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Fifth Frontier War Battle Report

aza

SOC-8
A long time ago, back in the mists of time (perhaps when I was a teenager, having just discovered the Traveller RPG), I received a copy of Fifth Frontier War as a birthday gift. A friend and I attempted to play the game, alas unsuccessfully. We both agreed that we would give it another try someday.

Forty years later, that time finally arrived (...or at least it did over the last few months).

This is the story of that game, played over eight sessions of roughly six hours each, including breaks for lunch. The game was set up on a couple of card tables in my spare bedroom. We used an old glass benchtop to flatten the map, which worked quite well. Because of the thickness of the glass, it made the counters appear to float in space above the map, which was a nice touch.

I played the Zhodani, while my friend Craig played the Imperium.

Here is the table being prepared for the game:
Two card table with an open FFW box on top

Rules Clarifications and House Rules – May the Jank Be With You​

Reading the rules, I had some concerns, particularly around the fleet plotting rules, and there is a thread on the Citizens of the Imperium forum about this. To say that the game is janky would be something of an understatement. Craig and I discussed how we should resolve some of the obvious issues and decided on interpretations that seemed reasonable. Some of these clarifications emerged as the game progressed, when situations arose that we had not previously considered. I present these rulings in no particular order.

1. Plotting​

We used the full plotting rules (most squadrons can only move in fleets and must plot from zero to five turns in advance), and they really did make the game fun and very different from any other wargame I have played. Unfortunately, these rules are also full of holes and easily gamed.

We decided that players should not disband a fleet and recreate a substantially similar fleet on the same or subsequent turns to circumvent the plotting rules. Because a plot is created whenever a new fleet comes into being, this acts as a workaround to plotting limitations. This seemed to work well.

We did allow fleets to split off from existing fleets in a single turn during the fleet reorganisation phase, which occurred quite a few times during the game. It would also be consistent with the rules as written to make splitting a fleet a two-step process: detach squadrons on one turn, then create a new fleet for them on the next.

2. To Hide or Not to Hide (Fleet Composition Charts)​

It is not clear in the rules whether the opposing player should have visibility of your fleet compositions. We chose to conceal the fleet composition charts using some rather dodgy screens I had created for the purpose.

This made the game much more exciting, as you were never entirely sure whether the fleet you were about to engage would kick your behind or not.

We did slightly house-rule this insofar as the rules seem to indicate that admirals should remain on the main board with the fleet markers. Instead, we placed them with the squadrons if they were travelling with a fleet. Fleet compositions were revealed whenever combat took place.

3. Admirals and X-Boats​

An admiral commanding a fleet could be whisked away via a friendly X-boat network (presumably to attend a very important conference) in order to allow lower-ranking admirals to take command of the fleet.

4. Passive SDBs and Refuelling​

The existence of passive enemy SDBs in a system prevents refueling from oceans and starports, as the systems is not in control of the invading fleet. Although this is not directly stated in the rules, this is consistent with them as written. This turned systems like Efate and Villis, containing large numbers of SDBs and no gas giant to refuel from, into quagmires for Zhodani fleets, potentially trapping them for multiple turns.

5. Taking Control and Refuelling​

The rules on this are very unclear. We assumed that a fleet needed to have troops available in order to refuel from oceans and starports in hostile systems (and starports in neutral systems), because they needed to temporarily take control, even if no troops remained in the system afterwards.

This included systems with no defence battalions.

6. Bravely Running Away​

Although this did not actually come into play, we assumed squadrons could only jump out of space combat once during that combat, and that all of them needed to jump to the same system.

In practice, most space combat ended after a single exchange, with the weaker fleet jumping all squadrons out of the system.

7. Killing Admirals in Space Combat​

Again, this did not actually happen, mainly because I did not think of it until close to the end of the game, but we assumed that if the squadron an admiral was assigned to was destroyed, the admiral would also be killed, allowing a more talented junior admiral to take command for the rest of the battle.

8. Keeping Troop Counters on the Stellar Display Instead of in World Boxes​

We initially persisted with the rules as written, keeping all ground forces in the world boxes rather than the system hexes. However, it quickly proved easier simply to place them in the system hexes, because constantly searching for the correct world box became a complete pain in the alimentary canal.

This also made it much easier to visually track how far the invasion had progressed.

9. Transporting Troops in Squadrons​

Transported troops were assigned to transporting squadrons only at the start of a combat phase. This assignment did not need to be maintained on the fleet composition chart, although the fleet obviously still needed sufficient transport capacity.

It was difficult enough preventing unwanted migrations between fleets, and this simply made life easier.

