my enemy to gain advantage from those planets (repair, resupply, economy). I can do that without sending a 10 milllion man invasion force. So, we could build in pages of rules into our theoretical F&E replacement, but who would actually use them? Who is going to buy the men and ships in an attempt to spend multiple turns trying to conquer a planet as opposed to spending that same time and income removing/degrading the ability of the enemy to fight?
I'll add that you may think the Japan thing was purely cultural, but I doubt if even Americans would fight back in a similar situation. Enemy destroys 2 major cities with an unstoppable weapon and demands our surrender, with assurances that if we do, they won't use the weapon again. Yeah, we'd surrender and as long as our people weren't getting abused, they were getting fed, etc., we'd be trying harder than the enemy to stop "resistance strikes". Its easy to talk about resistance, but when resistance consists of trading the lives of a couple dozen enemy marines for a couple dozen MILLION of your own people, you get cowed pretty quickly, especially when you can otherwise live your lives pretty much as you did before.
I do...
"..do you really think adding planetary assualts is going to add anything to the game?"
Very much so, IMO.
Colonies are a good source of raw materials and perhaps R&D, but in my mind, real industrial output would come from larger worlds
"my primary goal is to remove the ability for my enemy to gain advantage from those planets (repair, resupply, economy). I can do that without sending a 10 milllion man invasion force."
I don't think a 10 million man invasion force is needed. But in addition to hindering your enemy's ability to wage war, it is highly beneficial to be able to improve one's own ability to make war. Being able to make use of resources in situ is, to me, highly superior to taking the scraps from a world at gunpoint. Capturing useful territory along with its workforce has been a major aim of wars since we have recording of wars. Otherwise, one would just exterminate the local populace and replace it with one's own.
"I'll add that you may think the Japan thing was purely cultural,"
I don't think its only cultural, but I think it's a big part of it. Various resistance movements in other parts of the world suggests that it is common, and that's even with occupying forces.
"but I doubt if even Americans would fight back in a similar situation"
In the most heavily army nation in the industrialized world???! In a nation where some people hold dear a motto "they can take my gun when they pry it from my cold dead hands"?
I don't think Americans are any less likely to fight back than the Iraqi insurgents.
On a purely gaming level, you don't think marine invasions would be fun?
No, I don't think marine invasions would be fun
Picturing this new game, a streamed down counter mix, with squadron level counters and faster combat, with some cool strategic things like R&D, espionage, diplomacy, commando raids, etc., the overall purpose of the game would still match F&E: i.e., defeat the other side.
So, if I'm the Klingons, I'm not going to spend the time and money to physically conquer the Kzinti capital once I've neutralized it. It would likely take me at least a couple of turns of production to earn back the cost of the resources I'd spent to capture it and that doesn't account for the opportunity cost of spending and maintaining resources there instead of against other, more active targets. I would instead destroy their military and production facilities, keep a blockading force and then go attack the Feds and/or finish off the Hydrans.
Yeah, in theory, getting more Econ Pts for capturing a planet is nice, but if I've got to spend a bunch of points to do that, ON TOP of neutralizing the planet, plus extra game time to do it, plus risk that my initial assault might fail (so not only are those points wasted, I've got to start all over with the time & money spend), then yeah, its not worth it.
I'd be all for something abstract, like:
Captured Province: garrison with at least a frigate squadron to get 1 EP revenue -OR- deploy 1 marine battalion to province (denote by replacing the CAPTURED counter with an OCCUPIED counter). After 2 years, an OCCUPIED province transitions to OWNED.
Captured Minor Planet: garrison with at least a destroyer squadron to get 1 EP revenue -OR- deploy 2 marine battaltions to planet to occupy. After 3 years, transitions to Owned.
Captured Major Planet: garrison with at least a cruiser squadron to get 2 EP revenue -OR- deploy 3 marine battaltions to Occupy. After 5 years, transitions to Owned, with revenue of 1 less than original output.
But actual battles - spend/risk for a chance to get an extra couple EP from an opponent who can't effectively use that resource anyway? I'm just not seeing either the strategic justifiction nor the "gaming fun".
Americans and their guns
Remember Independence Day? Faced with an opponent we couldn't defeat, we were all for negotiating cessation of hostilities. It wasn't until we discovered that all they wanted was our deaths that we began desperate measures for resistance. i.e., we had nothing to lose.
The Germans were moderately effective with reducing resistance efforts in WWII by killing civilians in retaliation for attacks. Even that was usually a 10 for 1, or at most a 100 for 1 retaliation number. When that equation becomes "for every one of our men who is killed, we destroy a city", the will of the population as a whole to resist quickly goes away; individuals might be willing to take the chance, but when everyone around you who is not AS committed feels you're risking THEIR life, friends will be hard to find.
Historically, mankind has been relatively ok with changes in leadership; as long as their basic way of life is unchanged, most people don't care. In this case, if they have local leadership, they have their jobs, taxes aren't higher, if the ONLY difference is that instead of shipping out resources to their own empire, they go to the enemy, people may grumble, but they're not going to get millions of their countrymen killed to make a small point.
I'll again agree with Andy...
Marines should be highly abstracted; I expect most people would find the record-keeping outpaces the fun otherwise. Consider a "marines" expansion, so to speak, if you want to further develop that system. But I think the base game should have a highly abstracted (if any at all) sector/planet control. Then your biggest problem will be making sure the detailed version in the marines expansion adds flavor and detail without altering game balance.
VBAM Games
To answer your earlier question, Joe, VBAM is tabletop, and would probably lend itself well to PBEM I would think. Check out the line here: http://www.vbamgames.com/
I'm not sure that a lot of record keeping is needed
"I expect most people would find the record-keeping outpaces the fun otherwise. "
I agree that record-keeping should be kept to a minimum. I'm not certain marines would require a lot of record keeping.
What is your opinion on marines in general, keeping in mind that planets, and not provinces, would be the basis for the economic system?
Isn't that the case...
"Yeah, in theory, getting more Econ Pts for capturing a planet is nice, but if I've got to spend a bunch of points to do that, ON TOP of neutralizing the planet, plus extra game time to do it, plus risk that my initial assault might fail (so not only are those points wasted, I've got to start all over with the time & money spend), then yeah, its not worth it."
...with space battles as well? You always have to spend resources to defeat the enemy, and risk units and risk defeat. Why is this any different?
Is it a matter that you prefer space combat to ground combat?
"Captured Province:"
Well, I wouldn't have provinces, which is another reason why I don't have reaction movement; nothing worth fighting over in the void.
I'm also envisioning the payoff for actually capturing a world to be significantly great than threatening it from space. I can't see how you can own a world you don't occupy
I could see both the "give me all of your stuff or we'll kill you all from space" and the "I'm going to stand next to you on the ground with a gun and make you give me ALL of your stuff " as viable, in the context of a player's strategy. One would yield more EP, one would be faster. Dependent on the player's style.
Thoughts?
Why no provinces?
That's a BIG stretch. The fact is, for empires this size, a significant portion of the economy is going to come from planets much smaller than what is considered a "minor" planet in F&E. I actually think F&E does the smart thing by subsuming the various colonies and asteroid belts into abstract provinces.
You can't have a strategic game AND fight over every 2-bit colony planet.
"...with space battles as well? You always have to spend resources to defeat the enemy, and risk units and risk defeat. Why is this any different?"
Its a risk-reward thing. If you don't act against the enemy fleet, they WILL act against you. Better to fight on your terms than his. However, if you don't conquer a planet, just blockade it, your opponent gets no real benefit, other than tying up a squadron of ships. There's a far better risk/reward scenario for your opponent to try to retake back the planet hex than for you to conquer it.
It's a matter of scale....
I'd actually shrink the scale down, but yes on a large scale I understand the point you are making.
'ts a risk-reward thing. If you don't act against the enemy fleet, they WILL act against you. Better to fight on your terms than his. However, if you don't conquer a planet, just blockade it, your opponent gets no real benefit, other than tying up a squadron of ships. There's a far better risk/reward scenario for your opponent to try to retake back the planet hex than for you to conquer it."
It depends on what the payback for holding it is, compared to threatening from orbit
Scale
Hmmm. I think, best case, we'd need at least 4 "colony planets" per province to represent the distributed resources (so the equivilant of 0.5 F&E EP each), though certainly 8-12 would be closer to being "accurate" (I'm thinking 80/20 rule). For 4 colony planets per province, to avoid having practically EVERY hex have a fixed location (planet/base), you'd need to expand the scale of the F&E Map at least 4-6 times. At that point, we're talking something as big as the Large Scale F&E Map, if not a larger. With that many hexes, and roughly 1/3 the number of "units" (counters), there would not only be a lot of empty space, even on the front lines, but you would be forced to reduce the time scale of each turn. Once we decrease the area per hex and reduce the turn length to 1 month, have we really made the game better? Would the General War take any LESS time to play?
That's why I've been thinking of the following:
- keeping the same scale (both hex and time)
- reducing the counter count through grouping
- reducing the combat length through streamlining
- consolidating the turn sequence
- simplifying the economic process
- adding some "breadth", through diplomacy, research, and espionage; adding game depth without adding overhead or significant time
The goal, IMO, would be to have the ability for a team of experienced players to complete the General War in 10-12 hours. I think increasing scale to allow for individual colony assaults would be counter to that goal.
Planets vs. provinces
One detail I failed to mention is that I envision multi-planet systems being common, rather than just in capitals. So while there would be more planets, the number of notable star systems would not go up proportionally (although it would go up), so I don't anticipate the map getting 4-6 times larger. Remember too that map size, if you are only fighting over planets, is far less of an issue. All those border defenses in open hexes wouldn't exist, for instance... although I could see all significant planets getting at least a BATS.
"The goal, IMO, would be to have the ability for a team of experienced players to complete the General War in 10-12 hours."
Wow, I'm not sure that's even possible, unless the combat and economic systems were reduced to Risk/A&A levels.
I think making it possible to ACTUALLY play it in 25-50 hours (half of what the box currently says) would be a massive improvement; 4-8 hours per player turn are common currently (with 2 player turns per turn x 34 turns)
One of the problems with F&E...
Is that it tries to map a WWII style area-warfare modality onto a map with no real terrain to speak of, and no specific resources to go after. I think the flaw in this is the WWII area-warfare modality.
Ask yourself what the Federation and Klingons are really fighting over, find their real strategic objectives, and go from there. For the most part, conquest for conquest's sake has been a begger-thy-neighbor means of improving your economy, for instance.
Conquest as a means of appeasing a cadre of your own population is a bit more common.
Conquest as a way to control buffer spaces between you and an enemy is approximately as common.
Conquest as a way to acquire newly exploitable resources or territory really hasn't been the modus operandi since the early 19th century.
So - why is conquering territories that generate 1 EP when you hold them and 2 EP when the enemy holds them a viable strategic objective?
Planets and Resources
Joe: I don't think reducing the number of "important" hexes is a viable option. It would greatly reduce the replayability compared to even the current F&E map/econ system.
"Conquest as a way to acquire newly exploitable resources or territory really hasn't been the modus operandi since the early 19th century."
Or 1991 :-)
I agree, Ken
"Is that it tries to map a WWII style area-warfare modality onto a map with no real terrain to speak of, and no specific resources to go after. I think the flaw in this is the WWII area-warfare modality."
Which is why we end up with battles over empty meaningless space
Andy,
"Joe: I don't think reducing the number of "important" hexes is a viable option. It would greatly reduce the replayability compared to even the current F&E map/econ system."
I don't think that's what I'm suggesting. What I'm saying is that you can add more planets without exploding the map substantially. So there might actually be more important individual hexes, not less, but no meaningless open space
Open Space
I guess I've never had a problem with "open space battles" in F&E because I fully understand that they are not open space but are "less important" space than spaces with minor planets, major planets, or bases. They ALL have colonies, asteroid mines and myriad other important features.
