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Expanded FFW over multiple sectors?

Yama

SOC-3
Just curious if anyone has thought about doing a large-scale version of FFW covering multiple sectors (or even the entirety of known space)? It'd be too big to do physically, but it could be done with programs like VASSAL and digital components.

Not sure what it would be for (fighting the Rebellion, simulating military campaigns of other eras, etc.); just seeing the military might of the Third Imperium laid out on the map in peacetime would be impressive. I remember thinking how cool large-scale campaigns would be and drawing sectors on bristol board back in my teenage years.

Has anyone else had similar bouts of insanity? ;)
 
I have; the Barracks Emperors period (ca 600) ranged throughout the Imperium, with battles and politics both. Maybe a cross between 5FW and Diplomacy?
 
You would have to go to the next level up to do this to make a playable game I think.

By this I mean in FFW maneuvers you fleets around from world to world, to cover the entire Imperium you would have to make it fleets from subsector to subsector to make it playable. Perhaps an amalgamated unit for all the fleets deployed in a subsector, and I'd make the game turn 1 month.
 
You're right - scope would have to change. Or, perhaps, the game would be a bit more focused. But that still probably means a wider scope.
 
Just curious if anyone has thought about doing a large-scale version of FFW covering multiple sectors (or even the entirety of known space)? It'd be too big to do physically, but it could be done with programs like VASSAL and digital components.

Not sure what it would be for (fighting the Rebellion, simulating military campaigns of other eras, etc.); just seeing the military might of the Third Imperium laid out on the map in peacetime would be impressive. I remember thinking how cool large-scale campaigns would be and drawing sectors on bristol board back in my teenage years.

Has anyone else had similar bouts of insanity? ;)

I have sometimes thought of doing this for the Solomani Rim War. We have all the sectors and creating fleets shouldn't be too hard. But it's a much bigger war to begin with, and I'd want a better fleet-planet interface than FFW has, to allow for battles like the Conquest of Terra, but not something as complex as Invasion:Earth since that's a complete game in itself.

Alternatively, as a practice project, one could recreate the earlier Frontier Wars. That'd keep you pretty much on the same map, with smaller forces, but give practice on creating fleets for different tech levels and playtesting for a new fleet-planet interface.
 
Just curious if anyone has thought about doing a large-scale version of FFW covering multiple sectors (or even the entirety of known space)?

Not quite that scale, but I did always want to play out the entirety of the 5FW(*) and not just the core area covered by the game. This would include two more fronts with the Sword Worlds: against the Imperium on the SW rimward side, and against the Darrians over the Entropic worlds. Given where reinforcements were coming from, perhaps the whole domain.

Of course, expanding it out to all of the Imperium would allow you to play out battles of the Rebellion.

But going back to the 5FW, the other thing I wanted to do was resolve each space battle using Power Projection, and something similar for ground battles.

* = Assuming you meant 5th and not 1st or 4th.
 
Good discussion, glad to hear others have thought about this. I agree that the individual planet level wouldn't be all that playable, but for me the point would be commanding forces at this scale. Even if the worldwide player base for a project like this was five, IMO it'd still be worth it!

I like the suggestion of the Solomani Rim War, seems like a managable marquee conflict.

Enoff, great Cyberboard map! That's just the kind of thing that'll motivate me to start something with VASSAL.
 
I like Vassal but I had to take Java off my computer. I got seriously hacked through the web browser starting up a Java app.
 
I like Vassal but I had to take Java off my computer. I got seriously hacked through the web browser starting up a Java app.

You should disable Java within the browser; there should be no need to remove it entirely.
 
I don't know Aramis, I feel I am pretty computer savy but after having my computer totally taken over I don't want ANY JAVA.

I love the features of VASSAL but I will pass because of needing the JAVA engine on my computer. Cyberboard seems clumsy compared to VASSAL but also on my machine VASSAL could load slowly.

There is another virtual boardgame engine called iWARSIM, my only problem is that the Windows version won't let you rotate counters. I wish he would update the program, but the MAC version does this.

iWARSIM link
http://gold.natsu.gs/WG/heaven/index.html
 
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A long time ago I worked up a system for converting HG ships into FFW counters. While it would not turn any known ships into counters that matched those from the game, it would produce counters that had similar combat factors. If anyone would like to see that I can probably find it in my archives somewhere.
 
Here you go. this was first posted several years ago and could probably stand improvement.

Rating HG ships and squadrons for FFW

Definitions:

Main ship - A ship of the same type as the type of squadron; battleships and battleriders are the main ships of BatRons, cruisers are the main ships of CruRons, assault ships are the main ships of AssaultRons, tankers are the main ships of TankRons, and scouts are the main ships of ScoutRons.

Capital ship - A ship carrying a spinal mount, intended for the line of battle. Capital ships are usually armored and of high acceleration and Agility, carrying the best computers available.

Escort - A ship without a spinal mount, but intended for combat.

Fighter - A combat ship of less than 100 tons.