10. Using White 90% Loss Counters to Indicate 100% Losses of Intrinsic World Defences​

While troop counters were removed if they suffered 100% losses, counters were still needed for SDBs and Defence Battalions, and none were provided with the game (as far as we could tell; we had two old copies and neither included any).

What the hell? Was this game even play-tested?

Anyway, we used the white 90% counters to indicate 100% losses and the black counters for everything else. It worked well, although we eventually had to use a single counter for both SDBs and Defence Battalions once we started running out of 90% counters.

11. Imperial Troop Reinforcements​

There is no method given for introducing Imperial troop reinforcements into the game (see previous comment).

We created stacks based upon transportability and drew a random counter from the appropriate stack whenever transport became available. For example, a counter would be drawn from the 1C and 5C stacks whenever an assault transport reinforcement or replacement appeared, while a counter would be drawn from the 20–10 strength stack whenever a battle squadron appeared.

12. Failure to Refuel​

Although not explicit, the rules seemed to suggest that a “refuel/hold” plot could only be inserted after a failed refuelling attempt if such a plot already existed.

We instead allowed this after a failed refuelling attempt even when the original refuelling would have taken zero time, meaning no such plot had initially been required.

13. Admiral Rank in Reinforcement Boxes​

We enforced the admiral rank rules in the reinforcement boxes, but in hindsight I think it would be better not to. It simply made things more fiddly without adding anything meaningful to the game.

14. Combat Sub-Phases​

We completed all combat in a system before moving on to the next system (space combat, SDB combat, and troop combat), proceeding systematically from left to right and bottom to top across the stellar map.

This made the process less fiddly, easier to track, and ensured no combat was accidentally missed.

____________

None of the optional rules were used.

[to be continued]
 
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Phase One – Opening Moves​

The Zhodani attack consisted of three main fleets.

The 1st Assault consisted mainly of Jump-2 ships and focused on taking Jewel and the surrounding systems.

The 2nd Assault was Jump-3 and, starting in the Jewel subsector, headed deeper into Imperial territory. This was the largest of my initial fleets.

The 3rd Assault was Jump-4 and jumped to Quare on the first turn in order to support the Sword Worlds fleet.

There was also a fleet of Jump-5 cruisers commanded by a 0 +3 admiral, which served as a fast reaction force, notably saving the bacon of the Vargr fleet when it was attacked by regular Imperial squadrons.

The Sword Worlds invasion was a bit of a mess. Most of their initial forces begin in the Sword Worlds reinforcement box, so one of the fleets had to jump back there to retrieve them. The other fleet, consisting of two Jump-3 battle squadrons with zero bombardment factors and a tanker, got as far as Lanth before I realised they could neither take control of the system nor refuel. Oh no! The first of many blunders.

Imperial scouts jumped into Zhodani, Sword Worlds, and Vargr territory in a failed attempt to distract from the main invasion. They bombarded SDBs and various garrison troops but were unable to take control of any territory because they could not carry troops and had no space combat factors.

These squadrons were slowly destroyed over the first half of the game, including one being eliminated by a very lucky roll of six from a single cruiser squadron.

The game around the end of turn three:
FFW map from above

Phase Two – An Efate Worse Than Death​

The 2nd Assault and Vargr forces captured some of the juicier worlds around Efate and then, in the biggest blunder of the game, attacked Efate itself. The SDBs were purely passive and, although the ground forces were easily defeated (we found high-tech 5C troops to be extremely nasty), the fleets could not refuel because there was no gas giant and passive SDBs were still present. They were trapped at Efate for five turns. The mighty Zhodani invasion had ground to a halt.

Similarly, the 1st Assault struggled to take Jewel itself, although it was only a matter of time before that gem in the Imperial night sky fell.

During this period, the Imperium achieved its first victory by destroying a Vargr cruiser squadron garrisoning Pixie and consequently liberating the system (spoiler alert: it did not remain liberated).

Otherwise, Craig seemed unsure what to do with the initial Imperial colonial forces, which consisted mainly of rather ordinary Jump-1 and Jump-2 squadrons. Their fleets appeared to jump around randomly in an attempt to avoid the larger Zhodani fleets.

Phase Three – The Imperium Strikes Back​

The Imperial rimward forces entered play on Turn 6, being organised as the 17th Provisional Fleet that turn and entering the map on the next.

Unlike the initial colonial forces, this fleet was formidable and, led by a 0 +3 admiral, outmatched the 3rd Assault and Sword Worlds forces in the south. It nearly destroyed the Sword Worlds fleet trapped at Lanth, which escaped only by using the fuel from its tanker and abandoning the tanker to destruction.