Me, I'm perfectly happy with the F&E Map the way it is. My problems have to do with the counter count, game mechanics, and lack of breadth.
Time factor
"Me, I'm perfectly happy with the F&E Map the way it is. My problems have to do with the counter count, game mechanics, and lack of breadth."
It's not that I hate the map as is, the problem is that all those pinning battles and reaction moves add a ton of time, and really slow things down
If you want to be able to play the whole war in 10-12 hours, there is no way to do that and still have reactions, even of sqns.
I agree
I want a game which focusses on battles involving resources. You decide whether or not its worth fighting to defend it. The game will flow back and forth.
I dont want a game where you have pin fight after pin fight which do nothing to further the game.
Even 10-12 hours could be stretched to 20-24 hours and it would still be fine. At the moment its at least 120-150 hours to play a full F&E game and that is without much time wasting at all.
Pinning
You can remove pinning just by removing reaction movement.
Every unit has a ZOC. If you move into an enemy units ZOC, you can move out of that ZOC -OR- into the enemy hex, but you can't move to another hex in the ZOC of that unit. It's still "pinning" of a sort, but much faster. You can also easily add in a "Break-thru" rule where, if the attacker puts enough attack value on an enemy unit, it cancels that units ZOC during movement. You could even say that bases can't have their ZOC removed and unit stacks with a scout require a higher threshold before their ZOC is cancelled. This keeps everything passive by the defender and active by the attacker without any back-and-forth "impulse level" decisions.
From an F&E perspective, this means turn 1 assaults are on the front line bases....only. After that, assuming you made a hole, it's more open.
So, what does this do about open hexes? It makes them important from the perspective of being able to GET to your "real" targets. Making them valuable from an economic perspective actually makes it a bit tougher on the defender then as the desire will be to form their "defense line" in such a way as to protect as many resources as possible, not just the key ones. I consider this a positive thing.
With combat rules that involve most ships in each hex fighting (not the 12 of 200 vs 12 of 400 rule F&E has), big battles will naturally have more casualties. Additionally, the disruption rule, especially as it applies to ships that lose the battle and retreat from an open space hex will provide the necessary "flow". I'm assuming here that ships defending bases would have a higher likelyhood of defending in good order than those fighting in open space.
I agree and disagree
Doing what you said definitely would make those hexes more important, and might make for a interesting dynamic
That said, I disagree with this statement:
"Making them valuable from an economic perspective actually makes it a bit tougher on the defender "
"I consider this a positive thing."
I don't disagree that it makes it tougher on the defender, but I strongly disagree that making it tougher on the defense would be a good thing.
"With combat rules that involve most ships in each hex fighting (not the 12 of 200 vs 12 of 400 rule F&E has), big battles will naturally have more casualties."
Unless the ship balance was changed, that would be seriously detrimental to the alliance; what helps them survive now is kind of a Thermopylae effect; one side is vastly outnumbered, but the "terrain" (in this case, the command limits) makes it impossible for them to get overwhelmed, and they can use superior relative strength to attrite the enemy. I'm not saying it couldn't work or is a bad idea, but the counter balance would have to be seriously scrutinized and rebalanced.....
either that, or bases would have to be made a bit tougher.
What I mean by that is...
"I don't disagree that it makes it tougher on the defender, but I strongly disagree that making it tougher on the defense would be a good thing."
..that you don't want to create a game situation in which there is one clear optimal defensive deployment. You want there to be decisions for the defending player, to make his decisions tougher.
"Unless the ship balance was changed, that would be seriously detrimental to the alliance; what helps them survive now is kind of a Thermopylae effect; one side is vastly outnumbered, but the "terrain" (in this case, the command limits) makes it impossible for them to get overwhelmed, and they can use superior relative strength to attrite the enemy. I'm not saying it couldn't work or is a bad idea, but the counter balance would have to be seriously scrutinized and rebalanced.....
either that, or bases would have to be made a bit tougher."
Yep. We can probably tweak the combat rules to give defenders an edge and give defenders at a base an even bigger edge, but the ship count imbalance is going to have to be addressed.
Still, I don't think its quite AS big an issue, when you add in the diplomatic, espionage, and research features. If the Kzintis and Hydrans can use diplomacy to keep a reserve fleet out of the fight or delay the activiation of the mothball fleets, that would help. If espionage can disable a key supply node required to support an attack. If research can provide the Kzintis with fast drones sooner or the Hydrans with early booster packs, these things too would help even the odds.
i.e., you can maintain a military edge for the Coalition if you balance it with an edge in other areas. The Gorns are obviously better at espionage than the Romulans, who are undoubtedly the most susceptible to "diplomacy" (setting one house against another, though the Lyrans would be a close second), and poorest at research.
Empty Hexes, ZOC, Marines and other
EMPTY HEXES -
Generally, I prefer the idea of F&E "provinces" or of each hex on the map being worth something (even if small). That general preference is the countered by how much the added complexity adds to the fun of the game. To me, the deciding factor is what Andy noted - you do not want there to be one optimal defense/attack strategy. As soon as that happens (and I concede it can be very hard to avoid), every plays the same way and it all comes down to dice. (Sometimes the best way to deal with this is to let it happen and then release an expansion that changes the nature of the game, other times its to develop the game from the outset trying very hard to avoid this issue). Its not a complete answer, but I think it is the only important goal in deciding whether hexes need value - does it make the game more "difficult" (e.g. fun) so that it is worth the exchange in record keeping (not fun). If the game can be developed so that we can have valueless empty spaces, I think that is preferable.
ZOC -
This is exactly the way it should work. The essential elements will be Type (ship, base, scout, etc), Off/Def factor (at a certain ratio, Attacker ignores ZOC), Diplomacy (see below on comments about the "other stuff"), and Special (e.g. cloak, stealth bonus, Displacement Devices, Web, others?).
Marines -
Joe, to answer your question from yesterday, I think marines should be in the game, but I think they should be abstracted. The troop transport ships (which, as others have mentioned are really too small - maybe you should come up with a new unit - and the abstract it into a squadron of support ships - the Planetary Assualt Ship - mainly a huge huge troop transport, one that caries armies, not squadrons), abstracted, should play a roll. As I see it, capturing a planet is an abstracted process that starts when an attacker takes control of a planet hex. Then, based on a number of factors (some of which could be prerequisites - such as the TTS/PAS, above), including Marines, Technology, Diplomacy, and Espionage - the planet hex transforms for controlled, to occupied, to owned, to "native" (e.g. the population is now in full support of the new controlling Empire). This happens over a number of turns that come from a chart or formula factoring in the above listed factors plus (if deemed necessary, some small random factor). That is how I would do planetary conquest.
Other -
Part I - Tech/Dip/Esp.
There are one of two ways I see these handled in games, one is good, one is terrible. These factors (now labeled, collectively, as "Other") should not be random, they should, instead, generate very predicable results (that can have some, small, random component if need be). Example.
Big Klingon Force attacks Federation BATS.
Good Espionage Example:
Klingons spend X resources on Espionage at hex of attack. Before the battle commences, Klinks compare their Esp. Level with Fed counter-Esp level and consider factor based on econ spent by both. A result is found on the Esp. chart and lets say it looks like this - Def at -5 (+/- D6 div. 3 - 1).
Bad Espionage Example:
Same set up. Klinks roll D6 and consult their ESP chart. The result is that the Fed loses 5 Def.
Here is how I see these things all working:
Esp. - Factors, which involve expenditure of resources on both imp. Esp, generally, and applying Esp at a site. These Factors will/can effect space battles, diplomacy checks, dip and tech advancement, effectiveness of "Specials", etc. I see this as the most expensive, least effective, but most flexible "Other".
Dip. - Factors in conversion/counter-conversion of controlled planets. It has no other effect, but as this effect is very powerful (the rapidity with which one gains and loses resources from controlled planets would be significant).
Tech. - Similar to Esp, but always passive. No ability to spend resources on specific targets on a particular turn. These passive effects would be widely ranging. Factors to conv./coutner-conv. of planets, countering/applying Esp., effectiveness of "Specials", etc.
I generally agree
with Pauls' post, though I did have slightly different thoughts on the "specials". I was thinking more along the terms of the following:
Espionage. Pretty much like Paul describes, though some other capabilities I thought of were:
- remove ZOC from a base (sabotaging sensors) for 1 turn. Would be a die roll chance, modified by same-hex ships friendly to base and similar factors.
- reduce repair or resupply capabilities of base/planet (die roll chance, with modifiers)
- reduce research (i.e., hit a lab) (die roll chance, with modifiers)
- reduce diplomacy (die roll chance, with modifiers)
Counter Espionage is a bit trickier. Secret allocation of C-E resources would be most realistic, but would it be worth the paperwork? Alternately, standard levels of C-E are assumed in al Esp die-rolls, but you can pay for extra to protect a particular activity. Secret allocation would be better for that and *should* be minimal enough, paperwork-wise as I doubt it would occur every turn.
Diplomacy. The conversion/counter conversion idea is good. I'm thinking the mechanism would be X EP to buy a die roll (d6) with a set list of activities having a required die roll total in order to obtain. For example, it might take 10 diplomacy points to turn a minor planet "native" in less than the x turn "natural" progression. That 10 DPs may come from 2 good rolls, 3 average ones, or 7-10 bad ones. I'm thinking the following:
- planet conversion (good idea, Paul)
- keep a fleet out of the fight. Yeah, this is a big deal, but would be prohibitively expensive against some fleets (i.e., any fleet on the combat border), but more possible for others (reserve fleets - somewhat, mothball - much more possible). The DP cost would increase every turn of "success" after initial success, requiring constant spend to maintain. Each fleet would be assigned a DP value, in some cases situational ones. Other factors, such as empire being invaded, capital fallen, etc. would impact DP targets.
- change build schedule. Up to pre-defined levels, build schedules could be changed. The Gorn High Command was only historically tight fisted with funding, but maybe Admiral Gr'gosh has special skills in that area.
- hiring Orion mercenaries?
Research/Tech
- generally agree with Paul again here. Perhaps use the X EP to buy a D6 roll and once a certain total Research Point value is reached, you get to roll a random advancement.
- I wouldn't be disagreeable to having some number (3-5?) of "tech trees"; i.e., you can't pick the exact tech, but you could choose to focus research on attack capabilities, defensive capabilities, industrialization, or pyschology/sociology and those RP go only against that area, and you roll randomly to determine which advancement in that "discipline" that you would get. This adds some cool decision points and reduces the liklihood of getting something completely useless (like the Brits getting super subs in Axis and Allies)
Tech Trees
If you want you could start with generic races with similar ships and allow the diversity through tech trees. Some players may like offense so go down that path. Others may like defence. Some may like masses of ships to zerg, others may like less ships but more technically capable.
Though you would need to ensure it was perfectly balanced. But that is always going to be an issue with any game.
The big problem with F&E is it was made to suit a timeline which saw one side start strong, but the other side eventually overtake them.
With this game it can be set up so that both start even and neither side is forced to attack or defend.
Interesting ideas on the espionage...
Currently, the optional espianage rules, IMO, are too strong, and there really is no counter. I like the idea of C-E, based on resource allotment.
Hoju,
I agree re: tech trees. I think having a war that starts out more balanced is better, giving each faction some "gimmick" (special tech, or discount for certain types of tech) is the way to go.
empty hexes
"EMPTY HEXES -
Generally, I prefer the idea of F&E "provinces" or of each hex on the map being worth something (even if small). That general preference is the countered by how much the added complexity adds to the fun of the game. To me, the deciding factor is what Andy noted - you do not want there to be one optimal defense/attack strategy"
Part of my thoughts about empty hexes being meaningless (except that they are a hex to be moved through) is that I am thinking that having a game that results in a lot more combat, with very fast movement phases. Take 10 mins to move, then start blasting each other. The potential would exist for multiple engagements within a system.
