The following is a modified version of HG combat initially created to provide multiple ranges. As an initial post I have kept this as generic as possible so that whatever resolution mechanics you use can be inserted. I do expand on the Escort Penetration step somewhat.
This combat sequence is very much wargame inspired with attention to the move-fire-move issues of wargames. Initiative and the active or inactivation of units plays a role. A detailed play sequence is provided to give an example.
Fundamental Aspects
A. Combat Map
Map is divided into range bands. For each player within each range band are two zones: (1) Force; and (2) Escort.
B. Reserves
Three alternatives are presented.
Alternative 1: Are stationed in any Force box behind the line.
Alternative 2: Are stationed in a Reserve Box that extends over three range bands.
Alternative 3: No reserves per se, reserves are just your ships you keep out of the fight.
C. Overview of Combat Resolution Sequence
(0) Detection
(1) Initiative
(2) Pre-Fire
(3) Designate Zones
(4) Jump Entrance / Emergence
(5) Launch
(6) Movement
(7) Damage Control and Medical
(8) Missile Resolution
(9) Turret & Bay Weapon Fire
(10) Escort Penetration
(11) Boarding Actions
(12) Spinal Weapon Fire
(13) Breakthrough (if Reserves used)
D. Detailed Example of Combat Resolution Sequence
*"Turned-over" units are considered inactive units and cannot act during a resolution step.
(0) Detection
(1) Initiative, Form Attack Groups & Options
Side without strategic initiative forms all attack groups first.
Side with tactical initiative selects Pre-Fire OR Movement Control.
edit OPTIONS
Declare Emergency Agility, side without tactical initiative declares first shipt then alternate. Flip-over units declaring and mark with token. (I would not allow a ship with emergency agility to engage in missile combat)
Declare Black Globe, player without strategic initiative chooses first ship then alternate.
(2) Pre-Fire (at option of side with Pre-Fire Control Option)
Turn-over units that pre-fire and return pre-fire.
Only turret & bay weapons may pre-fire.
(3) Designate Zones
Choose Force, Escort or Reserve zone.
(Turned-over units may not change zones.)
(4) Jump Entrance / Emergence
*Ships emerge into Force zone, no attack groups can be formed from emerging ships.
Flip all units face up.
(5) Launch & Form Attack Groups
Form attack groups from launched ships.
Turn-over missile and ships launching without launchers.
Turn-over launched craft & ship launching without Launch Tubes.
(6) Movement
Side without Movement Control Option moves all ships first.
Turn-over ships that move.
(7) Damage Control and Medical
Attempt Damage Control and Medical.
Turn-over ships that attempt.
Flip all units face up.
Attempt Damage Control and Medical.
Turn-over ships that attempt.
Flip all units face up.
(8) Missile Resolution
Defender presents attack group for attack by missiles.
Allocate salvos in range.
Screen fire by ships in Escort Box.
Turn-over units that screen fire.
Attacker option to attack ships that screen fire
(@ auto-lock and +n hit)
Target ship defensive fire.
Fire point defense weapons
Fire non-point defense weapons (optional)
Turn-over IF non-point weapons used in defensive fire.
REPEAT until all salvos in range gone.
(Unallocated in range salvos are lost)
(9) Turret & Bay Weapon Fire
Player with initiative, A, chooses Force Box attack group.
A attacks any desired ship of other player.
Turn-over A attack group.
D’s attacked ships can counter-attack A’s attack group (optional)
Turn-over D attack-group if it counter-attacks.
REPEAT alternating between players.
Apply Damage.
(10) Escort Penetration
Flip all non-enemy units in Escort Box face up.
Enemy ships in Escort Box may try to reach Force Box
Escort Intercept:
Roll Over on 2D6
N – diff. in agility – diff. TL + odds mod.
Odds Mod. (3-on-1) +4
(2-on-1) +2
(1-on-2) -2
(1-on-3) -4
IF Intercept Successful, Escort attacks Enemy.
Note Damage.
IF Enemy proceeds to Force Box.
Apply Damage.
Escort attacks enemy.
Apply Damage.
IF Enemy engages escort.
Enemy counter-attack.
Turn-over enemy.
Apply Damage.
Turn-over escort ships that attempt intercept.
Enemy units in Force Box may attack unit in Force Box.
Missile Attacks, auto-hit, point defense permitted.
Turret Weapon Attack. (Counter-attack not permitted.)
Turn-over attacking enemy ships.
Flip all units face up.
(11) Boarding Actions
Boarding Resolution
Turn-over ships that use “all hands” to repel.
Boarding Attempts
Turn-over ships that attempt.
Turn-over ships that use “all hands” to repel.
(12) Spinal Fire
Player without tactical initiative, D, presents ship for attack.
A attacks D ship with spinal weapons.
Note Damage.
Turn-over A attacking ships.
Player with tactical initiative, A, presents ship for attack.
D attacks A ship with spinal weapons.
Note Damage.
Turn-over D attacking ships.