The Zhodani fast reaction force managed to reach the 3rd Assault in three turns, but before this happened the Imperial forces had invaded the Sword Worlds (the 17th joined by the initial regular Imperial reinforcements), conquering every system except Gram itself. Lucky rolls by the Gram SDBs gave the Imperials a bloody nose, who then retreated north before the reinforced 3rd Assault and Sword Worlders could corner them, retaking captured systems as they withdrew.

Meanwhile, the siege of Efate had finally concluded, and the 2nd Assault continued pushing deeper into Imperial territory.

This phase also produced one of the most memorable episodes of the game. The main Vargr fleet was returning to Vargr space to collect additional troops and left a single 1C tank troop on Boughene, assuming it would eventually defeat the small but high-tech Imperial defenders.

Instead, the battle raged on for four or five turns until an Imperial fleet arrived to relieve the “Battered Bastards of Boughene”, as I came to call them. As a Traveller game, I suspect one of the design goals was to create little emergent stories like this to flesh out the background for related Traveller RPG campaigns.

Jewel had also fallen, and the 1st Assault was undertaking the long Jump-2 slog across the Neutral Zone, greatly impeded by poorly plotted fleet movement.

Here is the map at the time of the attack on Gram:
Gram.cleaned.jpg

Phase Four – IT’S A TRAAAAP​

It would have been disappointing if these immortal words had not been uttered at some point during the game. The moment came when the 17th Provisional attacked a small force of colonial battle squadrons that had been capturing systems south of Regina. This fleet jumped back to Tremous Dex in neutral territory outside Imperial borders. The 17th followed them, hoping to finish them off before they could refuel. Unfortunately for the Imperials, two additional Zhodani fleets jumped in to assist, both originally part of the 1st Assault and slowly making their way through this region of the map. The Zhodani forces did not match the firepower of the 17th, but they included a large contingent of scouts and zero space combat factor cruisers to absorb damage. The 17th consisted mostly of full and partially streamlined ships capable of refuelling and escaping, so Imperial casualties from this ambush amounted to only a single battle squadron.

Elsewhere, Imperial reinforcements had begun arriving in force, and several fleets were heading north to challenge the 2nd Assault and retake lost systems. The first wave of Zhodani reinforcements was also entering the fray. These fleets danced around one another without decisive engagements because weaker fleets could almost always jump away after a single round of combat while suffering only minimal losses.

Through the recapture of conquered worlds (including Efate — all that work for nothing!), the dreaded automatic Zhodani victory was avoided. However, approaching Turn 26, the Zhodani victory total hovered around the 200 points needed for a marginal victory.

Phase Five – The Ultimate Showdown of Ultimate Destiny​

By this point, the Sword Worlds had been liberated, the Joyeuse Fleet was heading toward Lanth, and the 3rd Assault sat on Frenzie eyeing the nearby 17th Provisional.

The remnants of the 1st Assault, along with a fleet of Zhodani reinforcements, were closing in on Regina.

A small Imperial fleet had jumped all the way to Vargr space after fleeing encounters first with the 2nd Assault and then, through sheer luck in plotting, with the remaining Vargr fleet.

A detachment of the 2nd Assault rushed toward them in hopes of preventing the Imperials from taking the three Vargr worlds, although it ultimately turned out that the Imperial fleet lacked sufficient troops to do so.

The war in the east became increasingly brutal with the destruction of a detachment of the 2nd Assault, which had been relentlessly harried into extinction, followed by the elimination of an Imperial fleet by the remaining bulk of the 2nd itself.

On Turn 26, the 2nd Assault was ambushed by another Imperial fleet before it could refuel its battle squadrons, which were all destroyed before the surviving remnants jumped away.

Regina and Lanth also held firm against the Zhodani invasion — but it was not enough to save the Imperium. With the help of the secret base located at the canonical site of Fulacin, the Zhodani exceeded 200 victory points and secured a marginal victory.

The map at the end of the game:
Oblique view across the map

[to be continued]
 

Thoughts on the Game​

Overall, the game was tremendous fun, if somewhat overlong.

The plotting rules are absolutely central to the experience, and I am glad we used them instead of replacing or ignoring them entirely. The challenge of trying to predict the future state of the game for fleets with long plotting requirements — while simultaneously attempting to predict your opponent’s intentions — was exhilarating. The unexpected, occasionally accidental interceptions were often hilarious.

The different refuelling methods and streamlining configurations of ships created many interesting decisions, from fleet construction to route plotting through various systems and determining whether to commit to a potentially dangerous jump. There are many little “games within the game” like this that meaningfully affect play while remaining highly thematic.