I agree with you that record keeping is generally onerous, so it seems to me the best way to do that is to remove as many things as possible that require it. Hexes and even provinces always felt like noise to me. Raids essentially made province raiding worthless from an eco standpoint; you lose frigates that cost 3 EP stopping the enemy from getting two EP... not a good trade (not to mention that he gets the salvage for your dead ship). At the very least, if provinces were retained, I think movement from province to province instead of hex to hex would be better.... it would capture that R&Dot3R feel that Andy spoke of, and get rid of a lot of tit for tat moves, which slow the game down immensely
Here are ideas I'd steal from somewhere else.
1) Take a look at the Columbia Games 'block' games. You get a piece of wood cut in a square (you could also do a hexagon or octagon) with a sticker on one side; the wood is thick enough to stand up on end.
Each damage step rotates the block one place counter-clockwise. I'd do blocks for cruisers, blocks for small boys, and blocks for dreadnoughts.
2) I'd also take a look at Richard Borg's games - Command & Colors Ancients in particular, for the use of specialized dice for attack factors. For example, let's assume four sizes of fleet units: Capital ships, cruisers, destroyers, frigates. Let's assume custom-made d12s.
On those d12s, we have results of:
2 damage steps (We'll call this 'XX')
1 damage step (We'll call this X0)
Forced to retreat (We'll call this UR)
Enemy forced to retreat (We'll call this ER)
Null (We'll call this NN)
Let's say that the dice are as follows:
Capital: XX/XX/XO/XO/XO/XO/XO/ER/ER/UR/NN/NN
Cruiser: XX/XO/XO/XO/ER/ER/ER/UR/UR/NN/NN
Dest. XO/XO/XO/ER/ER/ER/UR/UR/UR/NN/NN/NN
Frigate: XO/XO/ER/ER/ER/UR/UR/UR/UR/NN/NN/NN/
Assume for the sake of argument that we're using square blocks. Each block represents a squadron; specialized blocks could indicate carrier groups.
You move a group of blocks around the map, with the blank side facing your opponent. When they get into the same hex, all forces are revealed, and the strength shown. Strength reveals how many of which class of dice you throw.
The attacker rolls dice for their units, the defender rolls dice for their unit. For every ER or NN result the defender gets, one point of attacker damage is lost. After that, any points generated reduce the defender's strength by one. If the total of attacker ER totals and defender UR totals ever exceeds the current combat strength of the block, the block retreats from the fight.
The attacker declares what squadron is attacking, the defender declares what squadron is defending after seeing what the attacker declares, and combat is resolved squadron by squadron.
General Comments
I'm getting a bit concerned here that we're getting away from our original purpose of "what would we do differently if we were to make F&E all over again" to something between "let's make SFU Axis and Allies/Risk" and "let's make a generic quasi-strategic game." Not that those don't sound interesting, but we'll quickly lose focus if we start cross-posting on different topics.
Tech Trees: My idea here wasn't to genericize the SFU, but to add variety in the game by allowing generation of bonuses within the system, some of which could be explained by early "discovery" of existing SFU technology and others could be explained away by either items not in the scope of existing SFU material (industrial upgrades, for example) or by enhanced training resulting in better quality personnel. i.e., the core of the SFU flavor remains but the strategic level game mechanics can be impacted in a small way.
Balance: I could see starting things militarily unbalanced, but give races like the Hydrans and Kzintis some other bonuses, like some free espionage and diplomacy resources, etc. I'd still like it consistent with the established history, though, even if the results of that "historical start" can vary greatly.
Province-based-movement: I see that as more of an Axis and Allies/Risk model. I'd prefer if we stuck with the classic hex-based model.
Multiple combats within a system: Maybe its just me, but this seems awfully fidly. I'd prefer if all of my combat was obvious, hex based combat. i.e., you move stuff into a hex and roll for combat. Yeah, I could see the result of combat in a multi-system or planet hex being the degredation of one system/planet instead of forcing the defender to retreat from the hex, but from an overall visual "gaming" perspective, it would be the same. i.e., you wouldn't have to move counters off the map to divide them between system 1 and system 2 either literally or virtually.
Raids/Province Control: I suspect that with the change in scale from ship to squadron and the changes to the movement/combat system (ZOC, no reaction), that capturing provinces would be less of a risky proposition. As it would mean committing more resources both to take and to take back, it would likely occur more as part of the overall assault strategy rather than a, "I've got an extra Frigate, what can I do with it?"
Block system: even with reducing the number of counters by a third (and arguably more given the other changes), I don't see this game being able to fit in an affordable and portable Block game.
I like this notion...
"Raids/Province Control: I suspect that with the change in scale from ship to squadron and the changes to the movement/combat system (ZOC, no reaction), that capturing provinces would be less of a risky proposition. As it would mean committing more resources both to take and to take back, it would likely occur more as part of the overall assault strategy rather than a, "I've got an extra Frigate, what can I do with it?""
If I were doing a new game, not tied to SFU, I still don't think I'd do provinces, BUT if provinces exist, then I like the idea that it is an effort, rather than an afterthought
Specific or general?
I'm curious if you guys would be more interested in having the units be more general in scope...as in "fleet strength points", or more specific...as in "fleet contains 3 cruisers, 5 destroyers, etc." ?
If you go with the more generic method, it puts more emphasis on strategic strength as the specific ships don't really matter, only the general make up of fleet. Additionally, it would cut down on the bookkeeping as you wouldn't have to worry so much about all of the various ships and which ships are in which fleet.
If you go with the more specifc method, it adds more detail and therefore more options but it adds a lot more bookkeeping and pieces into the mix.
I'm thinking specific-ish
I'm thinking that you buy squadrons of units - the Feds would buy a squadron of DDs, a squadron of FFs, a squadron of CAs, etc. For carriers and PFs, it would be a CVL carrier group, PFT group (which we'll have to make up to some degree - either 1 PFT and 2 FF escorts or 3 PFTs or some combination). For the Feds, you can likely switch the Klingon border -Gs and the Rom border -Ls interchangebly.
At first brush, its only the Hydrans that you've have to worry about different squadrons of the same class, as the Fus and Hel versions are so different (Hel more attack firepower, but Fus gains some of the carrier benefits of easier/cheaper disruption recovery).
In general, I'm thinking each squadron is, by default, 1 leader version and 2 standard versions. You could then buy "class-specific" upgrades, such as Scout, Marine, Bombardment - represented by a counter that goes on top of the squadron. Each squadron could have only one upgrade as it represents replacing one of the standards with the variant, albeit in a very abstract manner (i.e., I'm actually thinking no change to unit attack/defense, they just gain the benefits of having that "upgrade".
I'm thinking maybe too that any "upgrades" are lost if a unit is disrupted.
Size class 2 ships could either be done as separate builds (1 ship to 1 counter) or we could do a "Dreadnaught group" with 1 DN and 2-3 escorts, similar to carrier groups (which will naturally have some of the SC2 ships).
Capital ships
"squadron of CA"
I still think capital ships (CAs and larger) should be individual units. They are too big, too important to be in sqns. DDs and FFs, absolutely
"For the Feds, you can likely switch the Klingon border -Gs and the Rom border -Ls interchangebly. "
Currently, there is no distinction.
So basically you guys still
So basically you guys still want a large quantity of pieces to be available in the game, a large variety of options for ships to be available, and essentially more complexity.
Kind of a like a World In Flames version of SFB. (Not sure if any of you are familiar with that game)
Captial Ships
Joe, one of the big reasons a bunch of us don't play F&E is because of the large number of counters. Having ships as small as cruisers as separate units goes a long way to defeating that purpose; that's why I'm even half proposing having DNs be in DN groups (with escorts), not as separate units.
Grimace. I think current F&E is like World in Flames - I am striving to go for more of a Rise and Decline of the Third Reich level of granularity. While I'm still proposing having scout and marine variants, it's much less complex and a much smaller counter mix to have generic "scout" counters that get added to a squadron unit than having to produce separate stats and counters for every variant.
As "small as"
"Joe, one of the big reasons a bunch of us don't play F&E is because of the large number of counters. Having ships as small as cruisers as separate units goes a long way to defeating that purpose; that's why I'm even half proposing having DNs be in DN groups (with escorts), not as separate units."
Cruisers are in short supply in F&E (unless you are the Klingons). And they are the basic ship. We don't see BBS in F&E until T15 at the earliest, and we only see 3-4 tops in a game. DNs are in VERY short supply. Most empires start with only 2, and produce at most 1/yr
Over half the ships currently in the game are FFs & DDs
I can see putting CWs in sqns, but to me, CAs in sqns would not be granular enough. (CWs aren't capital ships)
You're still looking at a 65% reduction in counters, leaving CAs, DNs and ultrarare BBs as singles.
It's something to look at
Until we begin looking at the new fleet compositions, and get a better idea of the combat system, and the effect of command rating on it, it's probably too early to make a decision.
My initial thoughts are that, if CAs are needed as command units, to spread out both their strength and command benefits across more hexes, then it makes sense to have them be single units. If, however, they end up just being used primarily as combat units, then the cost-benefit, from a game enjoyment and management perspective, just isn't there.
CAs
The Kzinti's start with 20 CAs
The Hydrans with 17
The Lyrans with 19
The Feds with 24
The Roms 22, counting SUP-As
The Klingons with 28 D7s, 21 D6s (which are technically CLs, and not CAs)
Gorns with 9 (excludes the 15 CLs, which would not be individuals)
This counts CCs, but does not count mothball fleets or the Klingon IWR
139 ships.
Fewer counters could be good, but do you want a R&Dot3R type strategy game, or Risk? It's not like that game has 10 counters.
I have a question about the "too many counters" feeling. Is it too may counters, or too much fiddling with counters?
Too many counters
means too many counters. A single ship scale is not appropriate for a game of this scale. It would be like playing WWII with BN level counters.
For starting fleets alone, we could reduce the number of counters by over 80 if we had CA squadrons instead of individual CA counters. Really, do the Klingons need 28 individual D7 counters or could 9 D7 squadrons do the same thing?
That doesn't tell me anything.
"Too many counters means too many counters."
I"m' trying to ascertain what metric you are using to judge "the right amount" of counters. I'm not saying your are wrong, I'm trying to understand
Plus the D5s and NCLs
9 a turn for the Klingons, 12 a turn for the Feds.
If you play a cautious game you can quickly end up with 500 or 600 counters in play. Especially if you break apart F5Q and carrier group counters.
I agree
Having a counter for every heavy cruiser is going a little overboard. I could maybe see it for a dreadnought (even though I'd rather not even have that). I'd almost certainly allow a battleship to be an individual unit, as they possess enough power in themselves to match a squadron of other ships.
I was rattling about some ideas for types of units and randomly came up with these for a more strategic sense that isn't so detailed as to be worried about individual heavy cruisers or even dreadnoughts.
Destroyer Squadrons - light ships like destroyers, heavy frigates and some light cruisers
Strike Squadrons - strike cruisers, war cruisers and usually a mix of some lighter ships
Battle Squadrons - heavy cruisers, battle cruisers and a mix of lighter ships
Carrier Groups (Light, Strike, Heavy) - varying levels of fighter power and inherent power of carrier group escorts
Convoys - just the freighters and possible escorts
Invasion Squadrons ( troops for taking planets) - troop transport ships, war cruisers, light cruisers
PF Groups - PF Tenders with the PF power and possibly an escort ship or two
Patrol Detachments ( scouts/light combat) - less of a combat unit, more for scouting, would only have scouts and maybe some fast vessels...possible use of fast cruisers
That boils things down to 10 different pieces that could be used. Combining them into a named fleet allows a coalescing of power into one location. Otherwise it's individual groups flying around waging very small battles. Combine it into a fleet (Federation 3rd Fleet, for example) you could have it be made up of 4 Destroyer Squadrons, 1 Heavy Carrier Group, 1 Invasion Squadron, 3 Strike Squadrons and 5 Battle Squadrons. Then, as the fleet engages an enemy, it has all of that power to utilize against a smaller enemy force (unless it's going against an enemy fleet) and when the fleet takes losses it's either losing steps in the power levels of squadrons or it's losing a squadron or two but still has a lot more power left in the overall fleet.
