Galactic domination the game of space strategy made in australia



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TI3

MVMT


UNIT BATTLE HIT PROB DEF COST [SPEED] # of Atts/rnd REMARKS

DN 5 60% 2 5 1 1 B. SD

CV 9 20% 1 3 1 1 Cap 6

CA 7 40% 1 2 2 1

DD 9 20% 1 1 2 1 AFB

Ftr 9 20% 1 ½ NA 1

WS 3 (x 3) 80% (x 3) 2 12 2 3 B. Cap 6. SD ##
GF 8 30% 1 ½ 0 1

PDS 6 50% 1 2 0 1 PS. SC

SD 0 00% 1 4 0 0 PU. FCap 3
GD

# of Attacks TI3 equiv



UNIT ATTACK HIT PROB per shot DEF COST SPEED per round unit
Ftr 4* 40 % 1 1 0 2 Fighter

FF 4 40 % 3 3 3 4 none

DD 5 50 % 4 4 2 5 DD

CA 6 60 % 5 6 2 6 Cruiser

BB 8 80 % 7 9 2 8 DN

CV 4 40 % 4 6 3 4 Carrier

RA 6 + 6 60 % 5 8 3 12 none

GS 6 60 % 8 7 2 6 none

GBDS 5 50 % 4 2 0 5 PDS

MI 4 40 % 4 1 0 4 # GF

SY 0 00 % 10 20 0 NA Spacedock

TT 0 00 % 3 2 3 NA none

NONE NA NA NA NA NA NA WS
# ground combat only
In both game systems Fighters are considered to be attrition units.

This is logical and obvious in GD with the fighters costing only 1 and having only 1 hit point [DEF], and also because a CA has over 4 times the firepower AND toughness of an individual Ftr and costing 6 times as much.


Unlike, TI1/2 where it is not so readily apparent because both a Fighter and a Cruiser have just 1 hit point, and both the cost and firepower of the cruiser is only 1½ times that of the fighter; ie the fighter’s cost is ⅔ that of the cruiser and its chance to hit is ⅔ that of the cruiser, as both only get 1 shot to hit,

in TI3 a Fighter has ¼ cost of CA, and CA has twice the hit probability; although even this relative difference is not quite as great as in GD, but it is a significant improvement from TI1/2.


In TI3, a Fighter is a pure Attrition unit.

In GD, it is actually only a partial Attrition unit – in that some damage will occur to other units present before Fighters start being sacrificed.



OPTIONAL RULES THAT DIDN’T MAKE THE CUT AS ARE TOO

UNFOCUSED AT THIS STAGE:
BARBARIANS

Non-empire enemies – the ‘barbarians’. Certain powerful foes have no structured civilization to attack, but simply a whole lot of individual planets. These will attack as just a small force or as a bunch of forces. To attack one of their planets is simply to attack one of their planets; it is not considered an attack on the whole.



SPECIAL ENCOUNTERS

Encounters include Resource Worlds, Hostile Worlds, Hostile Space Patrol from Hostile World, etc.


MARAUDERS

Independent opportunists with own small fleets that will raid any region of space/planet/base left unprotected.


PATROL FLEETS

Used to try to seek out and kill Marauder fleets before they can become a menace. Other uses.


Reinforcement Phase

These are units that player does not have to build, as they are provided by the government [reserve units released to active service, and/or from general patrol duty].



