Topic: Boarding Actions

Okay... how stupid is this?

Matt Curtis asked me how he could model boarding parties in his Italian fleet, and I got to thinking about it. This is what I've come up with so far:

Assume that one ship has grappled another (how this happens is a different story altogether, and not suitable for a family show wink ). Men in vacuum suits now start swarming across the tethers in both directions.

Each side should roll a die, the type of which is based on the size class of the smaller ship:

VS = d4
S = d6
M = d8
L = d10
VL = d12

This represents the fact that, even though a VL ship will have many more crewmembers than a VS ship, the amount of carnage that can occur is strictly limited by the fact that the VS ship can only get so many into combat at a time.

The side with the lower roll loses that many crew casualties. For example, I roll 3, Jim rolls 5. Therefore, I lose 3 crew casualties.

Simple, elegant, and easily integrated into the current game (once CCs are introduced by TMW smile ).

Marines would then just be cannon fodder -- they can be sacrificed for CCs on a 1:1 basis.

It's late, so this may not be as cool as I initially thought... the other option was to roll a number of dice of a set type equal to the number of crew hits remaining on each ship, and compare them, Risk-style, to determine who takes what damage.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

I posted something on the 'Omega' list, but it's late.

Re: Boarding Actions

How's about the two ships have to have matching velocity and be presenting their broadsides to each other?  Or at least the attacking ship should be swinging around to present its broadside.

IE, the Active Force moves, then the Reactive Force moves.  If the Reactive Force can line up its broadside with the targeted ship, and match its speed by + or -1, it can deploy boarders.  I would think the distance should be no greater than 2".


I like the fact that larger ships roll larger die.  But for the results, I would have the crew casualties be equal to the difference between the two tosses.  A VL attacker rolls D12 and gets a "7," a defending M ship rolls D8 and gets a "5."  So the defending ship suffered 2 crew casualties. 

It just wouldn't seem fair to make the defending ship lose more casualties for managing a good roll that comes close to matching the attacker's toss.  So I think the losses should equal the difference between the two rolls.  It represents a smaller force potentially putting up a very stiff fight, but still losing.

Finally, this ideer might suck, but I think the number of LGs should attrit the attacker's strength before combat takes place.  For every N number of light guns dedicated to blasting these guys out of space, the die rolled by the attacking ship is reduced by a step.  So a VL ship attacking a M ship with a ton of LGs might see its roll reduced to a D10 or even a D8.  I say LGs because I think these are the pieces that could traverse and bracket the attackers fast enough to make a difference.

Does that make sense?

Re: Boarding Actions

I merged the two sets, and added my own bit or two...

==============================================
Boarding Rules
-------------------------------------------
Men are in vacuum suits using tethers in both directions is assumed. The two ships have to have matching velocity and be presenting their broadsides to each other. The distance should be no greater than 2"/one hex.

Each side should roll a die, the type of which is based on the size class of the smaller ship:
---------
VS = d4
S = d6
M = d8
L = d10
VL = d12
---------
This represents the fact that, even though a VL ship will have many more crewmembers than a VS ship, the amount of carnage that can occur is strictly limited by the fact that the VS ship can only get so many into combat at a time.

OPTIONS:.....................................
For each instance of 'Boarding Parties' purchased, the die type increases by one type (ie d8 becomes a d10, etc...)

For each instance of 'Marines' purchased, the die type increases by one type (ie d8 becomes a d10, etc...) AND add one to the die roll. 3 Marine groups purchased means a d4 bcomes d10+3

You cannot purchase more boarding Parties or Marines than you have space for (more meeble needed here).
.............................................

The side with the lower roll loses crew casualties equal to the difference between the two tosses.

For every N number of light guns dedicated to blasting these guys out of space, the die rolled by the attacking ship is reduced by a step. So a VL ship attacking a M ship with a ton of LGs might see its roll reduced to a D10 or even a D8. The light guns must be able to bear on the ship whose troops they are firing on.

We might think about allowing 'heavy wepaons crews' in SFO, that add a +1 or +2 - they have big honking guns specifically for this sort of work.



--------------------------------------------
What does this mean?????????

Marines would then just be cannon fodder -- they can be sacrificed for CCs on a 1:1 basis.


Dan said..............

It's late, so this may not be as cool as I initially thought... the other option was to roll a number of dice of a set type equal to the number of crew hits remaining on each ship, and compare them, Risk-style, to determine who takes what damage.