I feel that a situation like that would be more strategic in its use and not be too heavy on counters and not be too fiddly with "which cruiser did I lose" or whatnot.
Those aren't CAs
"
9 a turn for the Klingons, 12 a turn for the Feds.
If you play a cautious game you can quickly end up with 500 or 600 counters in play. Especially if you break apart F5Q and carrier group counters.
"
In my earlier post, I limited capital ships to cruisers, battlecruisers, and battleships. CWs are not capital ships, by my definition.
"Having a counter for every heavy cruiser is going a little overboard. I"
Uh, that's what there is now.
". I'd almost certainly allow a battleship to be an individual unit, as they possess enough power in themselves to match a squadron of other ships."
And there are only 3 or 4 that appear in the entire war.
"and not be too fiddly with "which cruiser did I lose"
That is not an element of F&E now.
I know
(("Having a counter for every heavy cruiser is going a little overboard. I"
Uh, that's what there is now.))
I know that's what there is now. That's one reason why I don't play F&E. Too much stuff. It's a theater level game in terms of units and strategic level game in terms of scope of range, amount of income and number of ships. That just isn't what I consider worthwhile.
If I wanted the unit breakdown the way it is now in F&E, I'd want the game to revolve around the events on one battlefront. For example, between the Federation and the Klingons. That front. I'd lop the map off a few spaces back from the front, cut off the map above the Klingons and "east" of the Tholians. I'd just have everything take place between the Feds and the Klingons using the piece combination and combat resolution they've currently got in the game.
I feel that, based on what *I'd* want in the game, the amount of units would need to be drastically cut down, the combat would need to be changed substantially, and there'd need to be other more strategic concerns to be included to offer more than just a simple who-can-outspend-who endeavor.
((". I'd almost certainly allow a battleship to be an individual unit, as they possess enough power in themselves to match a squadron of other ships."
And there are only 3 or 4 that appear in the entire war.))
This is precisely one of the reasons why I'd allow individual units for them. Very few added pieces to deal with.
(("and not be too fiddly with "which cruiser did I lose"
That is not an element of F&E now.))
It may not be now, and the reason I mentioned it is because I wouldn't WANT it to become an issue.
I'm just looking for alternatives to the general monstrosity that is F&E. It's not a game that can be played in one sitting, let alone two sittings (from what I've heard, since I've not actually played a full game of it). I'd like it to be trimmed down substantially, for combat to be sped up, for there to be other options besides combat, combat, combat (yes, I know it's a combat game, but I'd still like a little variance of some sort) and for the rules to not have the terminology "coefficient" anywhere in them.
But hey, that's just me.
They're called sector scenarios
"If I wanted the unit breakdown the way it is now in F&E, I'd want the game to revolve around the events on one battlefront. For example, between the Federation and the Klingons. That front. I'd lop the map off a few spaces back from the front, cut off the map above the Klingons and "east" of the Tholians. I'd just have everything take place between the Feds and the Klingons using the piece combination and combat resolution they've currently got in the game. "
Most of the scenarios are broken into sectors exactly the way you suggest.
"the combat would need to be changed substantially"
What would you like to see, combat-wise?
"for there to be other options besides combat"
What kind of things would interest you?
"and for the rules to not have the terminology "coefficient" anywhere in them."
I agree with that. While there is a chart in the book that will do the math for you, it's still not the best way to do it
The biggest problem with CA sqns...
Would be dealing with losses. As I mentioned, there aren't nearly as many CAs/CCs as thre are for the smaller classes. Having to take a whole sqn of cruisers as damage would likely result in cruisers becoming irrelevant, as they are produced in much smaller numbers.
operation, not combat strength
is what should matter.
CA's do actually roam space alone, according to SFU "history" - even during the general war.
DNs and CVs and BBs (etc.) do not. I see no reason to create a single counter to represent a single unit that never deploys on its own. Abstract the escorts/fleet into those counters.
If, otoh, a ship is expected, in the context of the game, to operate alone, then give it its own counter. The size of the ship is not what should decided it.
Until more of this game gets flushed out, I don't you can make a call on what ships should be alone or not.
Just because its in SFU...
Doesnt mean you need to have it for F&E. Does F&E (or an F&E style game) need to single units doing one-off things?
Sure, you can keep raids and let raiding ships do those things. But the game shouldnt ever really come down to 1-on-1 battles. But I really dont think you need to worry about single ship combat type encounters.
Certainly dont need carriers or escorts as single counters. I dont think CAs/BCs (except perhaps Lyrans who are more BCH) should be. The only ones in my mind would be the fleet leading ships like DNs and BBs. Maybe Fast Ships, maybe X Ships, maybe special ships, or maybe they can be dealt with separately.
I didn't say it did
The two important lines are :
"I see no reason to create a single counter to represent a single unit that never deploys on its own."
and
"If, otoh, a ship is expected, in the context of the game, to operate alone, then give it its own counter."
The conversation seems, so far, to be about what *size* ship needs its own counter. I don't know why that question is even being asked. What needs to be decided is, in the context of the game, will Ship X operate alone sometimes or will it always operate as part of a squadron - or even fleet?
In particular, you seem to be falling into the same trap - "The only ones in my mind would be the fleet leading ships like DNs and BBs." Why? Those are the last things that need their own counter - they lead fleets. They never operate on their own. So they never need their own counter.
otoh, if a 50 BVP police ship - in the context of the game - does operate on its own, then it needs its own counter. (Just like the CA above, I emphasize this is just an example or a "what if" - it is not an argument for why POL need their own counters - just as my previous post was not an argument for why CAs need them). The size of the ship has no bearing.
Figure out the mechanics of movement, combat, builds and other ship operations and from there it will become clear what needs its own counter. Then you can figure out what sort of counter situation you are in, decide if that is acceptable to your expectations and adjust the rules if it is not. But starting from "Ship X needs its own counter" is backwards.
Maybe...
You want the ability to move the big ships around to create new fleets. So you have 3 or 4 "squadron" counters of different kinds being led by the DN/BB.
You could go for "Troop Ship" squadrons for special attacks against planets. "Mauler Ship" squadrons for special attacks against bases. "CW" squadrons for cheap repair bills, "CA" squadrons for a bigger punch, "FF" squadrons for absorbing damage/allowing the main fleet to retreat, etc.
If the game came down to having POL v POL battles using single ship combat rules then it would be just as bad as the current F&E.
To fix this there should be a minimum number of ships required to garrison a planet. Maybe 3xFF for one of your own. 3xCW or 6xFF for a captured planet.
A few big battles a turn and a few small battles a turn would allow a lot of options for offence and defence so you wouldnt be losing a lot of flavour. Just a lot of mind numbing pointless battles (given pinning battles are already being taken out - which is a good thing).
Currently...
"Doesnt mean you need to have it for F&E. Does F&E (or an F&E style game) need to single units doing one-off things?"
you would need at least to maintain individual ships for special units (scouts, maulers, fast ships)..... unless that dynamic was dramatically changed.
I could see troop ships in a sqn. That would actually be more in line with my earlier notion that you ned a decent amount of marines to conquer a world (as opposed to extorting it from space or blockading it).
As for DNs/BBs, as Hoju said, since these are very limited ships that lead fleets, it would be impossible not to have them as individuals, as some fleets would have them, and others may not. I don't see how you could incorporate a DN into a fleet otherwise, since the other ships in the fleet already have their own sqns. Where/how would you embed them?
And on that score, we're talking literally about less than 20 units on the whole map.
One other thing I'd like to point out is that once the movement options are limited, the volume of counters is a bit less onerus, simply because you don't have a lot of individual groups moving separately. If a stack has 2 or 20 counters is fairly irrelevant if you are using a fleet marker to designate it. It can be an issue in combat, but we're already reducing the counters by about 70% by making sqns, and if the combat is streamlined, I think most of the issues go away....
Pinning alone is probably 40% of the slowness of the game.
One question I have regarding sqns. How would one be able to do conversions? If the smallest qnty of ships (for most types) is 3, that pretty much precludes allowing the players to convert existing ships, only to make variants as new. I'm not saying that is bad (it would simplify production quite a bit), but I just want to see if that's something you've considered, and whether or not that affects your view.
The other problem with making CAs parts of sqns is that most empires only build 1 per 6 month player turn. How do you build a new sqn? It's not an really issue for FFs, DDs, or CWs that get (may) get produced in at least groups of 3 already. But I don't see how a ship that you only make 2 of a year (and 1 per turn) could be incorporated into a sqn of 3 ships, ot even 2.
Fleet Markers
I'd just like to point out that if we STILL need Fleet Markets, we've failed.
I'd write more, but I think that statement stands pretty well on its own.
That's fine...
But what of the other points?
Other comments
Some random comments, in no particular order.
I'd prefer not to have generic "invasion units", etc. I'd like to keep some of the flavor of the SFU by having both names and combat characteristics based on the SFB units. i.e., a LN squadron will have different characteristics than a Lyran DD squadron. I think we'd be ok making the squadron upgrades (scout, marine, etc.) generic in both cost and ability (i.e., a Scout upgrade to a DD squadron cost X and has Y effects), but I'd like the core racial flavor maintained. [Modular Rommies would likely have their own cost chart for ugprades]
Conversions. Some conversions would be handled by the new "upgrade" mechanic. Others (Lyrans DD to CW for example) would be limited at least a bit. Keeping SC2 units (and perhaps BCHs as well) as single units will help (though even if as squadron counters - flag plus escorts, the overall "counter" conversion would still work). For some others, we could create some "combo" rules. i.e., CA + FF + x points = CV + CA.
Tugs. I'm thinking Tugs should be separate, though wouldn't be hurt by the Escort mechanic (i.e. TUG = Tug+FF+FF).
Pols. No counters at all. Their presence can be built in to rules, such as province capture and control, defensive ability of planets, etc. Perhaps built into CONVOY counters as well (i.e., CONVOY = 6 x F-L, 2 x Pol).
Conversions and such
"Conversions. Some conversions would be handled by the new "upgrade" mechanic. "
I'm not sure what you mean by that. Could you elaborate?
"Others (Lyrans DD to CW for example) would be limited at least a bit."
Would whole sqns upgrade at the same time?
"I think we'd be ok making the squadron upgrades (scout, marine, etc.) generic in both cost and ability (i.e., a Scout upgrade to a DD squadron cost X and has Y effects),"
Would that be allowed multiple times, or once for each modification per sqn? Or one mod per sqn of any type? I can see the former two being difficult, and requiring lots of special counters
"For some others, we could create some "combo" rules. i.e., CA + FF + x points = CV + CA."
Did you mean CV + FFE?
"Tugs. I'm thinking Tugs should be separate, though wouldn't be hurt by the Escort mechanic (i.e. TUG = Tug+FF+FF)."
It could get tricky, although it might be best to limit what tugs can do, or make CV tugs a modification/conversion, with a CVT getting a sqn of FFs as escorts, and the group together would get one counter.
"Pols. No counters at all. Their presence can be built in to rules, such as province capture and control, defensive ability of planets, etc. Perhaps built into CONVOY counters as well (i.e., CONVOY = 6 x F-L, 2 x Pol)."
I'm all for that. I consider POLs to be noise. At most, you could have generic POL counters to use during combat to account for the POL.
What about CAs? I didn't see a response on that score.
Lemme 'splain
----> "Conversions. Some conversions would be handled by the new "upgrade" mechanic. " I'm not sure what you mean by that. Could you elaborate?