PLAYAIDS
Constructed Units Tray


APPENDIX I
EVALUATING FLEET STRENGTHS

  1. Calculate the average Combat Factor for each unit in fleet = C.

  2. Square # of units (n) in Fleet à n2 = N.

  3. N x C = Total Force Strength

TABLE OF COMBAT FACTORS FOR MULTIPLE UNITS




UNIT

QUANTITY OF UNIT




1

2

3

4

5

6

7

8

9

10

11

12

Ftr

0.8

3.2

7.2

12.8

20

28.8

39.2

51.2

64.8

80

96.8

115.2








































FF

4.8

19.2

43.2

76.8

120

172.8

235.2

307.2

388.8

480

580.8

691.2








































DD

10

40

90

160

250

360

490

640

810

1000

1210

1440








































CA

18

72

162

288

450

648

882

1152

1458

1800

2178

2592








































BB

44.8

179

403

717

1120

1613

2195

2867

3623

4480

5421

6451








































GS

28.8

115

259

461

720

1037

1411

1843

2333

2880

3485

4147








































RA

36

144

324

576

900

1296

1764

2304

2916

3600

4356

5184








































CV

6.4

25.6

58

102

160

230

314

410

518

640

774

922








































GBDS

10

40

90

160

250

360

490

640

810

1000

1210

1440








































MI

6.4

25.6

58

102

160

230

314

410

518

640

774

922








































CL

10

40

90

160

250

360

490

640

810

1000

1210

1440

TABLE WHERE FIGHTER SET = 1



UNIT

QUANTITY OF UNIT




1

2

3

4

5

6

7

8

9

10

11

12








































Ftr

1

4

9

16

25

36

49

64

81

100

121

144








































FF

6

24

54

96

150

216

294

384

486

600

726

864








































DD

12.5

50

112

200

312

450

612

800

1012

1250

1815

1800








































CA

22.5

90

203

360

563

810

1103

1440

1823

2250

2723

3240








































BB

56

224

504

896

1400

2016

2744

3584

4536

5600

6776

8064








































GS

36

144

324

576

900

1296

1764

2304

2916

3600

4356

5184








































RA

45

180

406

720

1126

1620

2206

2880

3646

4500

5446

6480








































CV

8

32

72

128

200

288

392

512

648

800

968

1072








































GBDS

12.5

50

112

200

312

450

612

800

1012

1250

1815

1800








































MI

8

32

72

128

200

288

392

512

648

800

968

1072







































These tables show the value of quantity of unit as a Force Multiplier. They also show the value of raw, brute combat power in a single unit, viz the BB.

The tables show that a BB is equivalent to 7½ Fighters in Combat rating, on average.

A fighter cost 1 Stellar, a BB 9 Stellars; but a BB has a couple of abilities that a fighter doesn’t have – self-movement, and can carry MIs. At higher levels a BB has some further special abilities and costs 1 Stellar more ie. 10 Stellars.


USING THESE TABLES TO DETERMINE THE TOTAL COMBAT VALUE OF A MIXED FLEET

If, as will be normal, your fleet contains several units each of several types of unit, then how does one obtain their combined combat value?

eg. 4 CAs and 2 BBs and 6 FFs.

If using the formula, it is [(4 x 18) + (2 x 44.8) + (6 x 4.8)]/12 x 12 x 12.

This shows that can simplify formula to : Total combat values of all units x # of units.
[(4 x 18) + (2 x 44.8) + (6 x 4.8)] x 12 same as [(4 x 18) x 12] + [(2 x 44.8) x 12]+ [(6 x 4.8) x 12]
[44.8 + 72 + 43.2] x 6 = 160 x 6 = 960
1BB + 2CAs + 3FFs = [(44.8 x 1) + (18 x 2) +( 4.8 x 3)]/6 x 6 x 6 = 576