As already mentioned, the game was extremely fluid. There were effectively no stable front lines, with fleets jumping all over the map, and it was very difficult to effectively defend and hold territory.

If a clearly superior fleet entered a system, either numerically or through firepower, it usually made more sense to jump away rather than risk annihilation. Likewise, large high-tech troops easily overwhelmed typical garrisons, especially when supported by orbital bombardment.

The combat mechanics themselves feel like a bit of a hodgepodge of systems and ideas. Space combat and SDB combat require high rolls for success, while bombardment and surface combat favour low rolls. Some tables use two dice, others one. Some inflict step losses, others percentage losses. Some variation is probably necessary to represent the range of combat involved, but the overall combat system could certainly be streamlined and simplified.

Although the Zhodani won fairly comfortably in the end, I still think the Imperium has a chance if played well, though they are definitely fighting an uphill battle. The troop economy seemed central to success. The Imperium possesses many single-factor troops, which are easily rebuilt using replacement points. The Zhodani possess no equivalent units. Because troops are required to garrison conquered worlds, every destroyed garrison limits the Zhodani’s ability to sustain the invasion.

The Zhodani and allied forces generally outnumber the Imperials, even if all Imperial reinforcements are deployed (which did not happen in our game, partly due to Craig’s consistently poor reinforcement rolls). However, Imperial squadrons are significantly more capable, typically possessing Jump-4 capability and stronger combat factors than their Zhodani equivalents. This allows them to disengage from combat farther than Zhodani fleets can effectively pursue.

Because of the game’s overall length, we were actually quite happy for it to end when it did. I suspect a game in which the Imperium gains the upper hand could become somewhat grindy.

Eurogaming the FGMP Out of It​

Lastly, I think there is significant potential for a simplified version of FFW that retains the fun elements while eliminating much of the fiddliness and grind.

Larger hexes containing all required information and representing a smaller number of systems would help enormously. I would also reduce the number of fleets (perhaps four total) and use fewer squadrons on larger counters.

Plotting could be handled through cards representing a sequence of three turns or similar mechanics. Better admirals could access more flexible card options, while elite admirals might gain wildcard cards within their fleet deck.

I would retain the feel of the space combat while making ground combat more deterministic and reducing the variety of troop types. In practice, the game often felt this way already. A 50-factor Tech Level 10 troop simply has no chance against a 5C Tech Level 15 troop.

TL;DR​

After a forty-year wait, we finally played a very fun — if undeniably janky — game of Fifth Frontier War. Both sides made numerous strategic blunders, but in the end the Zhodani achieved a marginal victory. The design is showing its age, but it also gives a very thematic experience as a grand space opera.

[also posted to BBG]
 
It is a good read.

And now for a question.

Are you going to play it again? How about you switch sides. Also notice that you have both discoverd some of the "features" of the conflict - such as refueling at Efate... imagine if that had been realised from the start and the fleet deployed against a different target...

I agree that fleet composition should be hidden, it is already a gods's eye view being able to see where all the fleets are, being able to see the composition is a bit of a stretch (Imagine sending a fleet token containing only one squadron on an obvious attack route, while another fleet token actually hides the entire Zhodani navy...
 
It is a good read.

And now for a question.

Are you going to play it again?
Thanks, I'm glad that you enjoyed it. Craig and I are very unlikely to play again, it was a really long game and we only have so much time available to do these sorts of things. I am curious to see if the Imperium can win the game however, and have some ideas around that, so may be interested in a play by post game some time.

So, how much faster do you think this would play the second time?

I don't think that it would be much faster the second time. It felt a little rushed as it was, and a lot of the strategic blunders were a result of that. Also, an Imperial victory could possibly take twice as long! One thing to note, however, is that those 48 hours did include lunch and other breaks as well so actual game time was a lot less.
 
Great stuff!

The key to making the game shorter in real time is for the Outworld Coalition player(s) to have a clear plan for winning the game in the "automatic victory" way (i.e. accumulating 301 VPs at the end of any gameturn). This entails close pre-game scrutiny of the map, knowing the various ways to accumulate VPs, and a bit of luck! Some argue it also requires the use of the "Surprise Attack" optional rule on page 18.

The judicious use of Tanker assets is crucial for the Outworld Coalition. What a tanker does, in effect, is to convert a limited number of unstreamlined squadrons (equal to its Defense Factor) into partially-streamlined ones. The sequence works as follows. The fleet jumps into a system with a gas giant where the unstreamlined squadrons would normally have to delay a turn in order to refuel. However, the tanker refuels 4 unstreamlined squadrons in zero time immediately after jumping into the system, refuels itself in zero time at the start of the next Movement Phase, and the fleet jumps on without delay.
 