Some conversions are converting a stock ship to a variant. That would be handled the new Upgrade mechanic. For example:
-spend X to buy a DD Scout upgrade. This allows you to add a "Scout" counter to any DD squadron at an appropriate upgrade facilility.
- would also work for Marine, Bombardment, also perhaps SFG, Mauler.
General idea is that Stock squadron = Leader + 2 standard, whearas Stock + Scout = Leader + Scout variant + standard.
----> "Others (Lyrans DD to CW for example) would be limited at least a bit." Would whole sqns upgrade at the same time?
Yes. Class upgrades would be squadron at a time. We'll have to look at balance here, but that's the "starting point."
----> "I think we'd be ok making the squadron upgrades (scout, marine, etc.) generic in both cost and ability (i.e., a Scout upgrade to a DD squadron cost X and has Y effects)," Would that be allowed multiple times, or once for each modification per sqn? Or one mod per sqn of any type? I can see the former two being difficult, and requiring lots of special counters
One upgrade per squadron. At its core, a squadron has a leader and at least one standard. The third ship can be a standard model or one of the variants.
---->"For some others, we could create some "combo" rules. i.e., CA + FF + x points = CV + CA." Did you mean CV + FFE?
No. I'll use brackets to denote counters. It would be [CA] + [FF] + x points = [CV] + [CA]. Or, in other words, the Frigates get rolled up to become the escorts for the CV, which is a converted CA. The cost involves the upgrades and replacing the CA hull in the [CA].
----> "Tugs. I'm thinking Tugs should be separate, though wouldn't be hurt by the Escort mechanic (i.e. TUG = Tug+FF+FF)." It could get tricky, although it might be best to limit what tugs can do, or make CV tugs a modification/conversion, with a CVT getting a sqn of FFs as escorts, and the group together would get one counter.
That all points me to having each [Tug] be a Tug + Escorts. It makes them more durable for standard missions and provides ready made escorts for CV groups. For mission specific pods, I would just use the same mechanic that squadrons use; i.e., scout counter, carrier counter, marine counter, battle counter, etc., though with costs unique to the Tug and with more flexible rules around deployment (similar to the rules for modular Roms). [i.e., standard squadrons can get an upgrade marker only when at X locations whereas modular Roms and Tugs can get upgrade markers at X and Y locations]
-----> I'm all for that. I consider POLs to be noise. At most, you could have generic POL counters to use during combat to account for the POL
I'd even go one further and build them in, abstractly, to the values of bases and planets.
----->What about CAs? I didn't see a response on that score.
I've nothing more to add at this point. I still don't see a strong argument for having them be single counters. At this point, the only driver, to me, would be if they needed to be separate for their command rating to be spread around more battles, and at first blush, seeing the fleet sizes and expected counter count and make-up, I don't see that being a big need.
Thanks for 'splaining
---->"Some conversions are converting a stock ship to a variant. That would be handled the new Upgrade mechanic. For example:
-spend X to buy a DD Scout upgrade. This allows you to add a "Scout" counter to any DD squadron at an appropriate upgrade facilility.
- would also work for Marine, Bombardment, also perhaps SFG, Mauler."
This was not clear before. You didn't mention the part about the upgrade counters. Now I get it.
I think its a decent idea, although that may give you a lot more counters than you may want as well.
---->"No. I'll use brackets to denote counters. It would be [CA] + [FF] + x points = [CV] + [CA]. Or, in other words, the Frigates get rolled up to become the escorts for the CV, which is a converted CA. The cost involves the upgrades and replacing the CA hull in the [CA]."
The way you noted it, it didn't look like you were replacing a CA, but adding one.
---->"That all points me to having each [Tug] be a Tug + Escorts."
I'm OK with that. I'd even be in favor of removing some of the tug combat missions; I always hated magic tugs... they do too much, IMO
Based on your responses, I think for the Roms you could give them X number of free upgrades per turn to simulate the modular ship effect (which is poorly represented now)
---->"the only driver, to me, would be if they needed to be separate for their command rating to be spread around more battles, and at first blush, seeing the fleet sizes and expected counter count and make-up, I don't see that being a big need."
I think that is because you don't have much (if any) experience playing the game. Even with the changes you are advocating, there will still be the need for command ships. If anything, with more battles, there is even more of a need.
----> Question for you Andy. Are you still in the Baltimore area? (I seem to recall that's where you are, but I could be completely wrong.
I would be interested to sit down with some counters and play a turn and see what kind of results we'd get.
Command Ships
On the CA/command ship issue, with command rating no longer being a determining factor for how many ships you can use, I don't see it as being as critical. As combat will now be (pretty much) every ship in the hex fighting, we'll have to give different advantages for command rating - perhaps it effects how many ships you can keep out of combat? perhaps it effects the combat results if you have a higher rating than your opponent? We have time to work out the details, but I'm not envisioning being led by a CL squadron instead of a CA as being anywhere near the determinent that it is for current F&E. Yeah, perhaps an extra unit gets disrupted if you lose, or perhaps you can't coordinate your (abstacted) pursuit as well, so one fewer enemy units gets disrupted, but it won't create the type of key advantage that CR does in F&E's combat system.
Yeah, I'm still in Baltimore.
That still doesn't address...
"On the CA/command ship issue, with command rating no longer being a determining factor for how many ships you can use, "
The issue issue that most empires are only able to build 1 CA/turn. How can you possibly build a sqn if it takes 2 turns to build the necessary ships?
Build rates will change
Yeah, with squadron level counters, build rates will have to change. Perhaps instead of 1 CA/turn, it becomes 1 [CA] per year. We'll just have to work it out.
Conversions
1. are they needed?
2. if they are needed, keep them at a squadron level.
Or, as above use the counters to signify that the fleet has specific ships in it, so gets those bonuses to combat.
Conversions and build rates
1. yes, on some level
2. adding counters to account for them defeats the purpose to some degree.
re: build rates
I'm not sure I like that solution. Actually, I know I don't.
Build rates and Conversions
Joe. If we tie ourselves to the F&E build rates, we have little hope of improving the game. Their granularity and "fidliness" are additional contributors to the current unplayability.
Look, at its core, the basic purpose of the build rates is to limit both the large ship hulls and the fleet size of larger economies. That can be accomplished with a more basic, simplistic system. Something as simple as "Each year, you can build any two of the following: [DN], [CA], [Tug] and both cannot be built on the same turn."
Yeah, the upgrade mechanic adds some counters, but it serves a few purposes. First, it naturally limits variants to 1/3 of total hulls of that class. Second, by having them removed with disruption, it limits their long term use. Third, it's easier to look through a stack of counters for one that says "Bomb" than to find that one F5D. Fourth, they're not a direct contributor to combat factors, so the counting aspect is still reduced.
Build rates
One big problem is the SFU timeline which says the Coalition built up huge numbers then attacked and nearly beat the Alliance, then the Alliance built up their numbers and counter-attacked and nearly beat the Coalition.
If you stick to this then you are going to encounter all the F&E problems where one side vastly outnumbers the other.
If you start from a more neutral position where either side (or both) can be the aggressor and sides start much more even then either side can do well quickly.
Though then you get an issue with having an even number of ships, one side playing aggressively and throwing a lot of ships in to attack, losing, and then having nothing to defend against the counter-attack. So maybe you also need to tone down the defensive capabilities of bases/planets/PDU/monitors/etc.
I disagree
"Joe. If we tie ourselves to the F&E build rates, we have little hope of improving the game. Their granularity and "fidliness" are additional contributors to the current unplayability."
"Little hope", to me, is a gross overstatement. Most ship classes are built in multiples of 3s, the notable exception being cruisers.
"current unplayability."
Again, I have to disagree with the statement. Lots of people play and enjoy the game now. That's not to say it can't be improved; obviously it can. But to say it's unplayable is not an objective statement, but a subjective one. Certainly, you find it "unplayable", but it's a stretch to say that it cannot be played.
My caution is that doing the things we agree one, in itself, would result in a substantial (70% or more) reduction in counters. I'd want to play that version first, before throwing out even more. I've played the game enough to know that too many changes at once could result in an unplayable game, for other reason.
Also, since R&Dot3R is the bench mark, I'll point out that that game is not without a fair number of counters, rules, special circumstances, etc. R&Dot3R is a good target. F&E Risk, to me, would be so dumbed down as to not be worth playing. I'm sure there is a balance between F&E2K and F&E Risk
"One big problem is the SFU timeline which says the Coalition built up huge numbers then attacked and nearly beat the Alliance, then the Alliance built up their numbers and counter-attacked and nearly beat the Coalition.
If you stick to this then you are going to encounter all the F&E problems where one side vastly outnumbers the other."
I agree, Hoju.
Counters
If 70% reduction in counters is able to reduce the time required to play the game by 70%, then I would love it.
If people are worried about game play and evenness... how even is the current game? Does the Coalition win more than the Alliance? How often at Turn 12 or Turn 14 do you know for sure how things will be at Turn 28 if you decide to stick it out?
The idea of spending an extra 80 to 100 hours on a game which was most likely over a lifetime ago (given how long it takes to play a game) probably keeps people away. Or even if they play, they probably call the game at T12 even when it may not be a forgone conclusion, simply because they dont want to waste months and months on a small chance of being wrong.
So ultimately F&E is a game of Klingon invasion, aided a little by the Lyrans, and perhaps a lot by the Romulans. If it goes well, or, if it goes bad, it still ends long before the Alliance starts a counter-attack, and long before you get to play with X Ships and PFs.
Im not so fussed about counter reduction by itself. But if this, combined with new rules on combat make for a much quicker game, then Im all for it. Afterall, how much easier to playtest would the game be? It would be near impossible to do a worse job balancing things if you knew for sure that you could play a game right through in a few long weekends.
Balance
"If people are worried about game play and evenness... how even is the current game? "
The game is currently winnable by either side.
"Does the Coalition win more than the Alliance?"
The Coalition used to win more often, largely due to poor strategies that people followed that were espoused in the older CLs. Over time, there was a shift in strategies, largely led by the tutelage of Pete Dimitri
"How often at Turn 12 or Turn 14 do you know for sure how things will be at Turn 28 if you decide to stick it out?"
What we learned is that people tended to quit too early, assuming they knew what would happen. As we found in games that went long, and later war scenarios, is that the units that get added later in the war cause a shift in the dynamic, that people who did not have the context of playing with those rules were unaware of (for instance, PFs, X-ships)
"So ultimately F&E is a game of Klingon invasion, aided a little by the Lyrans, and perhaps a lot by the Romulans. If it goes well, or, if it goes bad, it still ends long before the Alliance starts a counter-attack, and long before you get to play with X Ships and PFs."
Because of Coalition players that quit early, when they haven't done as well as they thought they would, I coined the expression "Coalition Weanie Syndrome"; people didn't want to give the Alliance the chance to be the one on the attack. And it's a shame, because the truth is, PFs are a big boon to the Coalition for several turns, until the Alliance gets them.
"Im not so fussed about counter reduction by itself."
I agree, what's more important is the time it takes to play a turn. Reducing the "fiddly" bits is far more important than the final counter count. Now sqns for DDs and FFs WILL help on that matter, reducing/eliminating reaction, etc. would also help.
T5 after 12 months
A game Im playing with a friend we have basically abandoned. Literally 12 months of playing once a week or once a fortnight, but trading plenty of emails, and we are at T5 where the Coalition really havent done much damage to the Alliance at all. Possibly a big part of the delay is my friend who is Coalition takes a huge amount of time to decide his attacks while we are both playing, rather than in his own time. But even if he were a speed demon, given the amount of time we have we'd at most be at T10.
So... if we continued from T5 the Coalition may get lucky, or the Alliance may make some mistakes, but even to get to T10 and see how the Roms can influence things would be a big time drain. If not much changed, the thought of going on for another 15 or even 20 turns to find the eventual winner would seem insane.
