Topic: Draft of Starmada Nova Edition Campaign Rules

Seeing as I mentioned it in the Shipyard Nova thread, and am starting to hit a bit of a brick wall in development (with lacking feedback) I'm posting this here to see what people think. If Dan wants me to take it down because he thinks it shows a bit too much of the core rules, then I will, but a bit of feedback would be nice...:)

Currently there are five sections: movement (both hex-based and jump-lane based); supply rules (which is the core of the whole thing); repairing, constructing and alternate readiness states; research and development; and random map generation (which was originally going to be an exploration section, but I hit a bit of a roadblock and instead stripped the exploration parts out and went with a random map generation section instead)

Feedback welcome, nay, required...:D

Re: Draft of Starmada Nova Edition Campaign Rules

This is well done and very detailed.   8-) 
But it looks like the record-keeping could quickly get very complex...

Re: Draft of Starmada Nova Edition Campaign Rules

Well, the main thing is the supply rules and the repair and construction rules, and I wanted to tie it into the CRat of a ship so you'd be able to get on with a campaign without having to do any conversions.

If there is an easier way to sort out supplies, for example, it'd be great, but I can't see it at the moment. And, with everything relying on supplies, you've only got one thing to keep track of. Hmm, maybe I should call them 'Campaign Points' instead, to represent their more universal nature as everything from food to minerals to currency?

Re: Draft of Starmada Nova Edition Campaign Rules

I'm thinking of removing the jump lane rules for movement as the supply rules are set up more for hex movement. I'm also planning on some form of detection rules to provide a fog of war element, but not entirely sure how to do it without requiring a campaign umpire.

Re: Draft of Starmada Nova Edition Campaign Rules

Any comments at all? Need some feedback here...:D

Re: Draft of Starmada Nova Edition Campaign Rules

Way too complex.  It will never get off the ground.  Start simple, add complexity later.

I would not tie FTL movement to thrust rating.  You could have an sovereignty-wide TL rating for hyperdrives (ships can move 2 - (upper limit) hexes/areas when in supply).

Supply: use the good ole Zone of Control, either a ship is in supply or not.  It is in supply if it can trace through any number of hexes free of enemy units or their uncontested ZOC back to a supply depot.  You could tie strategic movement to supply status: out of supply: can move 1 hex, in supply: move multiple hexes.
Other effects of being out of supply: when entering a tactical combat, mark 1 damage to each system (Thrust, Weapons, ECM, Shield), lose 1/3 of any munitions, increase chance of damage to equipment by one level (treat Reinforced as Normal, Normal as Fragile).

ZOC: every ship, with CRAT>0, exerts a ZOC into the hex it is in and, if equipped with a hyperdrive, any adjacent hex.

Planets: Too much detail.  I suppose if you have dirt lovers (Generals) among your players they might like ground combat detail.  Starmada is for space combat and that's why most of us play it.  Treat the planet as one space.  It has a rating for supply: supply depot or not; all ground forces are grouped with one value, and any invasion is one value.  Depending on scale, they could either all fight to the death on one turn, or it may take several turns doing x% damage to each other.

You did not cover orbital bombardment.

Too much detail on shipyards and repair. 

Games to look at:
Imperium, Fifth Frontier War (these two are Traveller related);
Twilight Imperium;
Space Empires 4X (a new board game, first published in 2011, I just got.)

Re: Draft of Starmada Nova Edition Campaign Rules

Here is something I wrote up a few years ago, keeping it simple, and originally for the Admiralty edition.  It is loosely based on an old computer game: Empire from the PLATO system (both are described in Wikipedia).  Now I might use Space Empires 4X as a basis for a strategic campaign.


[size=150]Wild Empires[/size]

Rules for a space-based strategic campaign

By Glen Bailey


Introduction
This document contains rules for conducting a multi-player strategic-level space war with an emphasis on space fleet strength being the determining factor on many outcomes and eventually determining a winner.  The main purpose of this campaign is to provide spaceship to spaceship battles with an overall goal in mind.
The rules are written as generic as possible, but some rules have to relate to the tactical rules system being used, which with this writing is Starmada.
Some game systems may have other ship systems.  Treat armor boxes like hull boxes for repair.

