The World of The Gunny
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Author:  Þórgrímr [ 06 Dec 2012 12:31 ]
Post subject:  Discussion

In this thread I will update the status of the game as well as provide samples of the game and its components. This thread is also the overall discussion thread.

Author:  Þórgrímr [ 06 Dec 2012 12:36 ]
Post subject:  Re: Discussion

In this post is a preview picture of the Playtest, and introductory map.

All comments are welcome.

Attachments:
New Intro Map Test Map-2.png
New Intro Map Test Map-2.png [ 690.68 KiB | Viewed 11474 times ]

Author:  Þórgrímr [ 06 Dec 2012 12:51 ]
Post subject:  Re: Discussion

This post contains a sample scenario. All comments are welcome.


Scenario One: The Battle of Lar'Can

Background:
During the second War of Succession between rival factions in the Atheri Empire, Lar'Can was the capitol world of the Par'Thran sector. Rebelling forces had been on the defensive for the better part of two years, losing engagement after engagement, world after world. Only a decisive victory against an important target would shift the initiative back to the revolutionary fleets.

Intelligence reports indicated that the Empire’s loyal forces were massing for an all-out assault into the neighboring Ryn'Gor sector before mopping up the remaining resistance in the Par'Thran sector. The rebels spread their remaining fleets to different systems as a ruse. Their plan was to assemble the final assault on the Lar'Can system and destroy any Imperial forces present, clearing a path for the ground invasion to follow.

Estimated Playing Time: 60 to 90 minutes
Balance: Rebel forces slightly favored
Necessary Rules: All strategic combat rules (sections 15.0 through 17.1).
Scenario Set-up: Only the sector displays and counters are needed to play this scenario.

Atheri Loyalist Forces (defender): set up as per rules section 15.4 Combat Sector Allocation.

3 x Sparrow FF Sqdns
3 x Hummingbird FF Sqdns
4 x Thrush DD Sqdns
3 x Hawk CA Sqdns
1 x Sector Level 3 Starbase

Atheri Rebel Forces (attacker): set up as per rules section 15.4 Combat Sector Allocation.

4 x Shrike FF Sqdns
4 x Nike FF Sqdns
4 x Yellowtail DD Sqdns
2 x Falcon CA Sqdns
3 x Raptor BB Sqdns

Atheri Rebel Group B: Enter as per Special Rules.
2 x Yellowtail DD Sqdns
2 x Raptor BB Sqdns

Victory Conditions:
Rebel Forces: Force the withdrawal of Loyalist forces by the end of turn 10, or destroy the Imperial Starbase and two CA Sqdns by the end of turn 15.
Loyalist Forces: Force Rebel withdrawal by the end of turn 15.
If both players meet their victory conditions the game is considered a draw (Loyalist Atheri Moral Victory).

Special Rules:
1. Atheri Loyalist forces must withdraw when they have lost ten Squadrons OR the Starbase.
2. Rebel forces must withdraw when they have lost thirteen Squadrons OR all five BB Squadrons are destroyed.
3. Before play begins, the Rebel force commander rolls 1d6 to determine the turn of entry for the Group B forces. Record the die result, keeping it secret until needed to verify turn of entry.

Balance Option: Allow the Loyalist player the choice of one ship Technology Level improvement.

Author:  Þórgrímr [ 06 Dec 2012 13:04 ]
Post subject:  Re: Discussion

This next sample scenario ups the complexity a bit by having an entire Sectors worth of possible combats instead of just one star system.


Scenario Two: Operation Raptor of the Galaxy

Background:
After the first diplomatic exchange between the Median Network and the Atheri Empire, the latter decided to back its posturing with a display of 'sincerity', consisting of a simultaneous assault against fifty star systems under the Median’s 'protection'. This scenario recreates the opening moves of Operation Raptor of the Galaxy.

Estimated Playing Time: 2.5 to 4 hours
Balance: Median forces slightly favored.
Necessary Rules: All strategic combat rules plus section [15.4] Combat Sector Allocation.
Scenario Set-up: The counters and the Sector Display are needed to play this scenario.


Atheri Forces:
1st Striking Fleet (Combat Fleet #1):
3 x Shrike FF Sqdns, 5 x Sparrow FF Sqdns, 12 x Nike FF Sqdns, 7 x Thrush DD Sqdns, 4 x Yellowtail DD Sqdns, 6 x Hawk CA Sqdns, 6 x Falcon CA Sqdns, 7 x Raptor BB Sqdns.
Fleet Commander Kit'Zard: TrL=3, EL=5.

2nd Striking Fleet (Combat Fleet #2):
9 x Shrike FF Sqdns, 9 x Thrush DD Sqdns, 7 x Hawk CA Sqdns, 2 x Raptor BB Sqdns.
Fleet Commander Vul'Con: TrL=2, EL=3.

1st Supply Fleet (FSU):
46 x transports w/ full supply loads.


Median Forces

1st Gateway Fleet (Combat Fleet #1):
5 x Actuator FF Sqdns, 9 x Ammeter FF Sqdns, 6 x Antenna DD Sqdns, 4 x Capacitor DD Sqdns, 8 x Cathode DD Sqdns, 15 x Diode CA Sqdns, 5 x Network BB Sqdns.
Fleet Commander Elc*Di: TL=0, EL=2.