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Great stuff!

The key to making the game shorter in real time is for the Outworld Coalition player(s) to have a clear plan for winning the game in the "automatic victory" way (i.e. accumulating 301 VPs at the end of any gameturn). This entails close pre-game scrutiny of the map, knowing the various ways to accumulate VPs, and a bit of luck! Some argue it also requires the use of the "Surprise Attack" optional rule on page 18.

The judicious use of Tanker assets is crucial for the Outworld Coalition. What a tanker does, in effect, is to convert a limited number of unstreamlined squadrons (equal to its Defense Factor) into partially-streamlined ones. The sequence works as follows. The fleet jumps into a system with a gas giant where the unstreamlined squadrons would normally have to delay a turn in order to refuel. However, the tanker refuels 4 unstreamlined squadrons in zero time immediately after jumping into the system, refuels itself in zero time at the start of the next Movement Phase, and the fleet jumps on without delay.
Thanks! If I hadn't gone into Efate I think that the automatic victory would have been achievable. Both player's strategies were somewhat less that optimal though. My use of tankers certainly wasn't optimal - and they were sometimes forgotten about by both of us. One interesting rules wrinkle is that tankers cannot refuel themselves.
 
I am curious to see if the Imperium can win the game however, and have some ideas around that, so may be interested in a play by post game some time.
It IS possible for the Imperium to win ... but that victory requires dragging out the duration of the war in order to deploy Reinforcement Fleet(s) into the theater. Ultimately, "time is on the side of the Imperium" because the longer the slog goes on, the stronger the Imperium gets. Because of this factor, the Outworld Coalition needs to strategize for "quick victories" while the Imperium angles for a grinding war of attrition, in which their reserves are the decisive factor.
the Outworld Coalition player(s) to have a clear plan for winning the game in the "automatic victory" way (i.e. accumulating 301 VPs at the end of any gameturn). This entails close pre-game scrutiny of the map, knowing the various ways to accumulate VPs, and a bit of luck!
Your best opportunity to achieve this is a coordinated "quick war" where you rack up VPs before the Imperial Fleets can reach their first plotted movements. Unfortunately, the Sword Worlds are just flipping MORONS with their ground troop organization ... and the Vargr aren't much better.

I'm reminded of the Foot Warriors from the Hitchhiker's Guide to the Galaxy (radio) ...
Arthur Dent: "What's wrong with them?"
Lead Foot Soldier: "Their feet are the wrong size for their shoes."

Sword Worlds ground troop sizes:
  • 2x 10
  • 1x 50
  • 6x 1C
Sword World squadrons:
  • 2x A2 (6C-3C)
  • 4x B2 (20-10)
  • 2x B3 (20-10)
  • 3x C2 (5)
  • 4x C3 (5)
  • 1x T2 (0)
That means that you can load the 2x 10 ground troops onto 1-2x Battle squadrons ... and EVERYTHING ELSE has to be loaded into the 2x Assault squadrons. That means that AT BEST, you can deploy troops to no more than 9 Imperial worlds ... and then the Sword Worlds is DONE for garrison troops. You can hold a 10th world (Frenzie/Vilis) with a cruiser squadron (via surrender), but that's it.

If the Sword Worlds had "better organization" of its ground troops (6x 5, 6x 20, 5x 1C) then they would have been a much more effective force, capable of transporting and dispersing garrisons more widely/effectively, making them a harder adversary to "roll up" quite so easily in their region.

Vargr ground troop sizes:
  • 4x 20
  • 3x 1C
  • 1x 5C
Vargr squadrons:
  • 1x A3 (6C-3C)
  • 2x B3 (20-10)
  • 3x C3 (4)
  • 1x T3 (0)
That means that you can load 2x 20 ground troops onto the 2x Battle squadrons and 2x 20 plus 3x 1C into the Assault squadron ... and just leave the 1x 5C "at home" because it's simply TOO STUPIDLY LARGE to transport anywhere in any kind of useful time scale. That means that the Vargr can (realistically) garrison 7 worlds with troops and maybe control 1-2 more via surrender with cruiser squadrons ... but you'd better do it FAST before the Vargr become essentially a "spent force" incapable of controlling any more territory (for Victory Points).