Historical Background
The campaign takes place where several interstellar empires meet.  Years earlier, a previous war became a costly stalemate that led to a peace treaty creating buffer, or neutral, areas between the empires.  That peace treaty has expired and no one wants to renew, as the planets of the buffer areas have developed into prizes worth fighting for.

Each player is a representative, whether that would be an admiral of the fleet, a provincial governor, or a baron of business, of his respective space empire and winning this war could very possibly lead to his succession of becoming the new leader of that empire.

General Rules

Game concepts

Empire is the term used for each player's interstellar polity although it can be named anything else, such as a Confederation, a Republic, a Federation, a Union, a Domain, or a Hegemony.

A sector is one section of the map that contains a planet.  Spaceships move strategically from sector to sector.
An area represents starting areas for setting up the map.  An area can contain numerous contiguous sectors.

A planet represents the main location in a sector such that owning that planet allows the owner to have control over the entire sector, including any income and production capabilities of that sector.


The Map
The strategic map consists of areas that are either neutral or controlled by one of the empires at the beginning of the game. 

Generating a map
If creating your own map, equally spread out each empire's controlled areas around a large neutral area and separate the empires with narrow neutral areas starting from the large central neutral area and extending to the edge of the map.

Each empire's area shall have of one A-class planet, the player's home planet and base of operations, and two B-class planets.  The large central neutral area should contain one A-class planet per two players and one B-class planet per player. Each narrow neutral area should contain at least one planet, but may contain more.  These areas should be equal in planet worth for fairness. 

Add or subtract one or more planets to the central area if necessary so that the total number of planets on the map is an odd number.

Section the map such that each planet is in its own sector and that each sector should border at least two other sectors.

Insert empty sectors if desired.  These sectors may never be owned or controlled.

Costs/Income
All costs and income are in terms Starmada's CRAT (Combat Rating).
All ships must have a CRAT greater than zero.
Troops cost 1 per troop.

Starting Forces
All empire-controlled A-class planets start with 5000 troops and all empire-controlled B-class planets start with 2000 troops.  Neutral A-class planets start with 2500 troops and neutral B-class planets start with 1000 troops.  These values are also the maximum number of troops that can be on a planet.

Each player has 10000 points to use to buy their starting space fleet or additional troops.  These forces begin at the player's A-class planet.

Optional: Players get a free base at their home planet for its defense.  This base must have the same cost/combat value for each player.

Sequence of Play
One strategic game turn consists of:

    Movement and Combat Phase 1
    Move Step
    Plot FTL movement of spaceships.
    Move spaceships.
    Combat Step
    Spaceship combat
    Bombardment
    Troop combat
    Transfer Step
    A planet's ownership may be transferred to another player.
    Movement and Combat Phase 2
    Movement and Combat Phase 3
    Movement and Combat Phase 4
    Victory Check Phase
    Economics Phase
    Increase troops on all planets.
    A-class planets get 100 troops.
    B-class planets get 50 troops.
    Income Step
    Receive points from your empire.
    Get points for planets you control.
    Maintenance Step
    A non-troop unit may be scrapped for 25% of its cost.
    Repair damaged ships.
    Production Step
    Pay for new forces.
    Place new forces.

Economics
An A-class planet produces 100 per turn.  A B-class planet produces 50 per turn.

An A-class planet can repair any amount of damage, build 12 new fighters, and raise up to 200 troops.  A B-class planet can repair a total of 50 hull, build up to six new fighters, and raise 100 troops.

An empire's starting A-class planet can build any number of ships, fighters, and troops, as well as repair any number of hull.  If the empire has lost his starting A-class planet then one of the B-class starting planets can be designated as a new temporary base of operations and be treated as an A-class planet for new construction and repair until the original A-class planet is retaken.  If an empire has none of his starting planets then that empire must fight with what forces he has and what can be built from planets he does own.

During each Income Step all planets receive a free increase of troops.

Victory
When a player controls more than half of all the planets on the map during the Victory Check Phase he has won the game.

Repairs
A spaceship's systems are repaired after a combat.  Hull damage must be repaired at a controlled planet during the Economic Phase.  The cost is 1% of the ship's CRAT per hull box repaired (round any fraction up to the next whole number).

