Talk:Fleet Action: Difference between revisions

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=100thlurker Fleet Action Proposal=
=100thlurker Fleet Action Proposal=
'''Design Goals'''
'''Design Goals'''
*''Represent entire Operational Scope''  
*''Operational Scope''  
*''Narratively focused gameplay''
*''Narrative focused gameplay''
*''Relatively fast pace, unity of command''
*''Relatively fast pace''


==Raising Fleets==
Borrows somewhat from Fate and my own ideas.
Fleets are made up of three kinds of Fleet Elements:
*'''Screen:''' The forward element of the
*'''Wall of Battle:''' The main body of a fleet is made of the [First Wing], [Second Wing], and [Third Wing].  
*'''Fleet Train:'''


Into these Elements go Tokens which represent tactical groups of ships. Four different
==Quick Guide==
===Flag===
Pick


Fleets are made up of Tokens, usually representing tactical groups of 2-6 ships. Tokens come in three different categories Light, Ship of the Wall, and Capital. In addition each token has several specific characteristics: Speed, Firepower, Shock, Resilience, as well as special traits.
==Command==
At the Operational level there are three different roles: the '''Flag Officer''', '''Staff Officer''', and '''Field Officer'''. Each plays specific roles, with different ways of influencing the overall battle.


e.g. '''Phoenician First Line Capitals:''' 1 Speed, 5 Firepower, 3 Shock, 2 Resilience
Admirals with their own independent formations may elect to unify their command, at which point the '''Combined Fleet''' will act as one large Fleet with a single Flag officer.


Not all fleets are made equal. Most powers have several different kinds of Fleets. Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, morale, and training.  
Only one Character can function as the '''Flag Officer''' in a given Fleet. In that capacity they are the ultimately responsible for the Force's success or failure by setting its objectives, and issuing fleet-wide orders (e.g. Jellicoe or Speer). '''Staff''' are active throughout an operation advising the Flag and ensuring orders are carried out effectively.  


==Fleets in Action==
'''Field Officers''' control a single Element locally and can play a major role in its performance (e.g. Beatty or Hipper), suggest courses of action to their Flag Officer, and even choose to break with the orders of the Flag if they feel necessary.
 
==Fleets==
The Fleet in aggregate is represented by a Flag or Insignia which tracks its major statistics. Fleets are scored on Cohesion, Attrition and Logistics. Not all fleets are made equal, all of the major powers have different kinds of Fleets. Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, and training.
 
e.g.
 
;Phoenix Empire
:Imperial Guard Capitol Fleet
:Imperial Navy Battle Fleet
:Royal Starforce Bannerguard
 
A unique Fleet can be created which plays differently and uses different mechanics.
 
Fleets are made up of Fleet Elements, a pool of die that are . The Fleet's Command apportions Tokens, usually representing tactical groups of 2-6 ships, to each Element. Each represents one die to the pool.
 
Each category . Additionally, unique national units in each category may have unique traits.
 
Each action consumes Cohesion.
 
==Operations==
Fleets in action. There are two types of engagement, determining the particular fleet elements, and a battle can freely transition between either depending on circumstance. This determines what fleet elements the  
Fleets in action. There are two types of engagement, determining the particular fleet elements, and a battle can freely transition between either depending on circumstance. This determines what fleet elements the  


'''Phases of Battle'''
# Screening: In the Screening phase these elements attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.  
*Screening: In the Screening phase the Screen attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.  
# Planning: The Flag Officer and their staffs analyze the situation and issue their orders. Both sides describe the overall formation they want their fleets to adopt to the GM. The GM approves the and assigns any bonuses.  
*Planning: The Flag Officers and their staffs analyze the field and issue their orders. Both sides describe the overall formation they want their fleets to adopt to the GM.  
# Execution: The Fleet Elements choose and begin their Actions.  
*Execution: The Fleet Elements perform Actions.  
# Results:  
*Aftermath: The results of the main action is made known. 


===Set Piece===
===Set Piece===
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===Skirmish===
===Maneuver===
Whenever a majority of either fleet group is not engaged such as a meeting engagement, an attempt to maneuver around an enemy, or a fighting retreat. Most of a fleet’s tokens are “off-screen”.  
Whenever a majority of either fleet group is not engaged such as a meeting engagement, an attempt to maneuver around an enemy, or a fighting retreat. Most of a fleet’s tokens are “off-screen”.  