Another thing that I rarely see done well is the selection of locations for Guerilla units. It's only in the past year or so (looking at the map again with fresh eyes and better knowledge) that I noticed something unexpected. Guerillas can be placed on any Imperial controlled world with Defense Units which is not interdicted. And what is some PRIME real estate for that to happen?
  • Enope/Regina
Why? :unsure:
Because it's a world with 3K of Defense Units and is classified as a Vacuum World ... meaning you need attack factor 1+ in orbit to force a surrender on those 3K of Defense Units. If you've got 1 token of Guerillas there, you can have them go Overt after forcing that surrender on the Defense Units and use that single Guerilla token to control the Enope after the Outworld Coalition fleet departs (without leaving a squadron behind in orbit).

What that means is that if a Vargr Fleet can get to Enope and force a surrender, you don't need to deploy Vargr troops to garrison the world.

Enope/Regina is the ONLY world on the FFW map that has this combination.
Technically Shionthy/Regina does too, but Shionthy is interdicted ... so you can't start the game with a Guerilla unit there too.



Consequently, when looking at "what should the Sword Worlds and Vargr be doing their their Fleets/Troops?" just looking at the map makes a few things VERY CLEAR pretty quickly.



Sword Worlds plan:
  1. AVOID Vilis
  2. AVOID Garda-Vilis
  3. AVOID landing troops on Arcadia
  4. START by capturing Saurus for occupation
  5. Temporarily Capture Asgard (interdicted) to permit refueling, reclaim troops before proceeding
  6. Split the fleets ... one goes to Ficant / the other goes to Lanth
  7. Capture Ficant / Capture Lanth (bring Tanker)
  8. Capture Stellatio / Capture D'Ganzio
  9. Capture Frenzie / Transit Sonthert
  10. Capture Mirriam / Transit Ylaven
  11. Capture Denotam / Capture Ghandi
Assuming that all of that can be pulled off (without interference from the Imperium, good luck!) the total VPs from such a campaign adds up like so:
  1. Saurus: 7
  2. Ficant: 5
  3. Stellatio: 4
  4. Frenzie: 10*2=20
  5. Mirriam: 8
  6. Denotam: 10
  7. Lanth: 11*2=22
  8. D'Ganzio: 13
  9. Ghandi: 10
Best possible contribution in VPs from Sword Worlds:
  • 7+5+4+20+8+10+22+13+10 = 99 VP


Vargr Plan:
  1. Capture Dentus (20)
  2. Force Surrender Pixie
  3. Capture Boughene (20)
  4. Orbital Garrison Pixie (2x B3) ... park

  1. Capture Yorbund (20)
  2. Force Surrender Enope (Guerilla garrison)
  3. Orbital Garrison Shionthy (1x C3)
  4. Capture Moughas (20)
  5. Capture Paya (1C)
  6. Capture Kinorb (1C)
  7. Capture Risek (1C)
  8. Force Surrender Macene ... park
Assuming that all of that can be pulled off (without interference from the Imperium, good luck!) the total VPs from such a campaign adds up like so:
  1. Kinorb: 5
  2. Boughene: 13
  3. Pixie: 13
  4. Yorbund: 7
  5. Enope: 6
  6. Shionty: 8
  7. Moughas: 11
  8. Paya: 9
  9. Kinorb: 9
  10. Risek: 10
  11. Macene: 14
Best possible contribution in VPs from Vargr:
  • 10+13+13+7+6+8+11+9+9+10+14 = 110 VP


My point here being that it's (theoretically) possible for the Sword Worlds and Vargr to make some pretty major contributions to a "quick victory" ... IF ... they Have A Plan™ ... and if they're able to stick to it.




Note that both of the above plans of attack rely on "avoiding" the most heavily defended Imperial worlds and instead strike at locations with the least resistance (either SDBs or ground Defense). Basically a "soft underbelly" type of strategy, where instead of trying to attack the "fortress belt" of worlds (Jewell, Vilis, Efate, etc.) of "high value" worlds ... the idea is to instead go for a "disperse and claim" operation that tries to avoid getting bogged down in any one place for too long.

Think of it this way ... if you could capture a 6 VP world in a single turn or a 13 VP world but it takes 5 turns of grinding combat in order to succeed ... which is the better use of TIME for the fleets involved? :unsure:

I would argue that the 13 VP after 5 game turns is actually a LOWER return on investment than the 6 VP in a single turn option, because the former "slows" your advance and gets your fleet(s) mauled and damaged into the bargain. So what you wind up with is more of a "bird in the hand is safer than two in the bush (let alone overhead)" kind of deal.