I think you're describing what I suggested on the SFO list - more or less....

Re: Boarding Actions

I already got some neat names.

Fukuryu (Crouching Dragon) were late war troops the Japanese were going to use in WW2.  They strapped on diving suits, stood on the ocean floor just in front of a landing zone, and were meant to jab explosive tipped spears at the bottom of passing landing craft.  Now, the intendend role is different, but the name is neat.  So Japanese boarding parties could use this name.

Kampferschwarm (swarm of soldiers) for the Germans or Austrians.


The Italians....I dunno.  Something Italian.

Re: Boarding Actions

With the rules I put together, there's no armor allowed for. I wonder if that's necessary, given that it's the difference between dice rolls.


There's also no allowance for 'taking control of the ship'.

Re: Boarding Actions

Boarding shouldn't allow for controlling a ship.  The grunts with explosive charges and rifles don't know how to drive, and aren't present in sufficient numbers to man the engines/bridge/weapons. 

Crew casualties are ticked off, and the thing's left floating dead in space -- just as it would be if hit by some of the kit described in TMW  big_smile

Re: Boarding Actions

themattcurtis wrote:

Boarding shouldn't allow for controlling a ship.  The grunts with explosive charges and rifles don't know how to drive, and aren't present in sufficient numbers to man the engines/bridge/weapons. 

Crew casualties are ticked off, and the thing's left floating dead in space -- just as it would be if hit by some of the kit described in TMW  big_smile


So, taking a ship is part of the game, getting it home isn't.

I'd like to see some sort of campaign guidelines for this.

Re: Boarding Actions

I don't think taking the ship home should be part of it.  There are other games that treat boarders as a purely offensive weapon meant to destroy systems, kill crew. 

And you gotta remember, the whole process of clearing away the corpses, getting things in running order, clearing the damage YOU've caused and get things moving is going to take hours.  If you're still in an active combat zone, it would be impossible.  I think it would be enough to leave the ship drifting in space, victimized by boarders who then sit tight on the hulk until (presumably) the shooting has stopped and their parent vessel returns to take things in hand.

Re: Boarding Actions

themattcurtis wrote:

There are other games that treat boarders as a purely offensive weapon meant to destroy systems, kill crew.

I haven't played too many Age of Sail games (which would be the only naval genre I can think of that allows for boarding actions), so I can't fall back on what other games have done...

But treating each boarding party as a separate "weapon" has some merit, methinks.

For example:

A standard boarding party is d4, while specialized units get d6 or even d8.

Then, make an "attack" just like a torpedo, except:

1) Armour is not counted;

2) Apply momentum modifiers for both the attacker and target;

2) A "miss" means the boarding party is not "fired" -- i.e., its tethers didn't attach to the target or somesuch, but they can try again next turn; and

4) A "hit" means the party managed to board the enemy ship.

Then, conduct shipboard combat during the End Phase of each turn.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

=======================================
A standard boarding party is d4, while specialized units get d6 or even d8.

Then, make an "attack" just like a torpedo, except:

1) Armour is not counted;

2) Apply momentum modifiers for both the attacker and target;

2) A "miss" means the boarding party is not "fired" -- i.e., its tethers didn't attach to the target or somesuch, but they can try again next turn; and

4) A "hit" means the party managed to board the enemy ship.

Then, conduct shipboard combat during the End Phase of each turn.

Dan
===================================
This sounds kinda neat.

It allows for some variation between boarders.  Different units/elites/whatever.

The only thing I would change (if it makes sense to you) is that a miss wastes the boarding party.  I'd treat them as expendable, just like torpedoes or missiles, and a miss sees them tumbling off into the void, having missed their intended target.  Kinda grim, but we're supposed to be depicting combat tactics of a race that is taking its first steps into deep space.  I picture guys in clumsy environmental suits, hurling themselves into the darkness in the hopes of reaching that nearby enemy vessel.

Just imagine how ruthless, and daredevil, such a military force would have to be.

Matt
PS -- I know I'm a heathen for bringing it up, but my main point of reference for ship to ship board actions (which I really liked by the way) was Battlefleet Gothic, where a ship could attempt a boarding action if within a VERY short distance of its target.  From there, factors such as size, armament and other things would determine the results of a contested roll between the two players.  But I like the approach you've introduced, because again, it separates average boarders with true specialists  big_smile I'd start with the route you've mentioned here.