And this is the thing. F&E may be the most brilliant game ever made, but if noone ever plays it to the end, then how would we know?
So if a cut down version is 80% as good, but playable in a fraction of the time, then to me this makes the game far, far better than F&E.
I get the feeling most people would feel the same way. Perhaps the guys who dont mind playing til the better end would prefer F&E, but I suspect they are in the minority.
The seems unusually slow...
"Literally 12 months of playing once a week or once a fortnight,"
We can usually get at least one player turn done per session.
"Possibly a big part of the delay is my friend who is Coalition takes a huge amount of time to decide his attacks while we are both playing"
That's a huge part of the problem. Taking good notes, or using Cyberboard to replicate the map positions, and then planning during off time saves a huge amount of time.
I also find that people spend way too much time with overcomplicated plans that are largely dependent on their adversary falling into a "trap". I don't base my strategy on hoping the opposition will do what I want them to.
"and we are at T5 where the Coalition really havent done much damage to the Alliance at all."
So what? Depending on what you mean by "not much damage", that may not be a bad thing. A lot of people think they have to (or even should) take a capital by T5. I don't even attempt it until T6 at the earliest, and more than likely I shoot for T7, and sometimes even T8.
Again, this notion that the Coalition must do X by time Y is propagated by strategies from CL from way back when. Those strategies are nonsense.
The only time I've ever taken a capital before T6 was when I rolled a Swarm on T2, and took the Kzinti out on T4. With the change to the way the Swarm roll works, that'll never happen again.
As I said before, many people assume they can project the outcome, but many of them are wrong (simply due to the fact that they don't let their games go long, they have no context to understand what happens later on)
Inexperience
We take ages working through things because we havent played much. So there is a lot of reference to rule books, a lot of discussion on whether something is legal or even whether something is a really stupid thing to do (no point spoiling a year long game because of one or 2 obvious bad tactics), etc.
All of this adds up. Especially when we would only play for 1 or 2 hours at a time. If we could play for longer periods of time I suspect we would also get a lot more done. Every time we play we need to think about where we were at last time around, because it will have been a week or 2 since we last played.
So maybe we are the exception, or maybe there are plenty of people who play like this, and the ones who can crank out a game in a few months are the exception. I know that attacks on SBs would often take a couple of sessions for us to complete. I have no idea how long an attack on an actual Capital SB will take, but assume it would be a huge time sink.
As for his position on T5:
He has lost a huge number of ships because he tends to destroy rather than cripple once he has a turn worth of repairs, has taken out 1 Hydran SB, 2 Kzinti SB, but not touched either Capital. He is currently attacking the Kzin Capital but only with enough ships to be able to take out the outer planets, so its possibly another 2 turns or even 3 turns before the Kzintis fall.
The Alliance have also lost a lot of ships, but very few large/important ones. Sometimes I would offer up a line of BC with Carriers to encourage him to direct on a BC if I was going to let my damage fall. Other times the most I would offer is a CL or DD or even FFK with a huge amount of fighters so that neither option (letting it fall or directing) were that appealing.
He also had some shocking luck with mauler shock rolls. I think he had 3 out of 4 crippled in one turn (or it may have been 4 out of 5).
I have a feeling that should we play again I will play Coalition as I can spend more time thinking about attacks, and working out defences is a lot easier. This will at least enable us to get to the Gorn stage of the game to get a good feel for the mid-game.
However, if a set of rules which sped the game up a lot were available, we'd jump on that in a second.
Sounds like too much directing...
"I would offer up a line of BC with Carriers to encourage him to direct on a BC if I was going to let my damage fall."
I would never direct on a Kzinti BC. Coupled with this:
"He has lost a huge number of ships because he tends to destroy rather than cripple once he has a turn worth of repairs"
It's no wonder he's not doing well. 3 turns worth of repairs is about the limit I find works well.... you end up with some turns where they are not a lot of casualties, and can catch up. I used to use 1 turn as a guide.... then I started playing Pete Dimitri ;-)
"However, if a set of rules which sped the game up a lot were available, we'd jump on that in a second.
"
Understandable.
Reducing Counters
I decided to make a list of "reduced counters".
Single Counter: BB, DN, CC, Hvy Scout, Lt Scout, Mauler, Stasis, PFT, Tug, LTT, CF, DNF, FCR, FRD, BATS, SB, MB
Squadron Counter: BC, CA, CW, CL, DW, DD, FF, Troop, DB, CVA, CVS, CVL, CVE, PF
Still doesnt account for X-Ships though perhaps they can be limited in number more so than currently allowed. And perhaps follow the same set up with single counters and squadron counters.
This is still going to give you a huge number of counters, even though Ive left off a lot of newer ships (NCA, variants, etc.) which I dont think are needed. If an NCA has the same combat factor as a CA but is cheaper, why not just make it cheaper to build/repair CA from a certain year.
I really dont think a lot of the variants add a lot to the game. If some do, then maybe give them their own counter(s). But to me they come back to adding tactical flavour to what should be a strategic game.
Repair bills
Knowing where to draw the line at repairs and when to start self killing is probably an integral part of F&E.
Should it be though?
Is management of economics a key focus? Should planetary targets of combat be more important? Obviously you need some idea of how hard to press your attack, but is a game where you press your attack up until the point where you fill your repair capabilities then retreating from all fronts with next-to-no actual ship losses what would be considered "realistic"?
This is something which F&E 2010 is apparently aiming to address. Should this also be up for discussion here?
I hate the idea that 100 ships can meet 100 ships in a pinning battle and end up leaving with a few cripples on one side, and 1 or 2 ships destroyed on the other (given one side may self kill to avoid pursuit). I hate the idea that 150 ships can attack a Capital hex and limp away with 80 cripples but only 10 or 12 ships destroyed.
To me this just doesnt seem realistic (again that word).
I like the idea of a minimum number of rounds of combat. I like the idea of losing a ship for every set of cripples (whether 3 or even 5 or more). I like ships actually blowing up.
At a tactical level ships may disengage when damaged. But 150 ships taking on a Capital is a very different beast. There should be a huge number of ships blowing up. Like when the Federation took on the Borg Cube. Now that was brutal.
Counter reduction....
I think the issue Andy was trying to address is not specifically the number of unique counter types, but the raw VOLUME of counters on the map.
and of course, these don't even move:"BATS, SB"
These don't enter until late "BB, PFT, "
and most of the rest are very limited in supply, save perhaps the scouts.
"Is management of economics a key focus?"
It's often a component of strategy games, and has been for most space strategy games.
"I hate the idea that 100 ships can meet 100 ships in a pinning battle and end up leaving with a few cripples on one side"
I hate the idea of having such a pinning battle in the first place ;-)
"I hate the idea that 150 ships can attack a Capital hex and limp away with 80 cripples but only 10 or 12 ships destroyed."
Why?
"To me this just doesnt seem realistic (again that word)."
I refer you to the battle of Jutland.
"I like ships actually blowing up."
That's what directed damage is for.
"But 150 ships taking on a Capital is a very different beast. There should be a huge number of ships blowing up. "
That would not be the case even under the SFB command limits. I agree that it would be more interesting to have more forces available on each side for active combat. I think coming up with a combat system that allows this, AND doesn't take 20 times longer, is difficult (although not impossible)
Jutland...
was a pinning battle :)
Not to mention it was mostly fought at night during WW1 when they didnt even have limited radar, let alone the ability to accurately fire 150,000 km.
Actually the guy I play against was in the Australian Navy and one of the papers he wrote was on that battle.
I think F&E should be able to ignore the command limits. I dont understand why you can only send 12 to 15 ship equivalents against a hardened position at any one time, given how many ships you can stick in the hex, and the combat effectively covers a number of months. If you could double (or maybe just allowed 50% more) the number ships on the line, you wouldnt really even need to change much else to increase ship losses.
There'd be plenty of points to direct (but you'd need rules about not being able to direct on flagships, or you would have a huge amount of damage falling, meaning youre basically forced to at least self kill smaller units to save the larger units.
BTW
WRT directed damage, youve said yourself this is often not a clever tactic. So I dont think the answer to having more ships blow up is to encourage directed damage.
Unless youre going to change the way it works.
Alot here
but here's my start. I was gone all day. Will get to mos tof the above, plus new, later. I'll start by agreeing with a statement I saw from Andy - If we still have fleet markers, we have failed.
Joe (and Hoju),
"As for DNs/BBs, as Hoju said, since these are very limited ships that lead fleets, it would be impossible not to have them as individuals, as some fleets would have them, and others may not. I don't see how you could incorporate a DN into a fleet otherwise, since the other ships in the fleet already have their own sqns. Where/how would you embed them?"
You don't incorporate a DN into a fleet. This is backwards. Fleets come without DNs. DNs do not, however, come without fleets (by traditional SFU, S8, etc.). So, when you make a DN counter it does not need to be just the DN. It can be the entire fleet that goes with the DN. When you make a carrier, it will always come with fighters and escorts. You don't "incorporate the carrier into the escort and fighter group" it is the other way around (unless, of course, in this case the escorts also only come with the carrier, in which case the incorporation is mutual). When you make a CW squadron, well, nothing other than the CW squadron is "always" with the CW squadron, so you create it alone. You may have rules, for example, that allow you to "use" a CW squadron to help un-disrupt a DN counter (which, as I said above, would have incorporated the DN and its fleet in one counter) (e.g. a disrupted DN is at a repair facility along with a CW squadron. Remove the CW squadron, pay some Econ and the DN is quickly un-disrupted. No CW squadron around? Fine, the DN costs more and takes longer to un-disrupt).
Finally, as I said in every post - maybe the above is entirely wrong. But if it is, it is wrong because the use parameters of the DN are not as I have suggested. That is, if the DN needs its own counter it is not because it is big and it is not because it is rare. It is because a game mechanic requires some flexibility for DN operations that force it to be separate from its fleet.
So again, you/we need to design the mechanics of the game. When that is done, we can see how to best incorporate counters. If we finish those two things and find that we still have no many counters for our tastes, it will be because a mechanic we employed required it. the mechanic will then need to change so that our counter requirements will change. All this other discussion is out of its needed context and pretty much arbitrary.
Jutland was not at night.
"Not to mention it was mostly fought at night during WW1 when they didnt even have limited radar, let alone the ability to accurately fire 150,000 km."
The scale in distance is not relevant. The issue is that a small number of dead ships was viewed as a big deal.
"WRT directed damage, youve said yourself this is often not a clever tactic. So I dont think the answer to having more ships blow up is to encourage directed damage."
I was referring for your desire to have more dead ships. Just because someone finds it satisfying, it doesn't make it realistic, or a good strategy. To me, the idea is to win. I don't really about how many ships I kill, at least not directly (no pun intended)
"I dont understand why you can only send 12 to 15 ship equivalents against a hardened position at any one time"
That's there only for play balance, because one side has enough ships to overwhelm the other. If a way can be found to better balance the game, command limits would be less of an issue.
Paul
"So, when you make a DN counter it does not need to be just the DN. It can be the entire fleet that goes with the DN. When you make a carrier, it will always come with fighters and escorts. You don't "incorporate the carrier into the escort and fighter group" it is the other way around"
First off... huh?
You would incorporate a carrier group into a fleet. I don't know what you mean by "DN counter it does not need to be just the DN. It can be the entire fleet that goes with the DN.". when those ships will be in the own sqn counters. Are you saying you'd have a counter for an entire fleet, including the CWs, DDs, FFs, etc?
I can understand abstracting things, but I don't see how you abstract a DN and all the ships in its fleet... especially when you still have separate markers for the ship sqns (which is what I understood you to advocate).
Please elaborate.
