Re: Boarding Actions

I also like the fact that hull boxes allow for defending rolls, as it makes it impractical to conduct an attack on a ship that still has a ton of integrity left.

Re: Boarding Actions

themattcurtis wrote:

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

With a base die type of d4, I think the momentum mods shouldn't be too restrictive.

Also, the ranges (0-2, 3-4, etc.) are consistent with the optional target momentum gunfire mods.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

OK, an example then.

Ship moves up to its target, distance 4" and comes within 2 of its opponent's Momentum.

Base die type of D4 means it has to roll 2+3 for range -1 for matching momentum = 4 to hit with each party.

Lesse it has....I dunno....four of these onboard.  It makes decent rolls and hits with 2 parties.  The other two are gone for good.

The defending ship has 7 hull boxes left.  It gets two defensive rolls.  So now both sides are rolling 2D4 during the End Phase, right?  Any 4 by the defending player kills a boarding party.  Any 4 by the boarders inflicts a crew casualty.

Doesn't sound hard to remember.  And powerful enough to be a viable tactic in the game.  A nice starting point.  8)

Re: Boarding Actions

But see, that reduces it to pure attrition.
And random attrition at that.

No chance for a more involved mechanism? (asks the guy with no ideas on the topic at present)

Re: Boarding Actions

Taltos wrote:

But see, that reduces it to pure attrition.
And random attrition at that.

Isn't that what wargaming is all about? Random attrition?

smile

Since boarding combat is not the focus of the game, I do want to keep it simple.,

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

Boarding actions are attrition -- pure and simple.

Not a whole lot of room for tactics or finesse  in the cramped companionways of a spacefaring vessel.

Lookit how they're portrayed in BFGs.  Basically, huge scrums with lowbrow ratings wielding axes, pipes, pistols and shotguns.  The side that wins is the side that can throw in the most men.

Step back to Age of Sail and lookit "Master and Commander."  A bunch of Brits and a Bunch of Frogs killing each other at PB range on a narrow wooden deck. 

I think the mechanic is solid for a quick play space game, which is what IS is supposed to be.  Other than Marines offering a level of defense -- which is being included -- what more would we want to cover? 

Anything about targeting specific systems is asking too much for a bunch of clumsy, metal suited guys sent through space to blast their way through an opposing ship's hull.  They're there to kill the other side's crew.

Re: Boarding Actions

Having said that.....would it be feasible to have a boarding party that rolls a "4" be able to destroy a special piece of kit instead of targeting the crew.?

Let's say I have a bunch of boarders on a ship equipped with a Babbage Engine, or Stabilizer, or a FAC that hasn't been launched.  If that unit rolls its "4," could we let the controlling player eliminate one of the special items listed on the target's display, instead of going after the crew?

This might add a little more depth to the rules, and it would still keep them simple.

Re: Boarding Actions

themattcurtis wrote:

Having said that.....would it be feasible to have a boarding party that rolls a "4" be able to destroy a special piece of kit instead of targeting the crew.

Dunno. I'd like to have the current rules played a bit before we decided to make them more powerful.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

Points to all of you for having justified the current approach.  smile

However,... if I got aboard and the fighting was in the corridors or the mess, that would be one thing. If I got aboard and secured the engine room....

so I guess I like the idea of equipment at risk.

Re: Boarding Actions

Taltos wrote:

However,... if I got aboard and the fighting was in the corridors or the mess, that would be one thing. If I got aboard and secured the engine room....

I suppose we could just have hits from boarding parties rolled on the damage track as normal -- with damage applied to the hull treated as crew casualties.

Thus, a boarding party could blow up a gun, or knock out part of the ship's engines, etc.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

cricket wrote:

Isn't that what wargaming is all about? Random attrition?

smile

I hope not.
I want my brain and tactics to play some role afterall.

Re: Boarding Actions

Could we get a summary of the rules? I'm in the midst of hacking my way through getting all the drivers I need to upgrade to Win2000, and can't do it myself...

I'm pleased so far with what I've read - my own attempts have once again shown why I don't publish games myself....

Re: Boarding Actions

Sounds OK.  But I think that should be the last bit before we actually test it, agreed?

I think it's shaping up to be a fairly viable bit of kit.

If you have guesstimates on how that would be costed (however rough), I could introduce a ship packing boarders at the next gaming session.

Boarders, plus the Dantes we talked about before, are the only new things I was hoping to bring to the table with the Eye-talians, anyway.

Matt

Re: Boarding Actions

themattcurtis wrote:

Sounds OK.  But I think that should be the last bit before we actually test it, agreed?

Oh, look who's talking. smile

Seriously, one final change-- if we're gonna allow BPs to cause actual damage, then perhaps we can dispense with the boarding combat, and just roll for damage at the time a "hit" is scored.

You can justify the lack of repeating damage by saying the BP was incapacitated/killed in achieving its objective, or that it needs to stay put to secure the engine room/gun turret, or whatever.

Besides, one BP shouldn't be able to rampage through an entire ship... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

thedugan wrote:

Could we get a summary of the rules?

1) Boarding parties are "fired" like torpedoes at their target.  (Default of d6)

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 (a "hit" is scored) roll for damage normally, with any "Hull" damage treated as a crew casualty.

Friendly BPs on the target ship may be sacrificed to avoid this normal damage -- e.g., if my BPs cause 5 hits on Matt's ship, Matt can sacrifice up to 5 of his own BPs to avoid the damage rolls.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Boarding Actions

I have no idea what Dan's saying.  I'm the perfect frigging model of an agreeable, non-contentious gamer.  And I leave well enough alone.  tongue


Now moving on the the idea that MY brain and MY tactics should somehow become involved in what happens during a battle.  I'll just say nothing terrifies my ship crews more  big_smile

Re: Boarding Actions

cricket wrote:
thedugan wrote:

Could we get a summary of the rules?

1) Boarding parties are "fired" like torpedoes at their target.  (Default of d6)

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 (a "hit" is scored) roll for damage normally, with any "Hull" damage treated as a crew casualty.

Friendly BPs on the target ship may be sacrificed to avoid this normal damage -- e.g., if my BPs cause 5 hits on Matt's ship, Matt can sacrifice up to 5 of his own BPs to avoid the damage rolls.

Dan

Just what I need...

I was planning on designing a couple of races, one of which would be a close-in, capturing ships variety. This should work nicely...

John

Re: Boarding Actions

Dan's rules seem to work about right. I don't see BPs as being able to wrest control of a ship within the timeframe of a tactical battle game. Destroying/taking out of action ships equipment and systems, tying up the crew in reppelling boarders and generally making a nuisance of themselves is about right.

In a campaign setting prize crews and the like would become viable.

I like the idea of a race that uses boarding parties more effectively, capturing enemy ships. I don't think this should be a human ability though.  Keeps the aliens a bit more alien.