[/quote]

Re: Boarding Actions

themattcurtis wrote:

The only thing I would change (if it makes sense to you) is that a miss wastes the boarding party.  I'd treat them as expendable, just like torpedoes or missiles, and a miss sees them tumbling off into the void, having missed their intended target.

Huh. I guess I can see that. But maybe a bit o' both -- a normal miss allows you to try again next turn, while a roll of 1 means they're gone forever...

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

Hey....Iron Star's first  "critical miss" mechanic  smile

I like  it.   The bloodier the better  :twisted:

Re: Boarding Actions

Rough idea for the to-hit mechanic.

A ship launching a boarding action rolls D4/D6/D8 based off the quality of the unit.  A "1" is a bungled roll and results in the troops missing the target, and tumbling off into space, never to be recovered.

A standard miss just means conditions weren't right to deploy, or whatever.

The formula is:
1/2 Die Type +1 for every inch beyond the first inch (yeah, even shorter range bands than torps).  You don't want boarders covering a big expanse of space.

AND

+1 for every difference between the attacker and defender's speed at the end of the Reactive Movement Phase.

The reason for the difference in speed being the modifier is that the speed of the attacking ship, by itself, doesn't matter a whit.  Acting in a vacuum, its troops would simply step outside and inherit its forward momentum.  But if their target is moving drastically faster/slower, it makes the action all the harder.

So a ship launching a D6 boarding unit (like the Japanese Fukuryu) would need to roll a 5+ if attempting to board a vessel 3" away if their ship had matched its speed/velocity ( 3+ 2 for range +0 for speed variation).  If the ship was moving one faster than the target, they'd have to roll a 6 to hit (3+2+1).

How crew casualties would be applied (continuing or one time shot only) to the targeted vessel, I have no idea.

Re: Boarding Actions

Merged the all the sets, and added my own bit or two...
=============================================================
Boarding Rules
-------------------------------------------
Men are in vacuum suits using tethers in both directions is assumed. The two ships have to have matching velocity and be presenting their broadsides to each other.

You cannot purchase more boarding Parties or Marines than you have space for (more meeble needed here for construction constraints).


To-Hit Mechanic-----------------
A ship launching a boarding action rolls D4/D6/D8 based off the quality of the unit. A "1" is a bungled roll and results in the troops missing the target, and tumbling off into space, never to be recovered.

A standard miss just means conditions weren't right to deploy, or whatever.

The formula is:
1/2 Die Type +1 for every inch beyond the first inch (yeah, even shorter range bands than torps). You don't want boarders covering a big expanse of space.
--AND--
+1 for every difference between the attacker and defender's speed at the end of the Reactive Movement Phase.

The reason for the difference in speed being the modifier is that the speed of the attacking ship, by itself, doesn't matter a whit. Acting in a vacuum, its troops would simply step outside and inherit its forward momentum. But if their target is moving drastically faster/slower, it makes the action all the harder.

So a ship launching a D6 boarding unit (like the Japanese Fukuryu) would need to roll a 5+ if attempting to board a vessel 3" away if their ship had matched its speed/velocity ( 3+ 2 for range +0 for speed variation). If the ship was moving one faster than the target, they'd have to roll a 6 to hit (3+2+1).
-------------------------------


'Damage' Mechanic----------------
Each side should roll a die, the type of which is based on the size class of the smaller ship:
VS = d4
S = d6
M = d8
L = d10
VL = d12

This represents the fact that, even though a VL ship will have many more crewmembers than a VS ship, the amount of carnage that can occur is strictly limited by the fact that the VS ship can only get so many into combat at a time.

The side with the lower roll loses crew casualties equal to the difference between the two tosses.

For every N number of light guns dedicated to blasting these guys out of space, the die rolled by the attacking ship is reduced by a step. So a VL ship attacking a M ship with a ton of LGs might see its roll reduced to a D10 or even a D8. The light guns must be able to bear on the ship whose troops they are firing on.
--------------------------------------------

QUESTIONS-------------------------------------------------------------------
???WHAT IS THE HIT MECHANIC FOR SHOOTING BOARDERS WITH LIGHT GUNS???

Do we might have 'heavy weapons crews' in SFO, that add a +1 or +2? They have big honking guns specifically for this sort of work....

OPTIONS (Combat roll only)
For each instance of 'Boarding Parties' purchased, the die type increases by one type (ie d8 becomes a d10, etc...)