Combat and the game as a whole
For combat, I am completely NOT seeing a 150 vs 150 battle end up with a couple dead and a dozen cripples. I am not envisioning multiple rounds of combat, but a single combat with varying degrees of intensity, but with most of the ships from each side involved. Many more dead and much of the losing force disrupted. Even the lowest intensity fight would be far more deadly than a similar one round battle in current F&E. Yes, "pinning battles" would still exist, in the framework that if you can cancel the ZOC of an enemy force, you can move past it to attack another target, but I don't ever envision 150 ships (50 squadrons!) sitting in a hex that's not the primary target.
Also, as far as the overall game is concerned, I'm thinking it may be better to have even the Eastern races be active participants. Their economies are at peace and they still need to spend on regular builds, but they will have some ability to perform research, diplomacy, and espionage. Perhaps enough self-diplomacy on the part of the Gorn player will allow them to enter the war prior to being invaded by the Romulans? Perhaps Fed espionage can help the Kzinti's hold out a bit longer? Granted, it wouldn't be major roles, but far better than "come back in 2 hours." It also allows for more variety in start turns for those races, allowing for more replayability.
In context
"but I don't ever envision 150 ships (50 squadrons!) sitting in a hex that's not the primary target."
If pinning exists, this will happen. If there is an advantage to do it, it will happen. Count on it.
"Also, as far as the overall game is concerned, I'm thinking it may be better to have even the Eastern races be active participants. Their economies are at peace and they still need to spend on regular builds, but they will have some ability to perform research, diplomacy, and espionage. Perhaps enough self-diplomacy on the part of the Gorn player will allow them to enter the war prior to being invaded by the Romulans? Perhaps Fed espionage can help the Kzinti's hold out a bit longer? Granted, it wouldn't be major roles, but far better than "come back in 2 hours." It also allows for more variety in start turns for those races, allowing for more replayability."
I'm good with that.
Pinning
If you can pin something 1 hex away from your planet/base/capital and cause a 1 turn delay to an invasion, then you're going to do it. So I agree with Joe. If you can pin, you will pin.
As for involving the later entrants, I can see some benefit to this if you are playing a multiplayer game. But for a 1-on-1 you are adding extra work which Im not sure is needed.
re: pinning
I guess what I'm saying is that while you could prevent an invasion by one turn, the "pinning battle" would still be a major engagement with heavy casualties, unlike in F&E today. i.e., the cost to the defender of the delay will be much greater.
How would you enforce...
more dead ships?
If you can resolve casualties the way you want, I can't imagine why people would kill off more of their own ships if they can avoid it.
And as mentioned earlier, unless the Alliance ship numbers were increased, enforcing ship kills would make the game impossible.
Clarification for Joe
Let's assume your single DN counter was 25/40 attack defense. Let's assume a CW squadron was 40/30, DD squadron 20/10 and an FF squadron 10/5 (all these are arbitrary and also assume that the basic mechanic for ship combat involves only 2 numbers - any and all of which could end up not being the case). So, a DN fleet is just a single counter that is 95/85. See easy. Since the DN never goes out without a fleet, you never, ever, need the single 25/40 counter. You just need one representing the fleet that has the DN.
Since, however, CW squadrons might be part of a fleet or might operate on their own, you need to be able to have a 40/30 CW counter so it can act on its own.
Maybe, you decide that the CW and FF squadrons need to be pulled out of the DN's fleet. Fine, disrupt the DN counter and pull out (e.g. put two new counters on the map) the CW and FF.
I will, however, state for the forth time without anyone disagree (but also without anyone following) that this detail is being discussed in entirely the wrong order. We should be discussing game mechanics. Once we have those down, we will know what counters are needed. The logic of "lets figure out what counters we want then we'll figure out what we want to do with them" is completely backwards to me.
Also, on mechanics
I really like Andy's conversion method. I'd see a scout counter for instance looking like this: SCOUT -10/+5. So the Scout conversion counter would subtract 10 from offense, add 5 to defense and come with whatever capabilities were entitled to "Scout".
The alternative is also fine, but I think adds to production costs. You have a CW counter with no conversions. One with a scout. When you do the scout conversion of a CW in a group you replace the CW counter with the CW scout counter.
Thanks for the explanation
". So, a DN fleet is just a single counter that is 95/85. See easy. Since the DN never goes out without a fleet, you never, ever, need the single 25/40 counter. You just need one representing the fleet that has the DN.
Since, however, CW squadrons might be part of a fleet or might operate on their own, you need to be able to have a 40/30 CW counter so it can act on its own."
I guess my feeling is that there will be enough times that you might separate any of the units within a fleet that it would be more practical to have a DN counter, because of what you said about the counters fitting the mechanics, and not the other way around. I'm kind of skipping ahead without giving all the details, but based on my experience with F&E, I can conceive of so many instances where one would want to split things up that it is inconceivable to me that it would be more practical to keep them separate. Hopefully that's understandable.
re: conversions.
I'm cool with the markers; I just wanted to point out that it puts back more counters, that's all.
"DN Counters -Don't do it"
Joe,
I think what Paul is trying to say is that you are thinking tactically in a Strategic level game. On a Strategic level, a DN would never, ever, ever be by itself. If it was moving from one theater to another, or from one fleet to another, it will always have its escorts. Therefore, the is no reason to have a single DN counter.
As for Andy's vision of more deadships, I think I understand it. My understanding of what he envisions is that damage taken isn't based on the combat strength of counters like it is now, i.e. I do 25% of 100compot so you have to take damage equalling 25 pts of compot.
Rather, what I think he is envisioning is something similar to the new single ship combat system where results are in steps or ships killed. I have 100compot, roll a 6 which equals 15 steps of damage. A step is resolved by killing a Sqn/disrupting a Fleet.
I understand that, BUT
"On a Strategic level, a DN would never, ever, ever be by itself. "
the problem is, I don't see how anyone can create a fleet, with DN, plus other units, and then go through this exercise of slplitting off pieces, without it being MORE complicate than just having the DN counter. It's a matter of practicality
"If it was moving from one theater to another, or from one fleet to another, it will always have its escorts. Therefore, the is no reason to have a single DN counter."
Well if you want to make a DN GROUP (a DN+ 1-3 escorts), that's fine. But that's not how I read what Paul is talking about.
"A step is resolved by killing a Sqn/disrupting a Fleet."
Again, that's just an abstraction of the damage, which is fine, but that still does not inherently force me to kill a ship, if I can chose to score it as "disruption" instead.
DNs and Combat
For DNs, while I applaud Paul's thought patterns on keeping things at the strategic level, the fact that fleet formation are more adhoc leads me to think that we'd have to stick with [DN] counters representing a DN + 2-3 escorts.
For combat, I haven't completely thought things out in my head yet, but here are some basic thoughts.
Combat in a hex is generally speaking, all of the ships getting involved in multiple single ship and squadon actions over the 6 months with perhaps a couple of major fleet engagements thrown in. Basically, I think that a whole SFB campaign game could be based around the maneuvering and combat of a single F&E hex during a single F&E 6 month turn.
Instead of multiple rounds of combat, the entire combat would be resolved in a single set of rolls.
I think we'll still want to have Battle Intensity - I think the existing F&E system for this should be portable for this new system.
I'm still working on this part, but I'm thinking, initially at least, that we could go with % damage scored, as F&E is now, with NO directing. The key to making this work is the system around it. Anecdotally, I believe that this, combined with some other rules will keep things under control.
- ships have 3 statuses: operational, disrupted, or dead. Disrupted is very different from Crippled, with an even greater reduction in combat ability, but a cheaper "repair" cost (as its more of a "rally" cost).
- if the defender loses the fight, some of the surviving units will get disrupted (on TOP of damage results). Things like command rating of fleet, severity of defeat, etc. will factor into this
- if the attacker loses the fight, some of the surviving units may get disrupted (as above)
- if a disrupted unit gets disrupted again, it is destroyed. This is a key rule. For the "disruption through defeat" I am thinking it's either random squadrons or each squadron has a chance of disruption. The intent here is to make "self-disruption" during combat a more risky proposition.
- I would see command units ([DN], etc.) being more resistant to disruption through retreat.
- I would see ships defending a base/planet that get pushed back having a higher likelyhood of remaining in "good order"
- A squadron that gets disrupted loses its Upgrade - yet another reason to avoid self-disrupting.
[random thought - the flagship command rating could be a base disruption saving throw or somesuch in those situations..haven't thought that through - purely stream of consciousness]
Basically, with the size of the hexes, a squadon that is disrupted is scattered, unable to coordinate their movements. They would be easier to hunt down and kill and would be less/non effective in the attack. I would see this as being a bigger and more common issue than crippled ships (which likely would not survive range 25 of their enemy). THIS, IMO is the importance of command ships and command rating, as well as special things like "Admirals" and the such.
Specials:
- Scouts. Impact the ZOC/pinning ratios (i.e., if you have a scout, then it takes more to pin you; if you have a scout, its easier to pin). I'm not sure if direct combat capabilities are required, but certainly the presence of scouts in a HEX would benefit you in the combat (allows for easier coordination, etc.). I could see scouts reducing the disruption rate of losing fleets.
- Marines. Besides their "conquering" ability, I'm thinking if the Battle Intensity (BI) is at a certain rate or higher, they gain a combat bonus (both off and def).
- Maulers. If BI is a certain (very high) level, they get an offensive bonus; against fixed/slow targets, the required BI is lower.
- SFG. Similar to Mauler
I'm not sure if any of the upgrades would impact the actual off/def attributes of their squadrons. You can pretty much use the capabilities of the *special* to compensate for the reduced weaponry - i.e., it's probably not worth the extra trouble.
Apologies for the babbling. I'm sure there's question...
More Dead Ships
If you want more dead ships you reduce the ability to repair a little. Doesnt have to be a lot.
And if this means more trouble for the Alliance, you give them more ships to start. Also means they have a chance for more counter-attacks early on in the game.
That's what I was getting at...
->>"the fact that fleet formation are more adhoc leads me to think that we'd have to stick with [DN] counters representing a DN + 2-3 escorts."
That's about as joined as I think one could make it without introducing other problems.... having to add "1 out/2 out" counters would have defeated the purpose of joining ships together to save counters.
->>"Instead of multiple rounds of combat, the entire combat would be resolved in a single set of rolls."
Sounds like parallel rounds (as opposed to consecutive rounds, if I read you correctly.
->>"For the "disruption through defeat" I am thinking it's either random squadrons or each squadron has a chance of disruption"
This sounds like a lot of die rolls... I'm not sure this is faster.
->>"Apologies for the babbling. I'm sure there's question..."
Nothing wrong with a stream of consciousness post. Sometimes it helps to put the ideas out there so you can mull them over later.
For the game I'm working on, I was actually thinking of a more operational combat system. As my focus is to reduce the accounting and increase the action, I figured there would be more time for more interesting combats. I would also favor using all the ships in a hex, as opposed to a single battleline. I figure that a good operational system would have fewer discrepancies with a tactical game, and be fun for guys that like tactical games, with out the "fiddliness" of dealing with 4 pages of docking rules, etc. Get your income, buy your ships, move, fight, fight fight, move fight fight fight, move fight fight fight, end of turn. Rinse and repeat. Simultaneous turns.
Comments welcome; note this last bit is for "New Space Game", not "Reworked F&E"
New Space Game
I like it. While I love the technical side of SFB and am really not at all interested in FC, F&E is just so time consuming and fiddly.
So many of the issues with F&E arise from its sticking to the SFU history which sees one aggressor with huge numbers of ships take on a weaker opponent who then steadily builds up over time.
You can skip all that and start even if you want. But still keeping races with different flavours.
That's my aim...
"You can skip all that and start even if you want. But still keeping races with different flavours."
You are correct, F&E in many ways is saddled with this GW dynamic that has to work, not matter what. While the GW is very interesting itself, it prevents making changes that many people might want, simply because it would completely destroy the GW game balance, and ADB can't afford to shelve F&E until it was worked out, nor are there the resources to support the current model and develop and properly test another.