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Formation prejudices. It provides bonuses to

Revision as of 16:39, 14 January 2016

Lokar:
Fleet Admiral Franklin "Frank" Dillon-Fischer, 8th Count Fischer

Squad Maneuver - 1
Squad Formation - 2
Squad Command - 1
Fleet Maneuver - 2
Fleet Formation - 2
Fleet Command - 2


Entropy
Fleet Admiral Ezekial Fairfax, 10th Earl Fairfax
Squadron Manuever: 2
Squadron Formation: 1
Squadron Command: 1

Fleet Manuever: 2
Fleet Formation: 2
Fleet Command: 2


Holle:
Admiral Louise-Élisabeth Killy

Squadron Maneuver: 3
Squadron Formation: 1
Squadron Command: 1
Fleet Maneuver: 3
Fleet Formation: 1
Fleet Command: 1

100thlurker Fleet Action Proposal

Design Goals

  • Operational Scope
  • Narrative focused gameplay
  • Relatively fast pace

Borrows somewhat from Fate and my own ideas.

Quick Guide

Flag

Pick

Command

At the Operational level there are three different roles: the Flag Officer, Staff Officer, and Field Officer. Each plays specific roles, with different ways of influencing the overall battle.

Admirals with their own independent formations may elect to unify their command, at which point the Combined Fleet will act as one large Fleet with a single Flag officer.

Only one Character can function as the Flag Officer in a given Fleet. In that capacity they are the ultimately responsible for the Force's success or failure by setting its objectives, and issuing fleet-wide orders (e.g. Jellicoe or Speer). Staff are active throughout an operation advising the Flag and ensuring orders are carried out effectively.

Field Officers control a single Element locally and can play a major role in its performance (e.g. Beatty or Hipper), suggest courses of action to their Flag Officer, and even choose to break with the orders of the Flag if they feel necessary.

Fleets

The Fleet in aggregate is represented by a Flag or Insignia which tracks its major statistics. Fleets are scored on Cohesion, Attrition and Logistics. Not all fleets are made equal, all of the major powers have different kinds of Fleets. Fleet types have different basic statistics that represent their authorized materiel as dictated by naval legislation and their general expected level of support, readiness, and training.

e.g.

Phoenix Empire
Imperial Guard Capitol Fleet
Imperial Navy Battle Fleet
Royal Starforce Bannerguard

A unique Fleet can be created which plays differently and uses different mechanics.

Fleets are made up of Fleet Elements, a pool of die that are . The Fleet's Command apportions Tokens, usually representing tactical groups of 2-6 ships, to each Element. Each represents one die to the pool.

Each category . Additionally, unique national units in each category may have unique traits.

Each action consumes Cohesion.

Operations

Fleets in action. There are two types of engagement, determining the particular fleet elements, and a battle can freely transition between either depending on circumstance. This determines what fleet elements the

  1. Screening: In the Screening phase these elements attempts to gather data on the enemy’s maneuvers and prevent their counterparts from doing the same. Their respective success or failure determines who, if anyone, has initiative. Engagements that have become too chaotic or frenzied (such as a general melee) may not have this phase.
  2. Planning: The Flag Officer and their staffs analyze the situation and issue their orders. Both sides describe the overall formation they want their fleets to adopt to the GM. The GM approves the and assigns any bonuses.
  3. Execution: The Fleet Elements choose and begin their Actions.
  4. Results:

Set Piece

Whenever two fleet groups mutually agree and commit to pitched battle, bringing the full weight of their numbers to bear on each other. In a Set Piece engagement there are two major lines.

Screen
Line of Battle
[First Wing] [Second Wing] [Third Wing]
(Reserve) (Reserve) (Reserve)

Maneuver

Whenever a majority of either fleet group is not engaged such as a meeting engagement, an attempt to maneuver around an enemy, or a fighting retreat. Most of a fleet’s tokens are “off-screen”.

Screen
[First Wing]
(Reserve)
March Train
[Second Wing] [Third Wing]