Talk:Fleet Action

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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

Place unit flat/insignia on the table as a token.

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: 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.

Fleets are made up of Tokens representing small tactical groups of 2-6 ships. Each represents one die to the pool.

There are three broad categories of Tokens: Light, Ship of the Wall, Capital. Each category is more effective at one type of action than another.

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]