[FONT=arial,helvetica]I've merged in some suggestions from Mike Wightman and extended my concepts.
MISSIONS
1. Goals include assault, occupation, escape, neutralizing the enemy, etc.
COUNTERS and MOVEMENT
2. One counter is a squadron of like ships. Weakened and reinforced squadrons are represented by additional chits.
I reserve the use of the flipside of the counter for nefarious purposes.
3. Tactical movement rules for units in battle, operational movement rules for units which are not actually engaged. Jump Scatter may apply in both scenarios!
Tactical movement may be as simple as a range-band system, or may use hex mats or surfaces with ranges measured in hexes or cm. Marc likes vector movement, so I’ll have to brainstorm about that.
With the invading fleet arriving as task force units, we have a game setup phase. In this phase the invading fleet arrives, scattered in a modified Flux curve across the target destination (X,Y) and target time (T).
Thus, Jump Scatter is inherently accounted for. “Green” crew can additionally have a “bamboozled” chit on their units as they struggle to organize.
4. Rules determine when a unit is activated.
Non-total unit activation can keep the "passive" side engaged by shortening the time between phases / rounds. It also forces the phasing player to be more effective in his action choices - it makes them worth more.
And it doesn't have to feel contrived -- it can work to emphasize other aspects of the game (initiative, crew quality, leadership, handicapping, etc).
ATTACKS and DAMAGE
5. Under certain circumstances (flanking? other formations?), multiple batteries of a kind may be grouped into a larger battery. This may include nearby ships.
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[FONT=arial,helvetica][FONT=arial,helvetica]6. I don't know the attack task mechanic. T5 ACS uses tasks, Flux, and even 1D in certain places.
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[FONT=arial,helvetica][FONT=arial,helvetica]In Traveller wargames, relative TL difference is the thing. Make it leverage relative differences and the game is inherently adapted to the entire span of TLs.
[/FONT]7[/FONT]. Defenses. Assume that
• A "Battery" is a grouping of like weapons, possibly from multiple sources.
• [/FONT][FONT=arial,helvetica]An "Attack" is an attempt by a battery to damage a target.[/FONT]
[FONT=arial,helvetica][FONT=arial,helvetica]• Screens behave like a kind of armor. Sandcasters included.[/FONT][/FONT]
[FONT=arial,helvetica][FONT=arial,helvetica][FONT=arial,helvetica]• Turrets are like screens with anti-fighter capability.
[/FONT][/FONT] If defenses are applied serially, like High Guard, then I think it's easier to tune the system to work with the matrix of weapons and defenses in Traveller.
BUT that creates a dice-rolling-palooza. And the ONLY dice-palooza I can stand are ones where each attack is done with a single d6. Those can be fun. Others are never fun.
If defenses are applied in parallel -- for example, as a set of cumulative DMs to one task roll -- then the game moves quicker and feels less like a dice-rolling-palooza.
[/FONT][FONT=arial,helvetica][FONT=arial,helvetica]8[/FONT]. When a squadron takes damage, the owning player decides which ships take the damage (this is Screening). The player removes a "[/FONT][FONT=arial,helvetica][FONT=arial,helvetica]reinforcement[/FONT]" chit from a target, or if there are none of those present, adds a "Damage" chit to the counter, degrading all tasks for a ship.
TACTICAL SITUATIONS
9. Low crew quality or morale makes a unit perform poorly.
10. Line of fire for most weapons (but not meson guns).
11. Torpedo/missile salvos are launched units. They must move each turn after launching or be discarded.
12. Flanking provides an attack advantage.
When I tried this out, I figured that flanking ships were allowed to pool their attacks. A coordinated attack. The Mass Fire rule would apply. But you're quite right in that a safe flank is one where the enemy's spine cannot bear on you.
13. Ships can be forced to retreat.
I was thinking that a successful attack forces a retreat. This works very well in deckplan combat, and I figure it's an easy way to add tactical maneuvering in the game.
It's also a nice way to inflict "tactical" damage to an enemy -- especially since a Victory almost never results in annihilation of the enemy. Or shouldn't.
14. Not all Batteries Bear. Spines always Bear -- Nose-ward.
15. A Leader can ignore or nullify rules 9-14 under certain circumstances.
16. Lone ships can do things that squadrons cannot. They have a place in the game.
SHIP DESIGN
17. Payload-based ship design ("Percentage-based" design). Size is a result, expressed as [payload / (1.00 - operational fraction)].
18. Spines are payload, and have their own mini-design system whose output is reminiscent of spines in High Guard.
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