Apply Damage
REPEAT until all ships presented
Note: damage is Applied before all ships have fired.
(13) Breakthrough to Reserves
This combat sequence is very much wargame inspired with attention to the move-fire-move issues of wargames. Initiative and the active or inactivation of units plays a role. A detailed play sequence is provided to give an example.
Fundamental Aspects
A. Combat Map
Map is divided into range bands. For each player within each range band are two zones: (1) Force; and (2) Escort.
B. Reserves
Three alternatives are presented.
Alternative 1: Are stationed in any Force box behind the line.
Alternative 2: Are stationed in a Reserve Box that extends over three range bands.
Alternative 3: No reserves per se, reserves are just your ships you keep out of the fight.
C. Overview of Combat Resolution Sequence
(0) Detection
(1) Initiative
(2) Pre-Fire
(3) Designate Zones
(4) Jump Entrance / Emergence
(5) Launch
(6) Movement
(7) Damage Control and Medical
(8) Missile Resolution
(9) Turret & Bay Weapon Fire
(10) Escort Penetration
(11) Boarding Actions
(12) Spinal Weapon Fire
(13) Breakthrough (if Reserves used)
D. Detailed Example of Combat Resolution Sequence
*"Turned-over" units are considered inactive units and cannot act during a resolution step.
(0) Detection
(1) Initiative, Form Attack Groups & Options
Side without strategic initiative forms all attack groups first.
Side with tactical initiative selects Pre-Fire OR Movement Control.
edit OPTIONS
Declare Emergency Agility, side without tactical initiative declares first shipt then alternate. Flip-over units declaring and mark with token. (I would not allow a ship with emergency agility to engage in missile combat)
Declare Black Globe, player without strategic initiative chooses first ship then alternate.
(2) Pre-Fire (at option of side with Pre-Fire Control Option)
Turn-over units that pre-fire and return pre-fire.
Only turret & bay weapons may pre-fire.
(3) Designate Zones
Choose Force, Escort or Reserve zone.
(Turned-over units may not change zones.)
(4) Jump Entrance / Emergence
*Ships emerge into Force zone, no attack groups can be formed from emerging ships.
Flip all units face up.
(5) Launch & Form Attack Groups
Form attack groups from launched ships.
Turn-over missile and ships launching without launchers.
Turn-over launched craft & ship launching without Launch Tubes.
(6) Movement
Side without Movement Control Option moves all ships first.
Turn-over ships that move.
(7) Damage Control and Medical
Attempt Damage Control and Medical.
Turn-over ships that attempt.
Flip all units face up.
Attempt Damage Control and Medical.
Turn-over ships that attempt.
Flip all units face up.
(8) Missile Resolution
Defender presents attack group for attack by missiles.
Allocate salvos in range.
Screen fire by ships in Escort Box.
Turn-over units that screen fire.
Attacker option to attack ships that screen fire
(@ auto-lock and +n hit)
Target ship defensive fire.
Fire point defense weapons
Fire non-point defense weapons (optional)
Turn-over IF non-point weapons used in defensive fire.
REPEAT until all salvos in range gone.
(Unallocated in range salvos are lost)
(9) Turret & Bay Weapon Fire
Player with initiative, A, chooses Force Box attack group.
A attacks any desired ship of other player.
Turn-over A attack group.
D’s attacked ships can counter-attack A’s attack group (optional)
Turn-over D attack-group if it counter-attacks.
REPEAT alternating between players.
Apply Damage.
(10) Escort Penetration
Flip all non-enemy units in Escort Box face up.
Enemy ships in Escort Box may try to reach Force Box
Escort Intercept:
Roll Over on 2D6
N – diff. in agility – diff. TL + odds mod.
Odds Mod. (3-on-1) +4
(2-on-1) +2
(1-on-2) -2
(1-on-3) -4
IF Intercept Successful, Escort attacks Enemy.
Note Damage.
IF Enemy proceeds to Force Box.
Apply Damage.
Escort attacks enemy.
Apply Damage.
IF Enemy engages escort.
Enemy counter-attack.
Turn-over enemy.
Apply Damage.
Turn-over escort ships that attempt intercept.
Enemy units in Force Box may attack unit in Force Box.
Missile Attacks, auto-hit, point defense permitted.
Turret Weapon Attack. (Counter-attack not permitted.)
Turn-over attacking enemy ships.
Flip all units face up.
(11) Boarding Actions
Boarding Resolution
Turn-over ships that use “all hands” to repel.
Boarding Attempts
Turn-over ships that attempt.
Turn-over ships that use “all hands” to repel.
(12) Spinal Fire
Player without tactical initiative, D, presents ship for attack.
A attacks D ship with spinal weapons.
Note Damage.
Turn-over A attacking ships.
Player with tactical initiative, A, presents ship for attack.
D attacks A ship with spinal weapons.
Note Damage.
Turn-over D attacking ships.
Apply Damage
REPEAT until all ships presented
Note: damage is Applied before all ships have fired.
(13) Breakthrough to Reserves