If the Sword Worlds and Vargr can rack up some "easy victories" EARLY on, before the Imperium can shrug off its ... torpor ... and start plotting moves and getting reinforcements into the fray ... that then changes the approach that the Zhodani Fleets should be operating under as well. If the Zhodani Fleets ALSO aim for the "soft underbelly" of barely defended worlds that they can "seed" garrisons onto with little to no resistance, the Zhodani can also reach for a "quick victory" of 301+ VP at the end of a game turn. Skip the "fortress" worlds and instead aim for the "middling" worlds with mininal defenses that can be steamrolled QUICKLY. With a good "lightning strike" plan early on, you can make a pretty good showing and "win the war" before the Imperium can start to organize a coherent response. You just need to work out a Path Of Least Resistance For The Greatest Gains, which goes for a scattershot approach (lots of garrisons in different places) rather than trying to angle for the Biggest Prizes™ (which are more expensive than they're worth, even if you do win).
 
Yes, my plan as Outworld Coalition commander is in general the 'soft' approach of trying to capture high-TL but low-pop systems. Use guerillas to garrison the few key high pop, high TL systems you need to take to get to 301 VP (mainly subsector capitals). Don't get bogged down in systems with big SDB flotillas if bypassing them is feasible. It isn't the way the canonical assault in Spinward Marches Campaign unfolds, but it is a way to get close to automatic victory.

The Imperium, by contrast, has to stave off that fate by a rather cowardly strategy of avoiding fleet combat as much as possible and picking on the Vargr and/or Swordies when those Imperial reinforcements arrive, plus sending a raiding fleet of high jump streamlined cruisers carrying marines/huscarles under a low planning factor admiral (Norris) off into the Zhodani rear to wreak havoc.
 
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It IS possible for the Imperium to win ... but that victory requires dragging out the duration of the war in order to deploy Reinforcement Fleet(s) into the theater. Ultimately, "time is on the side of the Imperium" because the longer the slog goes on, the stronger the Imperium gets. Because of this factor, the Outworld Coalition needs to strategize for "quick victories" while the Imperium angles for a grinding war of attrition, in which their reserves are the decisive factor.
Yes, the Imperium is definitely playing for time. Although the impression I get is that even with all reinforcements in play they are still less powerful than the Outworld Coalition in a stand-up fight. Imperial squadrons tend to have higher combat factors but can take less damage, and also because of scout squadron attrition in the early game cannot use them as fleet armor like the Zeds can. Their one big advantage is higher jump numbers. I think that the Imperium's space combat strategy should focus on dispersing and massing as appropriate to destroy smaller fleets whilst taking minimal damage. But this is late game...

The Imperium, by contrast, has to stave off that fate by a rather cowardly strategy of avoiding fleet combat as much as possible and picking on the Vargr and/or Swordies when those Imperial reinforcements arrive, plus sending a raiding fleet of high jump streamlined cruisers carrying marines/huscarles under a low planning factor admiral (Norris) off into the Zhodani rear to wreak havoc.

Early and mid game I think that the Imperium needs to focus on destroying garrisons and avoiding fleet combat, even when all reinforcements are deployed. A few of those small high tech marines, huscarles and mercenaries (one of the latter of which is even tech level 16!) can curb stomp smaller low tech garrison troops. Once the Outworld coalitions capability to garrison captured systems has been comprised the focus can switch to attacking enemy territory. Going into Coallition terriorty early is a mistake as those system require their own garrisons once taken and can be easily recaptured by reinforcements.

Spinward Flow's comments about the Swordies and Vargr troop transporation reminds me of a rule clarification I forgot to mention. We allowed Zodani squadrons to transport Vargr and Sword Worlds troops and vice versa. This only actually occured with the Sword Worlds in the south. The Vargr fleets returned to Vargr space at one point to retrieve the troops left behind (hence the little incident at Borghene).

PS. The optional rule about squadron quality does make the Imperium's fleets a little more dangerous I guess, so that is also a factor if using that rule.
 
I think I have commented this before in other threads about FFW, but one of the flaws I see on it is the easiness to capture planets. Even HiPop ones are easily captured with bombardment and latter assault (when troops are softened, usually 2-3 turns at most).

This is, again, absolutely inconsistent with Traveller literature and rules.

Let’s imagine you make a similar game about the Solomani War. How much will the assault on Earth last? Sure not the long campaign depicted in Traveller literature and Invasion Earth game…
 
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We allowed Zodani squadrons to transport Vargr and Sword Worlds troops and vice versa.
As far as being a matter of rules ... there's no problem with that.
Logistics, on the other hand ... you need to move Zhodani squadrons a LONG WAY to link up with allies in order to make such moves practical. You then need to calculate the "return on investment" involved in such moves. How many game turns does it take to deploy those allied assets in a way that yields VPs? Beyond a certain point, it simply "costs too much for too little return" to angle in that direction with your fleet movements (relative to the alternative options).
 