Having played many hundreds of hours of F&E, the biggest time-wasters IMO is pin counting, bar none.... which is why I would prefer a system where it wasn't needed. That'd save nearly half of the unproductive time (time not spent scheming, building, moving, and/or crushing your enemy). Squadrons help in that there is less to count, but it still would eat up time.
pinning
In my "ZOC pinning" scheme, I'm envisioning about a 2:1 ratio needed to pin a force in open space (i.e., cancel its ZOC) and 3:1 or more if the force is with a base. That, in and of itself, *should* limit the cases where the counting even occurs.
My argument being that you need to really overwhelm a force to prevent it from making pre-emptive (and very deadly) strikes on fast moving fleets trying to get by them.
Andy
Can you pin 50 cruiser hulls with 100 or 150 frigates? That would still be very much worth it.
As Joe has said, it all needs to go or people will still work out a way to make it work. And once they do that, the time sink opens up again and games take forever.
Economics, Build, Move, FIGHT, FIGHT, FIGHT, FIGHT, Retreat or Reinforce, Repair.
That should be the game. And all fighting should be over resources which matter.
re: pinning
No, I'm thinking pinning is based on attack rating, not hull count, so pinning 150 cruisers would take 750-900 frigates.
Maneuver is part of any good war game and maneuver involves fighting over advantageous positioning, not just resources. We just need to limit it so that it doesn't overwhelm the rest of the game as it does in F&E.
That's even slower.....
"No, I'm thinking pinning is based on attack rating, not hull count, so pinning 150 cruisers would take 750-900 frigates."
Than a simple ship count. Now we have added addition to the process
Agreed
That's making a time sink thing FAR slower.
Not really slower
I don't yet have an opinion on whether the mechanic is good or not, but slower, I doubt it. You only count when in doubt. At ratios of 2:1 and 3:1 how often will things really be in doubt?
Plus...
Besides the reduced times it even comes up, how much tougher it it really? Current F&E counters can have anywhere from 1-4 ships on them, PLUS you have to add the "pinning weight" of fighters and PFs. My method is a simple addition of one of the two numeric values on the counter.
I'm certain I could count the pin value of a 30 ship Hydran fleet faster with my method than the existing one.
The slower tjhey are refering to
is as compared to a game without pinning. In which case that is clearly right, but as I said, I think with the ratios being proposed, would happen infrequently enough that there would not be significant slowing. It is very clear your proposed system is a lot faster than the current one, but I don't think anyone has suggested keeping the current system.
Even moreso
"I don't yet have an opinion on whether the mechanic is good or not, but slower, I doubt it. You only count when in doubt. At ratios of 2:1 and 3:1 how often will things really be in doubt?"
Since he's talking combat factors, one can't simply look at a pile and say "hey it's half the size, don't worry about it". Now you HAVE to do the addition.
Counting is faster and easier than addition; after thousands of pin-counts, and thousands of combat rounds (where we have to add up numbers), trust me, I know what I'm talking about.
"Current F&E counters can have anywhere from 1-4 ships on them"
And people stack their counters of like type and number. So if I have 3 counters with 3 ships each, I can count 9 really fast.
"PLUS you have to add the "pinning weight" of fighters and PFs. "
Right, and that addition is slower than straight counting.
"I'm certain I could count the pin value of a 30 ship Hydran fleet faster with my method than the existing one."
I'd actually wager money that you couldn't.
"is as compared to a game without pinning."
Actually, I'm counting both, a game without pinning, or the current method.
Current pinning v. Andy's proposal and fighters
""PLUS you have to add the "pinning weight" of fighters and PFs. "
Right, and that addition is slower than straight counting."
Joe,
I think what Andy is saying here is if I have 36 fighters in the hex, under the current system I have to count 36 fighters divide it by six to get pin count. Andy's hypothetical Hydran fleet of 30 ships would be (just pulling numbers out of my ass) 30 ships + (100ftrs/6 = 16.66) = 46.66 SE for pinning purposes v. 225 attfac + 100 ftr fac = 325 attfac needed to break the ZOC.
I can tell you, as a mathematical retard, andy's way would be faster for me.
On fighters, yes....
but fighters are just a small component of the count.
And Andy is talking about total factors, so you still have to add the fighter factors. We have that now, and it's slow. With his proposal, you also have to add the factors for the ships, and that will take a lot more effort.
Joe, it's not that complicated.
I'm starting with the 30 ships, defined in both methods.
[Pal] Pal + 2 HN
[RN] LM, 2xRN
[HR] Apa+2xHR
[HR] Apa+2xHR
[DW] DWL+2xDW
[DW] DWL+2xDW
[LN] WAR+2xLN
[LN] WAR+2xLN
[CU] CRU+2xCU
[HN] SAR+2xHN
Current Method.
Add up the 30 ships, some of which will be in 3-ship squadrons (and only together in the stack if you're a super-veteran F&E player like Joe).
Then, add up the fighter factors present on 22 of the 30 ships, and divide by 6
My Method.
Add up the attack factors of TEN counters (the fighter factors are not separate, they are built into the counters values)
As far as the "hey, you can't look at the pile and judge" argument. C'mon, Joe. That already has to be adjusted by the presence of multi-ship counters, especially on the Klingon side with, IIRC, their 6-ship D5 division. When you're looking at needing at least a 2:1 ratio, you can as accurately judge, with experience, whether your stack has the chops as you can in the current method.
Plus, with the current method, when the pinning actually matters, you still count to the last counter, to make sure you only use as much as you need. The change in rules will make that occur LESS often, both because of the increased ratios needed and because Frigate hordes no longer become the pinning units of choice.
In my system, I'd envision a case in which the attacker wants to pin/cancel the ZOC of the units in a particular hex so asks his opponent for a combat value while he begins to figure out what units he needs to send. In practice, the attacker will be adding up the values as he moves units.
Additionally, with no reaction movement, there's not the need to as carefully plan out the order of your moves, or your pinning actions. You'll never have to do a "virtual pin count" for multiple hexes of units at once (those in the hex and those adjacent that will react in). The enemy's battleline will be strategically static, allowing you to fight where you want to fight (which from a general attrition perspective could still occur), and worry about pinning only where you have a key target hex blocked out.
Andy, I understood you the first time....
what YOU seem to be missing is that your method will take longer.
Counting to 30 is faster than adding 10 numbers, all in the 15-25 range each.
"Additionally, with no reaction movement, there's not the need to as carefully plan out the order of your moves, or your pinning actions."
If you are going to do this ZOC thing you mentioned, then you, you'll have to count. Because if there is an advantage to cancelling the ZOC, people will do it, whenever it is advantageous.
"and only together in the stack if you're a super-veteran F&E player like Joe"
I haven't seen anyone stack their counters any differently than I do.
"As far as the "hey, you can't look at the pile and judge" argument. C'mon, Joe."
Sorry Andy, your dead wrong. I have a far better chance of eyeballing the count on a straight 1-per-ship basis than sizing up different stacks, with different values. At the very least, someone would have to assume an average stack value and multiply, and I've found many people are not good at multiplying anything time a number bigger than 12.
"The change in rules will make that occur LESS often, both because of the increased ratios needed and because Frigate hordes no longer become the pinning units of choice."
So instead, people find other ways to game it, and now they can't just add ships, they have to add up factors... and they WILL sit there until they have what they think is an optimum stack.
And are you really telling me that's faster than counting to 30? (Or 10, if we just count stacks and assume 3 ships to a stack)
Andy, I've been doing this for a LONG time. Please, give me SOME credit for knowing what the hell I'm talking about.
I broke a scenario with a convoy.... I know a few things about gaming a system.
Here are those stacks in F&E
with the factors included (I adjusted them to replace counters we don't have):
[Pal] Pal + 2 HN = 17-20 (6)
[RN] LM, 2xRN = 20-24 (11)
[HR] 3xHR = 16-21 (9)
[HR] 3xHR = 16-21 (9)
[DWF] 3xDWF = 16-18 (3)
[DWH] 3xDWH = 18-18
[LN] 3xLN 12-18 (6)
[LN] 3xLN 12-18 (6)
[CU] CR+2xCU = 13-13
[HN] CR+2xHN = 11-13
Now tell me how long it takes you to add the numbers, without using a calculator. I added up those 50 fighters in under 10 seconds. Adding up the ship factors takes longer... certainly longer than counting to 30.
Stacked in singles, I'd have this:
Pal, LM, [2xRN], [3xHR], [3xHR], [3xDWF], [3xDWH], [3xLN], [3xLN], [2xCR], [2xCU], [4xHN]
Counting those stacks is easy.
Joe, you completely missed the point
"Now tell me how long it takes you to add the numbers, without using a calculator. I added up those 50 fighters in under 10 seconds. Adding up the ship factors takes longer... certainly longer than counting to 30."
You said adding up the fighters on 7 counters took less than 10 seconds. THAT'S MY POINT. It might take you, what, 12 seconds to count up numbers on 10 counters?
The numbers don't have to match the F&E numbers. We don't necessarily need a [D5] to have the values of the current F&E D5L + D5 + D5. Perhaps our new [D5] is 7-6. Adding up single to low double digit numbers is adding up single to low double digit numbers, whether its ship attack factors or fighter factors. And we won't have to divide by 6 afterwards and add it to something else.
--->"and only together in the stack if you're a super-veteran F&E player like Joe" I haven't seen anyone stack their counters any differently than I do.
And how many casual F&E players have you played with, Joe? Ken W. and Jason S. *might* use the method you do, but I'm not aware of any of the other casual F&Eers in BG Baltimore who give much thought to how to stack their counters at all beyond putting the "important to know where they are" units on top. Whether we use triple or single counters is more chance than planning. Or, to directly counter your statement, I've played FAR less than you and I've seen at least four players who stack it differently than you.
"As far as the "hey, you can't look at the pile and judge" argument. C'mon, Joe." Sorry Andy, your dead wrong. I have a far better chance of eyeballing the count on a straight 1-per-ship basis than sizing up different stacks, with different values. At the very least, someone would have to assume an average stack value and multiply, and I've found many people are not good at multiplying anything time a number bigger than 12.
Joe, I didn't exactly invent the method. I've played other games with ZOC cancellation based on attack factors and really, with practice, you can flick through a stack of counters with values from 1-15 or so and get an approximate total value about as quick as you can count them if they can have multiple values per counter. You'll be in the +/- 5 range, which is good enough for planning purposes.
I didn't miss the point
"You said adding up the fighters on 7 counters took less than 10 seconds. THAT'S MY POINT. It might take you, what, 12 seconds to count up numbers on 10 counters?"
The largest number I had to add was 6. When the numbers end up in the 100s, people tend to go slowly.
"And how many casual F&E players have you played with, Joe?"
Far more than you.
":en W. and Jason S. *might* use the method you do, but I'm not aware of any of the other casual F&Eers in BG Baltimore who give much thought to how to stack their counters at all beyond putting the "important to know where they are" units on top."
Then you haven't been looking. I've played with all of the guys from that area that make it to Origins, and they ALL keep their counters organized. What I do is nothing special. Give me a huge break. Knowing that they have to have an idea what's in a fleet, no one who has played more than once would stack unlike counters on top of one another. At most, they might put singles on top of 3x counters, but that's about the only variation I've ever seen.
"I've played FAR less than you and I've seen at least four players who stack it differently than you."
And how did they stack their counters? I seriously doubt you looked closely enough to have any idea how their counters were stacked, Andy. I don't do anything special. Some people stack higher than others. But besides that, I've never seen anyone just randomly stack their counters. And other than stacking like counters together, there is no other way to do it. (like or unlike covers all possibilities. You'll excuse me if I think you aren't being sincere
"The numbers don't have to match the F&E numbers. We don't necessarily need a [D5] to have the values of the current F&E D5L + D5 + D5. Perhaps our new [D5] is 7-6."
The granularity in F&E is poor enough already. I don't think we should make it worse