Talk:Fleet Action: Difference between revisions

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Characters have '''one''' action in a round.  
Characters are separate from Fleet actions. Characters have '''one''' action in a round. Flag and Line officers need a flagship (see Groups).  


===Set Piece Battle===
===Set Piece Battle===
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#* Roll to add temporary Cohesion or perform Special Action.  
#* Roll to add temporary Cohesion or perform Special Action.  
# Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
# Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
#* Attack
#* Attack (Add Firepower values of Groups, TN 6)
#* Defend  
#* Defend (Add Firepower values of Groups, TN 6)
#* Charge  
#* Charge (Add Mobility values of Groups, TN 6)
#* Support
#* Support (Add Firepower values of Groups with artillery trait, TN 5)
# Results: GM describes overall results.  
# Results: GM describes overall results.  
## Damage is dealt. Groups are affected.
## Damage is dealt. Groups are affected.

Revision as of 15:08, 23 January 2016

Borrows somewhat from Fate and my own ideas. More roleplay than wargame.

Quick Guide

Operation

Stress Gauge usually starts at 0. Every turn in set piece battle adds 1 stress. When stress hits limit, Fleet dissolves in an uncontrolled rout immediately.

Cohesion Pool refreshes to maximum every turn. Coherence generated by

Screen
Line of Battle
[First Wing] [Second Wing] [Third Wing]
Fleet Train

Characters are separate from Fleet actions. Characters have one action in a round. Flag and Line officers need a flagship (see Groups).

Set Piece Battle

  1. Initiative: Screens roll off against each at TN 6.
  2. Planning: Headquarters defines formation, and overall plan. Characters in Headquarters can also:
    • Can describe a Tactic at the cost of one Cohesion, adds bonuses to certain Fleet Actions. On approval, roll.
    • Change formation by moving Groups between Elements.
    • Reform Groups, up to Fleet Train rating.
    • Roll to add temporary Cohesion or perform Special Action.
  3. Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
    • Attack (Add Firepower values of Groups, TN 6)
    • Defend (Add Firepower values of Groups, TN 6)
    • Charge (Add Mobility values of Groups, TN 6)
    • Support (Add Firepower values of Groups with artillery trait, TN 5)
  4. Results: GM describes overall results.
    1. Damage is dealt. Groups are affected.
    2. Stress is tallied from results.

Full

Command

At the Operational level there are three different roles for Characters: Flag Officer, Staff Officer, and Line Officer. By default a character with a large number of ships is assumed to be the Flag Officer while those commanding smaller units are assumed to be Line Officers. Characters without a specific field command are usually assumed to be Staff. However, Characters can pick whichever roles they feel are most appropriate to the narrative.

Only one Character can act as the Flag Officer in a given Fleet, and every Fleet must have one. They are ultimately responsible for the Force's success or failure by setting its objectives and issuing fleet-wide orders. (e.g. Jellicoe or Speer)
A Staff Officer is active throughout an operation advising the Flag Officer, organizing the Fleet, and ensuring orders are carried out effectively. (Admiral Fischer in LoGH or [])
The Line Officer controls a single Element and can play a major role in its performance, attack other Characters, and can even choose to disobey the orders of Headquarters. (e.g. Beatty or Hipper)

The Flag Officer and their Staff form the Headquarters which directs the overall battle but is not involved with more localized actions. Line Officers may comment on a situation for the benefit of Headquarters but cannot directly act.

Characters with their own independent Fleets may elect to unify their command, forming a Combined Fleet which acts as one large Fleet with a single Flag Officer.

Each round Characters have one action.

Fleets

A Fleet is represented on the table by a Token. Fleets are made up of Elements, and Elements are made up of Groups. Both are also represented by Tokens on the table.

Fleets have a Stress track and a Cohesion pool. Stress tracks . Cohesion is used every time a Fleet performs an Action.

Elements are the major tactical divisions of a Fleet: a Screen, the Wings of a Wall of Battle, and a Fleet Train. The Screen is the independent avant-garde of a Fleet that protects it from surprise attack, performs reconnaissance, and hunts their enemy counterparts often across a very dispersed frontage. The Wall of Battle is the main body of the fleet which plays the decisive role. The Fleet Train is responsible for supplying the fleet and reducing system defenses.

There can be only one Screen and Fleet Train. The Wall of Battle is divided into Three.

No two fleets are alike, as they all have different purposes and levels of support.

Groups are the small units, up to 8 ships, that make up a Fleet.

Operations

An operation begins long before the fleets are locked in battle.

  1. Initiative: Each Fleet determines its initiative. The Screen rolls
  2. Planning: Headquarters defines formation, and overall plan.
  3. Execution: The Fleet Elements perform their actions.
  4. Results:

Maneuver

Battle


(draft material)

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.

[fleet types]

The Fleet in aggregate is represented by a Flag or Unit Insignia which tracks its major statistics: Cohesion, Attrition and Logistics.

Capital Ship Ratio (assuming fleet size 200) 1/4 (Guard) = 40 1/8 (Normal) = 25

The components of a Fleet are Elements. Each element . Every fleet must have a Screen and a

Fleets are made up of Groups representing small tactical groups of 4-10 ships. There are three broad categories of Groups: Light, Ship of the Wall, Capital. Each category

Token are apportioned to Fleet Elements.

  1. Initiative: In the Initiative 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.
  2. Planning: Headquarters 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.

Test Characters

Use stats from Talk:Not_Created_Equal#100thlurker_Character_skills_proposals