I've been thinking about grand strategy games recently, and it occurs to me that supply rules are a lot like encumbrance rules, in that they're a pain in the ass but also worthwhile because they convey the same concerns the character experiences up to the player. A dungeoneer worries about how much weight he's carrying; a general worries about how to keep his men fed. What's more, as Keegan's History of Warfare suggests, supply concerns dictated the largely-coastal structures of campaigns in the Hellenic era. Without supply, you get all kinds of crazy long-term unsupported actions in the enemy rear (this is a problem I have observed in, say, the Civilization series of games).
But the difference between supply and encumbrance is that we're reached a reasonablish compromise between complexity and realism in our encumbrance rules, with encumbrance by stone or with Traveller's low-kilos threshold. I don't know if supply is amenable to simplication... but until I find a set of rules for it which are really light-weight, I expect that it will remain one of those much-begrudged rules which is ignored by the players whenever I forget about it.
(Been thinking about wargame campaigns again, since I'm back in Collegetown and one of my main wargaming opponents / buddies is still around)
Showing posts with label Full Thrust. Show all posts
Showing posts with label Full Thrust. Show all posts
Sunday, August 17, 2014
Thursday, February 20, 2014
On Tactical Hyperdrive
While reflecting on Full Thrust, CBF's Raiders, and BattleShift today, I came the realization that the reason tactical hyperdrives, warp-gates, and cloaking devies are interesting to me is that they are some of the few mechanics in starship wargaming that really serve to differentiate it from naval (or for the 3d freaks, aerial) wargames. The other main ones I can think of / see in practice are momentum-driven movement (doesn't work so well in high-friction fluids) and something like CBF's regenerating / faceted shields (no current technological analog), but those both bear much higher mechanical overhead than warp tech.
Labels:
Colonial Battlefleet,
Full Thrust,
Wargaming
Wednesday, February 19, 2014
A Return to Wargaming?
Jimdad suggested on the recent organizational resources post that it would make sense for me to do some test runs of all the tech before trying to run a full-blown campaign with it. This is sensible, but one-shots are unsatisfying as a rule. Unrelatedly, I've had VBAM and space wargaming on the brain recently for no apparent reason. But they do suggest an alternative means for tech-testing, in that wargames are primarily one-off affairs (at least in our group) which work well with a small and irregular player pool. Playing one-off wargame scenarios also leads nicely into campaigns, which might beget universe generation and lead to workable RPG settings.
I'm sort of looking back at the Starmada Summer of 2011 as a model, but hopefully with a less flexi-fragile system (or a gentleman's agreement that if something is broken, you use it to win once and then can it). I think Full Thrust in one of its several incarnations would probably serve us well, as it is a very simple core game with lots of optional things to experiment with (I for one would be curious to try Colonial Battlefleet's initiative system on top of FT's general mechanics; I'm just not a huge fan of pre-plotted movement). Full Thrust is also old enough and well-enough vetted that its exploitable flaws are known (documented and discussed in the expansion books) and can hopefully be avoided. It also has a nice-looking sample campaign in the back of the FT2E manual.
Other options:
I'm sort of looking back at the Starmada Summer of 2011 as a model, but hopefully with a less flexi-fragile system (or a gentleman's agreement that if something is broken, you use it to win once and then can it). I think Full Thrust in one of its several incarnations would probably serve us well, as it is a very simple core game with lots of optional things to experiment with (I for one would be curious to try Colonial Battlefleet's initiative system on top of FT's general mechanics; I'm just not a huge fan of pre-plotted movement). Full Thrust is also old enough and well-enough vetted that its exploitable flaws are known (documented and discussed in the expansion books) and can hopefully be avoided. It also has a nice-looking sample campaign in the back of the FT2E manual.
Other options:
- Starmada: Nova - we never really gave this one a fair shake, and the seeker rules are pretty neat. On the minus side, forum reports that stacking up weapon traits is still pretty broken.
- Colonial Battlefleet - sort of hampered by lack of good shipyard spreadsheet. I have one half-thrown together, but got bored. Good stealth and initiative rules, and the Raider type from the expansion book looks like fun. On the minus side, fairly heavy bookkeeping for shields.
- Battleshift - Fleet engagements with some cool tactical warp mechanics. If I recall correctly, though, it needs a pretty big playing area, and I've seen roll20 lag out under less.
- Space Hulk. The problem with Space Hulk is that it's unusually stressful, because there is some serious "oh god oh god we're all going to die" going on continuously (... holy cow, this must be what it's like to play in my ACKS games. No wonder they keep disintegrating! On the other hand, if you play ACKS well, it's less of a problem than if you play Space Hulk well, because the DM is slightly less actively malicious than the 'stealer player). Also the maps are deceptively expansive.
- BattleTech Lite - light to medium mechs from the earliest time period only, and perhaps no melee. Could be fun as long as you keep the total number of armor / structure points low.
- Domains at War: Battles - Our experiences so far suggest that DaW:B is too heavy unless there's some significant investment in the outcome (ie, a PC realm at stake). On the other hand, two games between inexperienced players is not a whole lot to go by. I've been meaning to write some scenarios for this - the system could definitely use one highlighting the fortification rules, and everybody loves Helm's Deep.
