Difference between revisions of "Talk:Fleet Action"

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Stress Gauge usually starts at 0. Every turn two fleets are locked in battle adds +1 Stress. If Stress goes over maximum, the Fleet is no longer capable of fighting.  
 
Stress Gauge usually starts at 0. Every turn two fleets are locked in battle adds +1 Stress. If Stress goes over maximum, the Fleet is no longer capable of fighting.  
  
Cohesion refreshes every turn. Fleet actions use Cohesion. Temporary Coherence generated by characters carries over from Round to Round until used.  
+
Cohesion refreshes every turn up to its rating, + free Cohesion. Free Cohesion generated by Characters carries over from Round to Round until used.  
  
Fleet Train restores up to its rating in Groups.  
+
Fleet Train refreshes every turn up to its rating.  
  
 
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Characters are separate from Fleet actions. Characters have '''one''' action in a round. Flag and Line officers need a flagship (see Groups).  
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Characters are separate from Fleet actions. Characters have '''one''' action in a round. Flag and Line officers require a flagship (see Groups).
 +
 
 +
Headquarters rolls all Fleet Actions, save Elements where a Line Officer is present.
  
 
When using Advantage roll twice, use higher. When rolling at Disadvantage roll twice, use lower.  
 
When using Advantage roll twice, use higher. When rolling at Disadvantage roll twice, use lower.  
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# Initiative: Screens roll off against each at TN 6. (Sum EW, TN 6)  
 
# Initiative: Screens roll off against each at TN 6. (Sum EW, TN 6)  
 
# Planning: Headquarters defines formation .  
 
# Planning: Headquarters defines formation .  
#: Move Groups between Elements for one Cohesion.
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## Move Groups between Elements for one Cohesion.
#: Describe a '''Tactic'''
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## Describe a '''Tactic''', on successful roll provides bonuses to actions or special results such as adding Stress directly to enemy Fleet.
#: Fleet Train restores groups.
+
## Fleet Train reforms Groups for one Cohesion.  
#: Characters in Headquarters can:
+
## Characters in Headquarters can:
 +
#:* Add a flat bonus to the '''Tactics''' roll.
 
#:* Roll to add Cohesion or clear away Stress.  
 
#:* Roll to add Cohesion or clear away Stress.  
 
#:* Roll to identify Advantage or overcome Disadvantage.  
 
#:* Roll to identify Advantage or overcome Disadvantage.  
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#* ''Defend'' (Sum Firepower, TN 6)
 
#* ''Defend'' (Sum Firepower, TN 6)
 
#* ''Charge'' (Sum Mobility, TN 6)
 
#* ''Charge'' (Sum Mobility, TN 6)
#* ''Barrage'' (Add Firepower values of Groups with Barrage trait, TN 5)
+
#* ''Barrage'' (Sum Firepower values of Groups with Barrage trait, TN 5)
 
# Results: GM describes overall results.  
 
# Results: GM describes overall results.  
## Damage is dealt. Groups are affected.
+
## Group statuses are updated.  
 +
## Any melees are resolved.
 
## Stress is added.  
 
## Stress is added.  
  
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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.  
 
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 Gauge''', a '''Cohesion''' pool, and a Fleet Train rating.  
+
Fleets have a '''Stress Gauge''', a '''Cohesion''' pool, and a Fleet Train.
 +
 
 +
The '''Stress Gauge''' represents a mix of morale, fatigue, and equipment. A Fleet going over the limit is no longer controllable and is it at the mercy of a still formed enemy.  
  
The '''Stress Gauge''' represents . A Fleet going over the limit represents
+
'''Cohesion''' represents the potential for coordinated action. The Cohesion pool
  
'''Cohesion''' represents the overall coordination and
+
The Fleet Train is [blah blah fluff]. It is also determines the Fleet's efficiency in sieges.
 
===Elements===
 
===Elements===
 
'''Elements''' are the major tactical divisions of a Fleet: a '''Screen''', the '''Wings''' of a Wall of Battle, and a '''Fleet Train'''. There can be only one Screen and Fleet Train. The Wall of Battle is divided into three Wings.
 
'''Elements''' are the major tactical divisions of a Fleet: a '''Screen''', the '''Wings''' of a Wall of Battle, and a '''Fleet Train'''. There can be only one Screen and Fleet Train. The Wall of Battle is divided into three Wings.
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*Execution: The Screen can not use the Support action.  
 
*Execution: The Screen can not use the Support action.  
  
The Wall of Battle is the main body of the fleet which plays the decisive role.  
+
The Wall of Battle is the main body of the fleet. It has three Wings.  
  
The Fleet Train is responsible for supplying the fleet and reducing system defenses.
+
The Fleet Train is responsible for supplying the fleet and reducing system defenses. As an element it is special and acts only during the Planning phase, the Restore action. Disrupted and Broken Groups sent to the Fleet Train can be restored.
As an element, it is special and acts only during the Planning phase.
+
*Disrupted Groups cost one point to restore.
 +
*Broken Groups cost two points to restore.  
  
 
No two fleets are alike, as they all have different purposes and levels of support.
 
No two fleets are alike, as they all have different purposes and levels of support.
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Groups are the small units, up to 8 ships, that make up a Fleet.  
 
Groups are the small units, up to 8 ships, that make up a Fleet.  
  
