Brilliant, thank you McPerth! I've just got back to this thread, so will give them a peruse now I've taken a break from wrangling near star lists...
Glad you think this, though, being untested, I'm sure many flaws would appear if really played...
I'm looking forward your comments.
Yes, the order lag / advanced order-writing was a big part of the appeal of FFW for me.
One way to model this is to have contingent orders (we used to do this for En Garde as a postal game) thus allowing local fleet commanders some initiative to attack targets of opportunity. Extending that slightly to a license to have a local authority coordinate turns for a time (remove or reduce time lag) could still accommodate higher-level strategic (but more laggy) directives from the factions' supreme commanders / cores.
Also I like FFW, but trying to play the whole Rebellion at its scale would be a daunting entreprise to say the least...
This would be a Grand Strategy game. Fleets here are not what they are in FFW, but what in Rebellion Sourcebook are called Named Fleets. Each player would have at most 3-4 fleets to maneuver, the rest of the Naval power being represented with the sector fleets. The whole FFW would be just 2-3 fleets per side (plus one each Sword worlds and Vargr) per side.
That's why I asume they are not really all in the subsector they are in the game, This is where the main concentration is, but they have elements to neighbouring subsectors, akin of what most games call ZOC.
See that in FFW response time depends on the aldmiral, and some of them (e.g. Norris) may react without delay to what is happening several sectors away.
Precisely, being a Grand Strategy game, I didn't want to feature individual aldmirals. Fleets are nominally commanded by an Aldmiral, but are directed by compentent staffs, most of them (in fact all but the Solomani) with the same doctrinal training.
Ploted movement in FFW is a way to represent the communications lag and lack of omniscence by the aldmirals (though some of them seem to be, as told above), but an Imperial aldmiral can still react in 4-5 weeks time (I repeat, about a turn in this game) to the Zhodani reseves shift behind their lines :CoW:.
Contingent orders are fine, but they add complexity (and GM work and assumptions). What is intended here is orders to be so simple as
- Vengeance Fleet: attacks Zagushagar E.
- Corridor Fleet: Mop up.
Here, this lack of omniscence is not just represented, but enforced when neither the players are omniscent, as they do not know where enemie's fleets are, unless they are attacking own territory or adjacent to a fleet of theirs (representing the small skirmishes both fleets sustain in the bordering zone). They will not even know what subsectors are controlled by who, (except their own, of course) unless bordering with their own.
NOTE: As stated in former posts, the rules about limited intelligence are not in the rules I posted. As said, there are from several years ago, and still to be polished, and those rules (and probably some more) were only in my head, and some of them I remember as we discuss.