- Hell, a sample DaW:C campaign would be fun too, and if the battles were resolved using the Campaigns rules, it might work alright for one-off afternoon games (though I sort of expect a lot of overhead from the recon rules - TODO automate recon). I could steal something from Crusader Kings and keep the magic-and-wyvern-cavalry level historically low for ease of use.
- Anything in the 15-25mm infantry sphere - I have my doubts about how well roll20 would handle these, and Vassal suffers from limited plugins. Options include Stargrunt, Gruntz, WH40k, and many many others.
- Dirtside or other 6mm microarmor games - Again, I don't think this one would do well on roll20. Also chit-based damage.
Friday, March 15, 2013
Miscellany - Of Ships and Burning Oil
Wasn't feeling well last night, so no real post today.
I've been reading up on naval tactics and strategy with the idea of getting some context for Starmada and Full Thrust. Found two interesting things that kind of mirror our experiences with Starmada. First, from wikipedia:
The other interesting point was a discussion of the continued usefulness of aircraft carriers in the missile age, with arguments made here (caution - pdf), here, and here. I thought it was neat to see kind of the same discussions we had go down in the Real World.
Also, looking at ACKS again, I think we were playing military oil wrong the entire time. We were applying fire damage every round for standing in a burning area, which (as we noted at the time) was strictly better than using oil as a single-target weapon for 1d8 damage for each of two rounds. However, further inspection shows that oil spread on the ground covers only a 5' diameter rather than a 10' diameter, which means that there're large non-burning areas in a 10' square containing fire. Also looks like area-deployment of oil require careful pouring, rather than throwing, so it can't be done at range. So I think the tradeoff is that poured deployment requires either pouring oil in the front line (in which case intelligent adversaries will realize what you're up to) or pouring in the rear and then retreating, which yields ground, while thrown oil can be used to immediate effect from the rear but has lower damage potential.
I've been reading up on naval tactics and strategy with the idea of getting some context for Starmada and Full Thrust. Found two interesting things that kind of mirror our experiences with Starmada. First, from wikipedia:
Naval tactics throughout the 16th century and well into the 17th century, however, was focused on countering the oar-powered galleys that were armed with heavy guns in the bow, facing forwards, which were aimed by turning the entire ship against its target. Though far less seaworthy than sailing vessels and highly vulnerable to boarding by ships that rode higher in the water, the galleys were a serious threat due to their ability to aim accurate heavy gunfire low in the hulls of larger sailing ships.So there is historical precedent for G-arc superweapons! Doesn't make them any more fun, though :\
The other interesting point was a discussion of the continued usefulness of aircraft carriers in the missile age, with arguments made here (caution - pdf), here, and here. I thought it was neat to see kind of the same discussions we had go down in the Real World.
Also, looking at ACKS again, I think we were playing military oil wrong the entire time. We were applying fire damage every round for standing in a burning area, which (as we noted at the time) was strictly better than using oil as a single-target weapon for 1d8 damage for each of two rounds. However, further inspection shows that oil spread on the ground covers only a 5' diameter rather than a 10' diameter, which means that there're large non-burning areas in a 10' square containing fire. Also looks like area-deployment of oil require careful pouring, rather than throwing, so it can't be done at range. So I think the tradeoff is that poured deployment requires either pouring oil in the front line (in which case intelligent adversaries will realize what you're up to) or pouring in the rear and then retreating, which yields ground, while thrown oil can be used to immediate effect from the rear but has lower damage potential.
Labels:
ACKS,
Full Thrust,
Starmada Admiralty,
Tactics
Monday, March 11, 2013
No News is... No News
Well, midterms happened, and now it's spring break. No gaming for the last two weeks due to illness on various peoples' parts, and nobody's here this week, so not looking good for the immediate future either. Lack of posting has been due to lack of energy, not lack of ideas. Things kind of on the docket for when I get around to them:
- Dwarven Muleskinner class for ACKS - explorer meets venturer by way of Dwarf Fortress
- ACKS scripts - I wrote python scripts for automating annoying parts of ACKS (like settlement demand modifier generation) last month. I should clean them up and put them in a repo somewhere for public consumption.
- Traveller ships - the Traveller game that has been on sickleave recently has humans at TL10, which is insufficient for Jump 2. I've taken it upon myself to build a Jump 1 ship or two beyond Yachts and Fat Traders. Unfortunately, I'm bad at deckplans.
- ACKS Wilderlands - putting domains on the map and nobles in the domains
- Midnight - I was re-reading parts of Midnight the other day and realized that while it would be really cool to run with ACKS, it would also be very difficult, because a whole bunch of assumptions about economics are invalid in Midnight (and magic is kind of different too). Particularly troubling is providing PCs with a market and
replacementshenchmen, and the complete unavailability of high-power divine magic (ie, RL&L) looks liable to spike mortality. Sooo... I dunno. On the other hand, once Domains at War is out, ACKS would be really sweet for running a guerrilla campaign against the Shadow on the borders of the elven territories; Fantasy F*ckin' Vietnam meets Empire Strikes Back, Lord of the Rings, and Indiana Jones (when the PCs go hunting for power nexuses). - Custom treasure tables
- Stargrunt / Dirtside / Full Thrust - not really a creative project, but I want to play more GZG stuff. I guess I could build Vassal plugins... ?
Labels:
Full Thrust,
Hiatus,
Midnight,
real life,
school,
StarGrunt,
Traveller,
Wilderlands
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