'''Light Group''': 0 Firepower, 1 , 2 EW, 2 Mobility, +[Barrage] <br>
+
'''Light Group''': 2 Mobility, 0 Firepower, 1 Defense, 2 EW, [2 Missiles] <br>
'''Cruiser Group''': 1 Firepower, 1 <br>
+
'''Cruiser Group''': 1 Mobility, 1 Firepower, 1 Defense, 1 EW,  <br>
'''Heavy Group''': 2 Firepower, 0 EW, 1 Mobility, +[Barrage] <br>
+
'''Heavy Group''': 1 Mobility, 2 Firepower, 0 EW, [Barrage] <br>
  
Groups have three states: Ready, Disrupted, Broken.  
+
Groups have Four states: Ready, Disrupted, Broken, and Overrun. Ready is the default state. Disrupted groups can still function but are now vulnerable to becoming Broken. Broken groups are no longer capable of fighting. A group that is Overrun is completely out of play.  
  
 
==Operations==
 
==Operations==
 
An operation begins long before the fleets are locked in battle.
 
An operation begins long before the fleets are locked in battle.
 +
===Advantage & Disadvantage===
  
Headquarters rolls the actions, unless a Line Officer is present in an element.  
+
==Battle==
 
+
===Screening===
===Battle===
+
===Planning===
 +
===Execution===
 +
Elements can perform multiple actions, however, they can not perform the same action twice.  
 +
# ''Attack'' (Sum Firepower, TN 6)
 +
# ''Defend'' (Sum Firepower, TN 6)
 +
# ''Charge'' (Sum Mobility, TN 6)
 +
# ''Barrage'' (Add Firepower values of Groups with Barrage trait, TN 5)
 +
===Results===
  
===(draft material)===
+
==(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 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)
 
Capital Ship Ratio (assuming fleet size 200)
 
1/4 (Guard) = 40
 
1/4 (Guard) = 40
 
1/8 (Normal) = 25
 
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.
 
  
 
# 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.  
 
# 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.  

Revision as of 08:27, 24 January 2016

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

Quick Guide

Operation

Fleet

Stress Gauge usually starts at 0. Every turn two fleets are locked in battle adds +1 Stress. If Stress goes over maximum, the Fleet is no longer capable of fighting.

Cohesion refreshes every turn up to its rating, + free Cohesion. Free Cohesion generated by Characters carries over from Round to Round until used.

Fleet Train refreshes every turn up to its rating.

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 require a flagship (see Groups).

Headquarters rolls all Fleet Actions, save Elements where a Line Officer is present.

When using Advantage roll twice, use higher. When rolling at Disadvantage roll twice, use lower.

Set Piece Battle

  1. Initiative: Screens roll off against each at TN 6. (Sum EW, TN 6)
  2. Planning: Headquarters defines formation .
    1. Move Groups between Elements for one Cohesion.
    2. Describe a Tactic, on successful roll provides bonuses to actions or special results such as adding Stress directly to enemy Fleet.
    3. Fleet Train reforms Groups for one Cohesion.
    4. Characters in Headquarters can:
    • Add a flat bonus to the Tactics roll.
    • Roll to add Cohesion or clear away Stress.
    • Roll to identify Advantage or overcome Disadvantage.
    • Roll to reform additional Groups & rally Broken groups.
  3. Execution: The Fleet Elements perform their actions. Each action costs one Cohesion:
    • Attack (Sum Firepower, TN 6)
    • Defend (Sum Firepower, TN 6)
    • Charge (Sum Mobility, TN 6)
    • Barrage (Sum Firepower values of Groups with Barrage trait, TN 5)
  4. Results: GM describes overall results.
    1. Group statuses are updated.
    2. Any melees are resolved.
    3. Stress is added.

Full Design doc

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 and issue 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 Gauge, a Cohesion pool, and a Fleet Train.

The Stress Gauge represents a mix of morale, fatigue, and equipment. A Fleet going over the limit is no longer controllable and is it at the mercy of a still formed enemy.

Cohesion represents the potential for coordinated action. The Cohesion pool

The Fleet Train is [blah blah fluff]. It is also determines the Fleet's efficiency in sieges.

Elements

Elements are the major tactical divisions of a Fleet: a Screen, the Wings of a Wall of Battle, and a Fleet Train. There can be only one Screen and Fleet Train. The Wall of Battle is divided into three Wings.

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 Screen is active in the Initiative and Execution phase of a set piece battle.

  • Initiative: The Screen
  • Execution: The Screen can not use the Support action.

The Wall of Battle is the main body of the fleet. It has three Wings.

The Fleet Train is responsible for supplying the fleet and reducing system defenses. As an element it is special and acts only during the Planning phase, the Restore action. Disrupted and Broken Groups sent to the Fleet Train can be restored.

  • Disrupted Groups cost one point to restore.
  • Broken Groups cost two points to restore.

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

Groups

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

Light Group: 2 Mobility, 0 Firepower, 1 Defense, 2 EW, [2 Missiles]
Cruiser Group: 1 Mobility, 1 Firepower, 1 Defense, 1 EW,
Heavy Group: 1 Mobility, 2 Firepower, 0 EW, [Barrage]

Groups have Four states: Ready, Disrupted, Broken, and Overrun. Ready is the default state. Disrupted groups can still function but are now vulnerable to becoming Broken. Broken groups are no longer capable of fighting. A group that is Overrun is completely out of play.

Operations

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

Advantage & Disadvantage

Battle

Screening

Planning

Execution

Elements can perform multiple actions, however, they can not perform the same action twice.

  1. Attack (Sum Firepower, TN 6)
  2. Defend (Sum Firepower, TN 6)
  3. Charge (Sum Mobility, TN 6)
  4. Barrage (Add Firepower values of Groups with Barrage trait, TN 5)

Results

(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.

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

  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.

2 in all attributes, distribute 12 pts between martial skills.