2nd Gateway Fleet (Combat Fleet #2):
14 x Capacitor DD Sqdns, 5 x Diode CA Sqdns, 6 x Electrostatic CA Sqdns.
Fleet Commander Dio*Tran: TL=2, EL=2

1st Net Expansion Fleet (GTF):
20 x Transport Sqdns

Median Garrison Forces:
Sector 1: Systems 10: Each System 3 x GB2, 2 x OB3.
Sector 2: Systems 10: Each System 3 x GB2, 2 x OB3.
Sector 4: Systems 10: Each System 3 x GB2, 2 x OB3.
Sector 5: Systems 10: Each System 3 x GB2, 2 x OB3.

Sector 3: Systems 10: Each System 1 x SB3, 2 x OB3, 4 x GB2, 2 x GB3.

Scenario Length: One Combat Cycle.

Victory Conditions:
Atheri: Control at least three Zones OR Zone 3 and one other Zone at the end of the Cycle (note that this may include the Transport Zone).
Median: Control at least three Zones including Zone 3 and destroy at least 16 enemy Fleet Support transports.
Any other result is an Atheri political victory (a draw).

Special Rules:
1. Sectors 1-5 are in play.
2. The Atheri forces have an Intel Level of 4; the Median forces have an Intel Level of 2 for determining Reserves.
3. Calculate Break Off percentages as per Rules section 16.4 Break Off Basic Game Only.
4. Play begins with the Combat Sector Allocation segment of the Combat Cycle.

Author:  Þórgrímr [ 06 Dec 2012 13:09 ]
Post subject:  Re: Discussion

This post contains the current Sector Display.

Attachments:
Lords Sector Display.png
Lords Sector Display.png [ 308.17 KiB | Viewed 11474 times ]

Author:  Þórgrímr [ 06 Dec 2012 13:13 ]
Post subject:  Re: Discussion

This post contains examples of the counters.

Attachments:
Countersheet 1.png
Countersheet 1.png [ 20.19 KiB | Viewed 11474 times ]
Countersheet-A.png
Countersheet-A.png [ 4.98 KiB | Viewed 11474 times ]

Author:  Þórgrímr [ 06 Dec 2012 13:20 ]
Post subject:  Re: Discussion

This post contains a couple of the tables and items from the game.


The Movement Plotting Pad

Code:
Lords Movement Plot



   Fleet      Beginning        Jump         Ending   
    ID        Q-KP-(Z)         Type        Q-KP-(Z)   
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________
           |             |             |             
______________________________________________________



EXPLORATION TABLE

Code:
           Adjusted Number of Exploration Points (see 8.0)

Die
Roll  1-2   3-4   5-10   11-20   21-30   31-45   46-60   61-75   76-100   101+
______________________________________________________________________________
1     -     -     -       -       -       -       -       -       -       S 
______________________________________________________________________________
2     -     -     -       -       -       -       -       -       S       S
______________________________________________________________________________
3     -     -     -       -       -       -       -       S       S       S
______________________________________________________________________________
4     -     -     -       -       -       -       S       S       S       S
______________________________________________________________________________
5     -     -     -       -       -       S       S       S       S       S
______________________________________________________________________________
6     -     -     -       -       S       S       S       S       S       S
______________________________________________________________________________
7     -     -     -       S       S       S       S       S       S       S
______________________________________________________________________________
8     -     -     S       S       S       S       S       S       S       S
______________________________________________________________________________
9     -     S     S       S       S       S       S       S       S       S
______________________________________________________________________________
10     S     S     S       S       S       S       S       S       S       S
______________________________________________________________________________

“S” = Successful Exploration (see 9.0)
“-” = Unsuccessful Exploration

Modifiers:
-2 if Inter-Arm Quarter-KP(-Zulu)
-1 if Sparsely Populated Quarter-KP(-Zulu)
-1 if Tech Level is 0
-1 if Exploration Fleet Commander EL 0
+1 if Star Cluster Quarter-KP(-Zulu)
+1 if Tech Level 10+
+1 if Exploration Fleet Commander EL 4+



NON-PLAYER EMPIRE SIZE, TECHNOLOGY LEVEL, & FORCE AVAILABILITY
Code:
Die
Roll
___________________________________________________________________

1    2 Q-KP-(Z)s & Starbases, 5 Star Fleets, Technological Level of one
2    3 Q-KP-(Z)s & Starbases, 7 Star Fleets, Technological Level of one
3    4 Q-KP-(Z)s & Starbases, 9 Star Fleets, Technological Level of one
4    5 Q-KP-(Z)s & Starbases, 12 Star Fleets, Technological Level of two
5    6 Q-KP-(Z)s & Starbases, 16 Star Fleets, Technological Level of two
6    7 Q-KP-(Z)s & Starbases, 20 Star Fleets, Technological Level of three

Author:  Þórgrímr [ 06 Dec 2012 13:21 ]
Post subject:  Re: Discussion

With the basic rules, charts and tables, map, and the counters completed I can begin the playtesting phase.



Cheers, Thor

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