For each instance of 'Marines' purchased, the die type increases by one type (ie d8 becomes a d10, etc...) AND add one to the die roll. 3 Marine groups purchased means a d4 bcomes d10+3

How crew casualties would be applied (continuing or one time shot only) to the targeted vessel, I have no idea.
----------------------------------------------------------------------------

Re: Boarding Actions

themattcurtis wrote:

The reason for the difference in speed being the modifier is that the speed of the attacking ship, by itself, doesn't matter a whit.  Acting in a vacuum, its troops would simply step outside and inherit its forward momentum.  But if their target is moving drastically faster/slower, it makes the action all the harder.

While strictly true, basing it off of the difference in speeds makes for additional problems. For example, what if I have momentum 5 and you have momentum 5, then our difference is zero. However, if we're approacing each other, that's a relative speed of 10.

Also, I think it makes more sense for boarding actions to only occur between slow-moving (or stopped) vessels.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

How slow do you want them to go (what's the combined momentum limit)?

By the way -- while I have yet to think of a military designation for my Italian boarders, here's the slang reference used in the Regina Celestia, or whatever their Ether Fleet will be called.

uomini morti  -- "dead men." 

Garbed in heavy, sealed environmental suits, they pour from their parent vessel's hull, directed by crude rocket propellants and kept alive (at least in theory) by safety lines fixed to the hull.  One man in every 6-man team is equipped with a pole ending in a magnetic mine fixed to the targeted ship's armored plating.  Once the hull is breached, the uomini morti storm inside, forcing their way past the debris and corpses sucked through the opening into the vacuum of space.

....now I'm off to bed.  not heading to work til the afternoon cause the 2-yr-old is sick and the wife and I are splittin the day.  At least I get to sleep in.

Re: Boarding Actions

OK......

Boarding units can be D4 or D6 or D8 (reflecting troop quality/improved tech). 

To-hit is 1/2 the die type.  IE 2, 3 or 4 plus the following modifiers:

Combined momentum of attacking and targeted vessel (Per Dan):
up to 2 combined momentum = +0
up to 3 combined momentum = +1
up to 4 combined momentum = +2
up to 5 combined momentum = +3
up to 6 combined momentum = +4

This means the involved vessels could have a combined SPEED that turn as high as 12".  Ideally, you shouldn't be trying unless the combined speed total was 4".  And to be moving the max combined SPEED will make an attempt impossible by all but the best units. 

The other mod, I still think, should be the number of LGs or machine guns equipped on the tageted ship.  Heavy weapon crews may not be necessary, because TMW is introducing machine guns, which are mean to serve as a kind of point defense.

So, for every N number of LGs or machine guns that can fire out the targeted arc, +1 to the roll. I still like the idea of defensive fire.

I don't think range should be a mod, on second thought. Just set a concrete distance, as the tethers connecting these guys to their parent vessel can only be so long, and their unit integrity remain over a certain distance.  So say 3", max. Besides, you don't want too many mods.

Finally, the natural 1 would be a fumble and see the boarders tumble off into space, lost forever.

Damage could be purchased just as it is with any other weapon, simulating the size of the boarding party.  Which means bigger ships will have more room to pack a greater number of hard hitting units.  Damage is applied as crew casualties.

But the actual attack would be conducted during the End Phase, because since Light Guns need to be neutralized, the attacker would wait til the last moment to release its marines.

Example:  A Southam class cruiser has taken some Thrust hits, dropping its top Engine Performance to 2.  Its Momentum entering the Current Turn was 3, and it floors it as best its able.  Its speed reaches 5, and its momentum at the end of its Movement Phase will be 2.5, rounded up to 3.

An Italian battlecruiser is able to close within 3", and its momentum is 3.  So the combined momentum is 6, or a +4 modifier.  This would make an attack possible only by a D8 unit, and even then, not if the defending ship still had enough LGs to interfere with the boarders' attempt. 

The attempt is made AFTER the combat phases, in the hopes that Light Guns will have been attrited.

The Italian ship's boarding stats might be D8(X2), meaning a succesful hit will see two crew casualties marked off.  Again, during the End Phase.

This makes for a potentially damaging, but very limited weapon.

How does it sound? 

Matt

Re: Boarding Actions

But see, looking on it now I think the momentum rules are too restrictive.

I like the difference in Momentum idea.  If you're concerned about approaching ships, angles of approach and all that, then just put in a stipulation that the two vessels have to be within N inches (again, I think 3 is a good number) and on similar course and headings.

