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Traveller Wargames Discussion of the various Traveller wargames and miniatures systems.

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Old December 6th, 2016, 02:07 PM
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Default FFW Question - Transporting Ground Units

I've recently acquired a copy of this and working through the rules. I just wanted to check in regard to the transport rules. According to the rules, a ground unit can be transported by a squadron on the basis of one ground factor per one defensive factor point of the ship (sorry, don't have the rules handy to directly quote from)- i.e., a 5-factor could be transported by a squadron with a defense factor of 5 or more. This rules also stipulate that a ground unit can't be transported by more than one ship- i.e., a 20-factor ground unit could not be transported by two or more ships whose defense factors add up to 20.

If this is the case and based on a review of the counter mix, it would appear that every few ground units could actually be transported from planet to planet.

Am I reading this correctly? Thanks in advance for any clarifications.
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Old December 6th, 2016, 03:10 PM
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Look on page 20, it gives the transport capacity of different ship types:
Quote:
Code Squadron Type Troop Capacity
A...... Assault Carrier.... 6C - 3C
B...... Battle................ 20 - 10
C...... Cruiser.............. defense factor
S...... Scout................ none
T...... Tanker.............. none
Troop capacities indicate the total
number of troops that may be carried
on the squadron. The first value may be
carried by a full strength squadron; the
second may be carried if the squadron is
reduced by combat.
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Old December 6th, 2016, 03:23 PM
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I got ninja'd by Mike, Jason, but you had half of the transport rule correct.

Only CruRons transport troops according to their defense factor. BatRons and AssaultRons transport troops according to the table Mike kindly posted.
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Old December 6th, 2016, 03:59 PM
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Oops! Yep, staring me right in the face. It wasn't made explicit in the rules themselves. OK, makes sense now. Now to have some fun although the set-up is taking forever, even using the Vassal module.

Last edited by Jason Breck; December 6th, 2016 at 04:41 PM..
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Old December 6th, 2016, 04:38 PM
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I empathise and sympathise over FFW set up times.
I still remember the first game, it took a couple of hours to sort the counters, determine starting positions and then write the first set of orders.

I now have the counters sorted into individual bags by counter type/faction so the sorting doesn't take too long.

Initial set up is much faster now, as is writing first turn orders.

If you want a real challenge you need two boards at least - one for each player - and only the referee gets to look at both. You know each other's initial starting points but after that only contact with the enemy reveals their position to you.

And even that is god mode compared to the information that an admiral in the setting would have - rules would need to be added for intel sent by courier - and you would need a board for every fleet and a player for each fleet.

The writing orders turns in advance is a good compromise

Last edited by mike wightman; December 6th, 2016 at 05:45 PM..
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Old December 6th, 2016, 04:45 PM
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I used to have the hardcopy version of the game back in the day but I sold it along with all my Traveller stuff. I downloaded the electronic version from DriveThuRPG and found the Vassal Module so it's a little easier doing things electronically (I do that a lot because of limited room, wandering animals, and a disapproving Frau). I do wish it was on Cyberboad- that's a lot more user-friendly.

But, I am going to play this solitaire for a bit and see how far I can get.

For an RPG scenario, I can see the player characters being part of one those 1-15 mercenary counters.
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