FTL movement
A spaceship with an operating FTL drive (Starmada: Hyperdrive) may move from one sector to an adjacent sector.

Simple logistics
One of the two sectors, either the starting sector or the destination sector, must be neutral or owned by the player controlling the spaceship.

If a spaceship retreats from a combat then it must move to a sector that the spaceship's player controls or is neutral at the beginning of this Movement and Combat Phase.  If this is not possible then either the ship fights to the death, is scuttled (destroyed), or is captured by the player controlling the sector it moved to, in which case treat all but one hull box as destroyed.

Spaceship combat
Spaceship combat may be conducted in any manner agreeable to all.  Terrain may be added.  As an option, pick certain planets or sectors at set up to have a particular terrain (i.e., one B-class planet is an asteroid field so all combat at that location must use asteroids in the playing area).  But one rule must be followed: all spaceships that are in the sector where combat will take place in a Movement and Combat Phase must be in play.

Bombardment
Spaceships and fighter squadrons may conduct bombardment on a planet containing enemy troops if no enemy spaceships exist in the sector.

Spaceships and fighter squadrons bombard a planet as if doing one round of combat at a range of 1; all weapons may be fired (no arc limitations).  Planetary defenses are: (Starmada: A-class planets have a shield level of 3 and B-class planets have a shield level of 1; both are treated as having Armor Plating).  Each damage point destroys one troop, but the last 100 troops on a planet cannot be killed by bombardment as they are too well dug in.
Option: taking neutral planets is easier due to their lower technology: every damage point destroys two troops.
Spaceships and fighter squadrons that bombard are attacked by the planet's defensive weapons.  For every 500 troops, or fraction of, on the planet (before combat starts), treat the planet as having one weapon (Starmada: Anti-fighter Battery; Full Thrust: PDS), which gets to fire at every spaceship and fighter squadron that bombards.
Option: taking neutral planets is easier due to their lower technology: reduce the number of defensive weapons by 1.

Game designer note: allowing the defensive weapons to fire on every bombarding unit is a simple approach and avoids having to decide where to target the defensive weapons and who gets to decide.  It also allows players to conduct their own bombardment and planet return fire to help speed play.  If individual targeting for planet defenses is desired, then for every 100 troops the planet gets a defensive weapon.

Troop capacity
One troop space holds one troop.

Troop combat and planet control
A planet can only have one player's troops, or neutral troops.  Whoever has troops on a planet owns the planet.  Use troops to invade a planet to take ownership of the planet and control of the sector. 
Troop combat is simple: losses are 2:1, the invader loses 2 troops while the defender loses 1 troop.  If the invader has troops remaining after the defender has none then the invader has won and taken ownership of the planet.

Option: taking neutral planets is easier due to their lower technology: losses are 1:1, the invader loses 1 troop to every troop the defender loses.

Option: (Starmada) Each Hospital space on a ship in the sector returns 0.1 troop lost to combat after the combat is over if the invaders win, up to 10% of the total losses (drop any fractions).  Defenders get 20% of their losses back if they win (drop any fractions).


Sample map for 4 players

Planet classification, A or B, is noted in parenthesis.
Where sector border lines intersect movement is allowed across the diagonal.  For examples, a spaceship can move from Bau to Harindair, or from Harindair to Felindus, or from Jaras to Dertninbu, or from Crigel to Whylsn.
Two planets, Jaras/Jynnes and Whylsn, are modified for providing terrain for tactical combat.  Treat each as one planet for strategic purposes.
Note that no two planets start with the same letter (excepting Jaras and Jynnes but they are in the same sector).  This can simplify movement orders by using the first letter of the planet/sector the spaceships are moving from or to (e.g., Avenger : G to N).

[img]<URL url="http://s856.photobucket.com/user/GamingGlen/media/empiremap_zps52924fa8.png.html">[IMG]http://i856.photobucket.com/albums/ab129/GamingGlen/empiremap_zps52924fa8.png[/img]</URL>[/img]</r>

Re: Draft of Starmada Nova Edition Campaign Rules

GamingGlen wrote:

Way too complex.  It will never get off the ground.  Start simple, add complexity later.