IE -- if the targeted ship is pointed NE, then the attacking ship has to swing up alongside it, meaning it's also pointed to the NE and the two vessels are presenting broadsides to each other.  Then the modifier is the difference in momentum.

Think on the pirate flicks you've seen -- the pirates don't swing across to another ship when they've crossed its T.  They've always pulled up alongside.

So how about that, the two ships are on the same heading, the difference in Momentum is the main modifier AND then use the following guidelines:

LGs and MGs able to fire through applicable arc affect roll.

Attempt is made during the End Phase.  Natural "1" is a fumble.

Damage is applied as crew casualties, with the same kind of X1, X2 or X3 multiplier you seen on other weapons.

Re: Boarding Actions

themattcurtis wrote:

Think on the pirate flicks you've seen -- the pirates don't swing across to another ship when they've crossed its T.  They've always pulled up alongside.

Okay, see... this is where we have a problem. I think boarding actions in a game like Iron Stars would be reserved to finish off a badly-damaged target (if at all -- how many wet-navy boarding actions were there post-1900?)

I don't picture this as an attempt to simulate swashbuckling pirate adventures.

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

I don't equate the game to Age of Sail.  I'm just pointing to an era where deck to deck boarding actions took place and trying to translate it over.  We're not dealing with a wet water  navy.  We're dealing with guys chugging through outer space with reverse engineered Martian Tech  big_smile

If it's just going to be a device to finish off already crippled ships (and that's fine), then I don't think it should be a weapon system, period.  Go back to making it a tactic that can be employed by any hull, and assign die types based off size.

Because if boarding only happens when your opponent is 3/4ths dead anyway, it ain't worth the point investment to buy the kit when it's only going to be used once every couple of games.

It's OK  if you don't think boarding crews are a viable addition to the game.  I'll just find something else to set the Italians apart.  It don't sound like yer in love with the idea, anyway  :wink:

Re: Boarding Actions

themattcurtis wrote:

It's OK  if you don't think boarding crews are a viable addition to the game.  I'll just find something else to set the Italians apart.  It don't sound like yer in love with the idea, anyway  :wink:

I think it's a great idea. It just seems we've got a minor difference in concept that needs to be resolved.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

themattcurtis wrote:

How slow do you want them to go (what's the combined momentum limit)?

I'm not thinking of a particular momentum limit... what I'm suggesting is that we use the optional momentum modifiers from TMW, but apply them for both the target's and the attacker's speeds.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

So, this is what I think:

1) Boarding parties are "fired" like torpedoes at their target.

2) Range mod is +1 per 1" beyond the first.

3) Armour does not apply.

4) In order to attack, the line of sight between the attacker and the target must cross opposing broadsides (e.g., the attacker's port and the defender's starboard, or vice versa). In other words, the attacker must move alongside the target.

5) The difference in momentum between the two ships is an additional modifier to the target number:

0-2 = -1
3-4 = 0
5-6 = +1
7-8 = +2
9-10 = +3

6) A "hit" lands one boarding party on the target. A "miss" means the boarding party never made it to the target... it is gone, if not forever, then at least for the remainder of the game.

7) Once boarders have breached the hull, shipboard combat occurs.

The defending ship gets a base number of d4's relative to the number of hull boxes remaining:

1-3 = 1 die
4-8 = 2 dice
9-15 = 3 dice
16-24 = 4 dice
25-35 = 5 dice

In addition, any friendly marines/boarding parties on the ship can roll their dice as well. Obviously, the attacking boarders roll their dice.

Each roll of 4+ scores a hit on the opponent, and eliminates one enemy boarding party. If there are no remaining defenders, then each hit scores a crew casualty instead.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

I like that.  If that's what you were thinking, then we were closer to a common ground than I thunked.  And I don't mean to come across as whiny.  I was just out in the mini-van with disinfectant wipes cleaning toddler puke out of the 2-year-old's car seat  :cry:

It keeps the range short.  I like the requirement to present broadsides to do it, and I like the damage mechanic.  I like the idea that it's an expendable asset.

Are we putting a cap on the die type that can be rolled by the attackers?  D4, D6, D8? Seems like you wanna cap it at D4 or D6. 

If you wanna make it a little harder to pull off, I would tighten up the momentum difference modifiers.
IE
0 = -1
1-2 = 0
3-4 = +1