= [(44.8 x 1) + (18 x 2) +( 4.8 x 3)] x 6 = 576


NEEDS NEW TABLE WHERE DO NOT SQUARE


UNIT

QUANTITY OF UNIT




1

2

3

4

5

6

7

8

9

10

11

12

Ftr

0.8

1.6

2.4

3.2

4.0

4.8

5.6

6.4

7.2

8.0

8.8

9.6








































FF

4.8

9.6

14.4

19.2

24.0

28.8

33.6

38.4

43.2

48.0

52.8

57.6








































DD












































































CA

18

36

54

72

90

108

126

144

162

180

198

216








































BB

44.8

89.6

134.4

179.2

224.0

268.8

313.6

358.4

403.2

448.0

492.8

537.6








































GS

28.8

57.6

86.4

115.2

144.0

172.8

201.6

230.4

259.2

288.0

316.8

345.6








































RA

36

72

108

144

180

216

252

288

324

360

396

432








































CV

6.4

12.8

19.2

25.6

32.0

38.4

44.8

51.2

57.6

64.0

70.4

76.8








































GBDS

10

20

30

40

50

60

70

80

90

100

110

120








































MI

6.4

12.8

19.2

25.6

32.0

38.4

44.8

51.2

57.6

64.0

70.4

76.8







































44.8 + 36 +14.4 = 95.2 x 6 = 571.2 CORRECT


4 CAs and 2 BBs and 6 FFs = (72 + 89.6 + 28.8) x 12 = 190.4 x 12 = 1904 + 380.8 = 2284.8

Can use approximate figures and probably better also to use a table where fighter is set to 1.




UNIT

QUANTITY OF UNIT




1

2

3

4

5

6

7

8

9

10

11

12

Ftr

1

2

3

4

5

6

7

8

9

10

11

12








































FF

6

12

18

24

30

36

42

48

54

60

66

72








































DD

12.5

25

37

50

62

75

87

100

112

125

137

150








































CA

22.5

45

68

90

113

135

158

180

203

225

248

270








































BB

56

112

168

224

280

336

392

448

504

560

616

672








































GS

36

72

108

144

180

216

252

288

324

360

396

432








































RA

45

90

135

180

225

270

315

360

405

450

495

540








































CV

8

16

24

32

40

48

56

64

72

80

88

96








































GBDS

12.5

25

38

50

63

75

88

100

113

125

138

150








































MI

8

16

24

32

40

48

56

64

72

80

88

96







































4 CAs and 2 BBs and 6 FFs = [90 + 112 + 36] x 12 = 238 x 12 = 240 x 12 = 2400 + 480 = 2880

-24 = 2856 SAY 2,850.
Let us work out the calculated values for two small fleets and then test them against each other to see if right. To make it easy let each side have 6 units, and therefore all we need is for the sum of the values from the table to be similar to have similar strength forces.

1 BB = 56 + 5 FFs = 30 : TOTAL = 86 x 6 = 516 ; 81 x 5 = 405

2 CV = 16 + 3 CAs = 68 : TOTAL = 84 x 6 = 504 ; 84 x 5 = 420 [note missing 6th ship]

ROUND ONE

BB does 6.4 hits & 5 FFs do 8 hits , say 14 hits 4 FFs do 6.4 hits, say total 13 hits

2 CVs do 3.2 hits & 3 CAs do 10.8 hits, say 14 hits.



D

D

D


D

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D

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D

ROUND TWO

Same hit rolls , therefore do 14 points to each other – annihilating each other.

Note: adding the cost values of the units in the battle is just as accurate determiner of relative ability.

1 BB + 5 FFs cost 9 + 15 = $24; 2 CVs + 3 CAs cost 12 + 18 = $30.
OPTIONAL RULE

DAMAGE IMMEDIATE REDUCTION TO ATTACK RATING

The two fleets in above example crippled each other in first round of combat, and in second round totally mutually annihilate as no reduction in firepower due to damage.

If do have this, it does make things much more complicated, but it would work this way:

Each point of damage allocated to a unit reduces its attack rating by 1.

This can make things interesting, as a player might prefer to eliminate some of his units to prevent a particular heavy unit of his having its attack rating significantly reduced.

Let’s use two second round example with the two fleets above – one example with damage as allocated above; the other where BB group player kills 3 of his frigates to preserve bulk of his BB’s firepower.
ROUND TWO


D


D

D

D

D

D

D

D

D


D

D

D

D

D

D


D

D

D

D

D

D

D

D

D

DD


D

D


D

D

D

D

D

D

ROUND TWO

EXAMPLE ONE

BB is at attack 8-6 = 2; 4 FFs are at attack 4-2 = 2 also; therefore has 5 units @ attack rating 2.