========================Calculating ratings==================
Attack rating: each spinal mount provides part of the Attack rating according to the table below. Add up the points from all the main ships in the squadron to get the total Attack rating, rounding fractions up. Divide spinal PAW ratings in half, rounding fractions up. The minimum rating can be zero but not less than zero.
Code:
Wpn	Value
A	0.1
B	0.15
C	0.15
D	0.25
E	0.3
F	0.35
G	0.4
H	0.5
J	0.55
K	0.6
L	0.65
M	0.7
N	0.75
P	0.8
Q	0.85
R	0.9
S	0.95
T	1.0

Modifiers (applied after the total squadron rating is calculated):
  • -1 if total squadron escort tonnage is not at least 10% of total main ship tonnage.
  • -1 if the average capital ship Computer rating is less than 7.
Modifiers can reduce a squadron's Attack rating to zero, but not below zero.
===================================
Here's a suggestion for calculating the FFW Bombardment rating of a squadron of HG ships. The main assumption underlying these formulas is that battleships are too valuable to risk fighting SDBs or planetary defenses while cruisers can be more readily risked in such action. The same holds true for fighters based on ships in battleship squadrons; those fighters are assumed to be needed for screening the capital ships and therefore not to be expended.

Note: To find the number of "effective missile batteries" on a ship with turret missile racks, count the total number of missile racks (not turrets, not batteries, actual missile racks) on the ship and divide by 30.
For capital ship squadrons with main ships of size R or larger (battlecruisers, battleships, and dreadnoughts):
Bombardment = (# effective missile batteries/400), rounded to the nearest whole number, + (# fighters in the squadron/1000), rounded to the nearest whole number. It is possible for the result to be zero, but not negative.

For capital ship squadrons with main ships of size Q or smaller (cruisers, battleriders):
Bombardment = (# effective missile batteries/100), rounded to the nearest whole number, + (# fighters in the squadron/300), rounded to the nearest whole number. It is possible for the result to be zero, but not negative.
Modifers:
  • +1 if the squadron is prepared for Bombardment action. To get this modifier the squadron must have had some of the weapons removed from its weapons bays and deadfall ordnance placed in those bays. I would think that the Zhodani BatRons in FFW have had this done.
  • -1 if the total escort ship tonnage in the squadron is not at least 10% of the total capital ship tonnage in the squadron.
  • -1 if the total cargo hold tonnage in the squadron is not at least 5% of the total capital ship tonnage in the squadron.
  • -1 if the average capital ship Computer rating is less than 7.
Modifers can reduce a squadron's Bombardment rating to zero but cannot reduce it below zero.

========================================
Here's my suggestions for how to figure the Defense value for HG ships/squadrons in FFW terms.
FFW Defense rating: Base value (sum up points for all capital ships in the squadron, and round up)
1 point for every capital ship hull of 30ktons or larger.
0.5 point for every capital ship hull of less than 30ktons.
Modifiers (applied to squadron value and are cumulative). The minimum any squadron Defense rating can be is 2: enough capital ships must be in a squadron to bring the Defense rating to a value of 2.
  • -1 if the squadron does not have escort tonnage of at least 10% of the capital ship tonnage.
  • -1 if the average capital ship Computer rating is less than 7.
  • -1 if the average capital ship Agility rating is less than 5.
  • -2 if the average capital ship Agility rating is less than 3.
  • -1 if the average capital ship Meson Screen rating is less than 7.
  • -1 if the average capital ship Nuclear Damper rating is less than 7.
  • -1 if the average capital ship Armor rating is less than 9.
  • -2 if the average capital ship Armor rating is less than 1.
Here's the same ships as before, but with their FFW squadron ratings calculated according to the revised scheme. The Defense ratings are much better here. Squadron ratings were done with 8-ship squadrons (unless stated otherwise), with sufficient escorts, but not prepared for Bombardment and only the capital ship's inherent cargo tonnage.
Code:
Ship	
Class		Attack	Bomb	Defense	Notes	
Gionetti CL	   5	 1	   5
Arakoine CS	   6	 5	   5
Ghalalk CA	   2	 2	   6
Azh Hi Ltng FI	   2	 2	   2
Atlantic CR	   6	 1	   7
Skimkish LC	   0	 7	   2	14 ships in squadron
Wind SC		   3	 6	   7
Antiama FC	   0	10/1	   5	Bomb is as cruiser/battleship
Tigress BB	   8	10	   8
Plankwell BB	   8	 0	   7
Kokirrak BB	   8	 0	   8	
Nolikian BR	   6	 0	   4	20kt, 7 Nolikians in squadron + 1 BT
Code:
Ship	
Class		Attack	Bomb	Defense	Notes
Anzha BR	  8	  0	  2	28kt, 8 Anzha in sqdn + 4 BTs
Idlev BH	  8	  6	  6	560kt, 80 fighters each
Shianzpla BB	  7	  1	  4	300kt, TL13 design, Jump-4
Viepchakl BB	  8	  1	  6	200kt, basic BB
Vrapkenchkinj BC     8	  1	  5	56kt, factor-S meson gun
Kefchenzh CA	  3	  1	  5	52kt, PAW spinal
Driafria CS	  4	 9/2	  5	100kt, Bomb as cruiser/battleship, 240 fighters each
Zhdavidlits CL	  5	  0	  2	14kt, 12 ships in squadron
 
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