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Logistics, on the other hand ... you need to move Zhodani squadrons a LONG WAY to link up with allies in order to make such moves practical.
Oh you definitely need a Zed fleet in the south, otherwise the Imperial colonial reinforcements that arrive on turn 6 will have their wicked way with the Sword Worlds.
 
Early and mid game I think that the Imperium needs to focus on destroying garrisons and avoiding fleet combat, even when all reinforcements are deployed.
This is where the "dispersal into the soft underbelly" strategy, as opposed to trying to conquer the HARDEST of the HARD target citadels, brings unexpected benefits to bear ... particularly in light of the Fleet Plotting rule. By deploying garrisons in a wider spread of "mid tech" worlds, rather than concentrating gigantic ground troop concentrations into a FEW high value locations, you create what amounts to a "weenie horde" conundrum for the Imperium to deal with.

It's easier for the Imperium to mass forces against a single location (just drive everyone there and pound away until you win!) ... but it's a lot harder for the Imperium to respond to "lots of little brushfires scattered around hither and yon" and then needing to send fleets to stamp out each and every single one. With the Fleet Plotting rule in play, it's perfectly possible for invading fleets to conquer, garrison and move on before an Imperial fleet in the vicinity can respond, resulting in a game of whack-a-mole that instead causes the Imperial fleets to "bog down" attempting to liberate captured worlds, rather than destroying invading fleets.

One of the hardest things to figure out with FFW (as a Player of it) is that fleet mobility is an absolutely critical factor in the campaign. You can only attack/defend more territory by moving ... and the Outworld Coalition NEEDS TO KEEP MOVING if they're going to have a hope of being able to "win a quick war" rather than trying to grind out a stalemate (or a loss) as the Imperial reserves swing into action. Once the Imperial admiralty "shakes off its torpor" and fleets start MOVING, it's remarkably easy for the "easy wins" at the start to be countered and for the tide of battle to shift in favor of the Imperial fleets.



Another thing that falls under the "duh" factor, if you look at the map, is the fact that trying to "drive to Rhylanor" is something of a fool's errand for the Zhodani. Just getting to Rhylanor from the Zhodani starting position takes too long ... and because of the placement of star systems, you can't really bring "anything heavy" with you for that deep strike. The Sword Worlds can't "meaningfully" reach across the Lanth Abyss and trying to get the Vargr to pillage all the way to Rhylanor is something of a fool's errand. Even if the Coalition CAN manage to take Rhylanor (lucky dice rolls, whatever) ... you probably can't hold it for long, because the Corridor Fleet reserves enter the map at Jae Tellona ... so Rylanor can't be held for long without MASSIVE reinforcements across the LONGEST supply chain possible on the entire map. It's just basically untenable.

Conquering Rhylanor during the FFW is basically something of White Whale for the Zhodani.
Nice if it happened, but utterly impractical except under the rosiest of rose colored glasses scenario outcomes.
 
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There is a little trick with that particular unit - I wonder if you found it? Can totally derail the Swordies advance.
They can be deployed to Saurus, creating a MIGHTY BIG OBSTACLE to overcome, because Saurus has no gas giant.
Therefore ...

FFW Rulebook, p12:
A squadron may refuel from an ocean only if the world is friendly controlled; it may not refuel from the ocean if the world is enemy controlled or not controlled.
So in order to refuel at Saurus, the Sword Worlds MUST take control of the planet in order to refuel from the world's water ocean+starport.

The alternative is to jump to Vilis ... with 1C of SDBs and 15C of ground Defense ... and NO GAS GIANT ... so you're back to being "stuck" with ... the Sword Worlds MUST take control of the planet in order to refuel from the world's water ocean+starport ... and that's WAY HARDER to do at Vilis than it is at Saurus.
But ...

FFW Imperial Order of Battle:
Huscarles and mercenaries may be placed on any world box in the Imperium
So ... yeah ... there's an opportunity for a "we don't serve your kind here" block the ruins the Sword Worlds fleet plot, almost immediately. It's pretty unfortunate.

Mind you, you can do (almost) the same thing by deploying mercenary units to the Kinorb cluster to stall the Vargr invasion long enough to make all the difference for the Regina subsector too. Thing is, that requires committing a LOT more resources than the defense of Saurus.
 
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Mind you, you can do (almost) the same thing by deploying mercenary units to the Kinorb cluster to stall the Vargr invasion long enough to make all the difference for the Regina subsector too.
I wondered why you had an interest in Kinorb.... ;)
 
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