This is puny, so revise the concept – have a reduction in the quantity of attacks but not attack to hit #; therefore BB has 2 attacks @ 8-to hit, and 4 FFs have 2 attacks each @ 4- to hit.

They will therefore do 1.6 + (4 x .8) = 4.8 say 5 hits in round 2. The other fleet will survive.


The other fleet has an undamaged CA [attack remains @ 6], 2 CAs that have each taken 4 damage [à attacks each 6-4 = 2 @6-] and 2 CVs each with 3 damage [à attacks 4-3 = 1 each @ 4-].

It does 3.6 + 2.4 + 0.8 = 6.8, say 7 hits; this totally destroys the other fleet.


This is because 1BB + 4 FFs is 405 points, but 2CVs + 3CAs is 420 points.

If remove 1 CV becomes 76 x 4 = 304 points. The 15 point difference is probably significant.


Will not try example 2 at this stage but instead create 2 fleets whose combat rating is exactly equal.
1 BB + 3 CAs = 56 + 68 = 124 X 4 = 496

2 CV + 6 FFs = 16 + 36 = 52 x 8 = 416 [80 short] therefore add 1 FF:

2 CV + 7 FFs = 16 + 42 = 58 x 9 = 522 [26 excess with just this slight alteration] therefore add Ftrs instead:

2 CV + 6 FFs + 1 Ftr = 16 + 36 + 1 = 53 x 9 = 477 [still 19 short].

2 CVs + 5 FFs + 3 Ftrs = 16 + 30 + 3 =49 x 10 = 490.

2 CVs + 4 FFs + 5 Ftrs = 16 + 24 + 5 = 45 x 11 = 495. [good match].


1 BB + 3 CAs vs 2 CVs + 4 FFs + 5 Ftrs [coincidentally both these fleets cost $27]

D


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D

ROUND ONE

FORCE BLUE does 6.4 + (3 x 3.6) = 6.4 + 10.8 = 17 damage to Force Orange.

FORCE ORANGE does (2 x 1.6) + (4 x 1.6) + (5 x 0.8) = (6 x 1.6) +(5 x 0.8) = 9.6 + 4.0 = 13.6

say 14 damage to Force Blue.

Both sides now have eight (8) undamaged boxes.

Under normal rules in round two they would annihilate each other.
ROUND TWO

Will now test combat damage effect options:

OPTION ONE – EACH POINT OF DAMAGE REDUCES # OF ATTACKS THAT UNIT CAN DO BY 1:

BB can do 6 attacks @ 8-; 3 CAs can each do 2 attacks @ 6-.[Total = 12 attacks]

2 CVs can each do 1 attack @ 4-; 4 FFs can each do 2 attacks @ 4-;

2 surviving fighters can do their normal 2 attacks @ 4-: [Total = 14 attacks]


FORCE BLUE does 4.8 + 3.6 = 8.4 say 8 damage. This eliminates Force Orange.

FORCE ORANGE does 14 attacks all @ 0.4 to hit = 5.6 damage, say 6 damage.

This means Force Blue has 2 survivors each with 1 point left – the BB and 1 CA.

OPTION TWO – AS OPTION ONE, EXCEPT THE DAMAGE IN ROUND ONE IS ALLOCATED DIFFERENTLY. FORCE BLUE DOESN’T NEED TO DO THIS AS SUCCEEDED WITH NORMAL APPROACH. BUT LET’S SEE IF FORCE ORANGE CAN BENEFIT FROM USING THIS OPTION – PROBABLY NOT AS ALL ITS UNITS HAD THE SAME ATTACK RATING OF ‘4’. A LITTLE THOUGHT SHOWS FORCE ORANGE CAN NOT BENEFIT BECAUSE OF ITS UNIFORM ATTACK RATINGS.


INTEGRATED RULES


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