Well, mine is more of an operational-level campaign with some thoughts regarding extending it towards the strategic level--basically, it was an attempt to provide a framework for some operational-level campaigns in my settings, particularly my 'The Gift of the Custodians' setting. It is also designed to have some modularity--you can, for example, just use the Free Supply Route if you want and ignore the other supply rules.

I would not tie FTL movement to thrust rating.  You could have an sovereignty-wide TL rating for hyperdrives (ships can move 2 - (upper limit) hexes/areas when in supply).

I disagree here. For the settings I'm envisioning, linking operational/strategic map speed to thrust rating ensures you don't have an absurd scenario where a force, completely made up of speed-1 ships, can maintain contact with a force with the slowest ship having a speed of 3. Now, where FTL speed is not linked to STL speeds, the above would work. I might add a secondary movement option for those settings.

Supply: use the good ole Zone of Control, either a ship is in supply or not.  It is in supply if it can trace through any number of hexes free of enemy units or their uncontested ZOC back to a supply depot.  You could tie strategic movement to supply status: out of supply: can move 1 hex, in supply: move multiple hexes.
Other effects of being out of supply: when entering a tactical combat, mark 1 damage to each system (Thrust, Weapons, ECM, Shield), lose 1/3 of any munitions, increase chance of damage to equipment by one level (treat Reinforced as Normal, Normal as Fragile).

ZOC: every ship, with CRAT>0, exerts a ZOC into the hex it is in and, if equipped with a hyperdrive, any adjacent hex.

That is what the Free Supply Route was for--and it models the increase in difficulty of having to supply units over increasing distances without being too much of a burden. A force six hexes away from its base requires 250% the supplies of a force sitting at home, which represents the additional freighters, tankers and so on needed.

However, I might increase the gap to every two hexes as it might get a bit too prohibitive.

Planets: Too much detail.  I suppose if you have dirt lovers (Generals) among your players they might like ground combat detail.  Starmada is for space combat and that's why most of us play it.  Treat the planet as one space.  It has a rating for supply: supply depot or not; all ground forces are grouped with one value, and any invasion is one value.  Depending on scale, they could either all fight to the death on one turn, or it may take several turns doing x% damage to each other.

I know your group loves space combat, but others want to have other settings like naval or ground settings, and my campaign rules are designed to try and be inclusive, so that 'dirt lovers' can have a ground forces campaign, or wet navy admirals can game a Russo-Japanese War-type setting. Again, I'm thinking of 'TGOTC', as I'd quite like to go for a mini-campaign with a major power attempting to conquer a smaller power, and that includes naval and ground forces.

You did not cover orbital bombardment.

Ah, now we're talking...

I forgot about bombardment rules because it can be quite difficult to model if we go too far into detail (i.e., what effect would a BAS 2, Double Damage weapon do?). BUT, if we go with a rating based upon the CRat (maybe 1 bombardment point per 25 CRat), then roll 2d6 to work out the loss in productivity (both permanent and temporary), then that could work, and would mean carriers, with a high CRat, would excel in the bombardment role. Working out how to do bombardment when there's defensive works still in place could be difficult (unless we state that the attackers have to clear the defensive forces before bombardment could take place)

Add in a rule for fly-by bombardments (primarily for space-based settings)--maybe halve the effectiveness--and that sorts that out.

Too much detail on shipyards and repair.

I must say I did get carried away there with the construction rules, but there are two ways of calculating repair time--and I prefer the 'alternate' one--the first one was the one I initially wrote, but when compiling the construction rules I realised that you could build some ships quicker than repairs took... :oops:

The reserve and mothballed units were there to enable players to have additional forces at their disposal, and again to enable the extension of this draft into a more strategic-level setting--as were the rest of the rules.

Games to look at:
Imperium, Fifth Frontier War (these two are Traveller related);
Twilight Imperium;
Space Empires 4X (a new board game, first published in 2011, I just got.)

Unlikely--funds are not that extendable. I've got VBAM, and was quite active before they announced the 2nd edition, and I stopped because I didn't want to get too involved in a system that would be supplanted. My experiences with VBAM has shaped some of my campaign views, I suppose...:)