Topic: new game idea: Starmada Invasion

I just thought about a new additional Starmada game. How about a system level game? (called Starmada Invasion - SI) What this is?

Ok lets see:

-a whole star system is the playing area, if it is hexbased? I dont know. you can see on the map nearly every planet, asteroid and moon of the system

- in SI you can drop troops and attack the enemy installations on a planet - thus the name "Starmada Invasion".

- you can also fight battle campaigns between whole fleets in the orbit of planets or in deep space.

-each side has to establish and maintain bases for their military forces. Fleets have to return to base in order to resupply after battles

-there should not only be fleet battles, there should also be other activities like raid missions, intelligence and recon missions, planetary missions etc.

-SI has no indiviudal ships, it has fleets and flottillas instead which are composed of individual ships.

-a fleet designer to allow some creativity

-the ground troops are regiment and division sized

-there are planetary defensive installations and asteroid bases

-important is to introduce an interesting logistics system, for refueling and repairing combat fleets returning from battle. This system should reward operational preplanning

-fighters could be used as "ranged" strike weapons according to their roles in todays navies

The basic idea is to shift Starmada to the next higher more operational level, and to leave the tactical level of single ship combat it has now. There has been a old SF game which was called "Leviathan" from FASA which could be used as inspiration for the design. But it had flaws and was very rule heavy, so it was never the big success.

So the goal of Starmada Invasion should be simple to learn and difficult to master. (as all MJ12 games)



any opinions about this idea? Would it be interesting for you?

Re: new game idea: Starmada Invasion

Check out VBAM starmada edition.  It should do what you are wanting with minimal work.

-Bren

Re: new game idea: Starmada Invasion

jygro wrote:

Check out VBAM starmada edition.  It should do what you are wanting with minimal work.

-Bren

Thank you. I will check it out. The reason why I avoided it to mention was that I thought VBAM is a campaign system with many systems, not just a single one. Starmada Invasion is just for a single system, not many.

There are some grand scale games out there which include the fleets, economy etc of whole star empires.
Not so SI. It is intended to be without economics. The players conduct fleet movement and planetary invasions, managing supply and so on. The playing area of this game is only a single system and not a greater part of the galaxy like VBAM or Sovereigns stars.

Re: new game idea: Starmada Invasion

Enpeze wrote:

There are some grand scale games out there which include the fleets, economy etc of whole star empires.
Not so SI. It is intended to be without economics. The players conduct fleet movement and planetary invasions, managing supply and so on. The playing area of this game is only a single system and not a greater part of the galaxy like VBAM or Sovereigns stars.

The only game I'm aware of that is this type of scale is Renegade Legion: Prefect, which I've always been a fan of.

I think it's a great idea... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: new game idea: Starmada Invasion

cricket wrote:
Enpeze wrote:

There are some grand scale games out there which include the fleets, economy etc of whole star empires.
Not so SI. It is intended to be without economics. The players conduct fleet movement and planetary invasions, managing supply and so on. The playing area of this game is only a single system and not a greater part of the galaxy like VBAM or Sovereigns stars.

The only game I'm aware of that is this type of scale is Renegade Legion: Prefect, which I've always been a fan of.

I think it's a great idea... smile

Oh yes, I meant this game. It was called Prefect not Leviathan, as I posted it in my initial post. My fault sorry. I played the smaller scenarios several times, and liked it alot, but it was too complex for me for playing it more often. So Starmada Invasion should be much simpler than Prefect according to the tradition of normal Starmada.

If you like the idea, do you think that there could be a market (maybe a small) for such a game? I mean it would have no competitors out there.  In other wargaming branches (WW2 etc.) the conflicts are depicted also in several levels, from man-to-man ala Squad leader, to battallion sized, regiment sized up to involving whole continents ala World in Flames. In SF this seems not be the case. Either the conflicts are ship-to-ship or galactic scale between whole star empires, but not the levels in-between.

Re: new game idea: Starmada Invasion

If you build it, they will come.

Re: new game idea: Starmada Invasion

Enpeze wrote:

If you like the idea, do you think that there could be a market (maybe a small) for such a game? I mean it would have no competitors out there.  In other wargaming branches (WW2 etc.) the conflicts are depicted also in several levels, from man-to-man ala Squad leader, to battallion sized, regiment sized up to involving whole continents ala World in Flames. In SF this seems not be the case. Either the conflicts are ship-to-ship or galactic scale between whole star empires, but not the levels in-between.

I agree. Space combat would benefit from some other scales. I myself have always wanted to do something akin to the old "Nth Fleet" series from Victory Games, and as I've already said, Prefect is an old favorite of mine. Never got through a whole game, since it does take quite a while, but I always thought it was cool...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: new game idea: Starmada Invasion

cricket wrote:
Enpeze wrote:

If you like the idea, do you think that there could be a market (maybe a small) for such a game? I mean it would have no competitors out there.  In other wargaming branches (WW2 etc.) the conflicts are depicted also in several levels, from man-to-man ala Squad leader, to battallion sized, regiment sized up to involving whole continents ala World in Flames. In SF this seems not be the case. Either the conflicts are ship-to-ship or galactic scale between whole star empires, but not the levels in-between.

I agree. Space combat would benefit from some other scales. I myself have always wanted to do something akin to the old "Nth Fleet" series from Victory Games, and as I've already said, Prefect is an old favorite of mine. Never got through a whole game, since it does take quite a while, but I always thought it was cool...

The "nth fleet" series was excellent. But also too complex. Starmada Invasion should be playable in one evening or maybe 2. Not more than 20-30p of rules. The complexity 3-4 on the AH-scala. (I think Prefect was in about 6-7 and the nth Fleet series 8-10) The depth of SI should be much higher or course. Similar to the overall design philosophy of Starmada. (you know simple to learn, difficult to master smile)

Well, I will see, maybe I have some ideas the next days.

Re: new game idea: Starmada Invasion

I think that a similar game will fill an huge void in SCI-FI ones. I am a great fan of VG Fleet series (and never find them too complex, once you had played a couple of games the rules flow smoothly  smile  ) .

VBAM is a great game, but is so epic in scale and so encompassing that the military part can often be masked by political, economics and research.

We lack an "operational" scale games who allow us to lead fleet in complex operations while still feeling the single ships under our command.

I would envision it as a map based game (with miniature conversion) with a a 22x32 hexed  map with a star sytem in it (maybe back printed with a deep space version in the back). On the map will be counter for fleet, divisions, bases, orbital station, fighter wings, planetary contigents and the rare single ships. On appropriate off map displays the counter representing the single ships  and ground units will be organized.

The basic combat sytem could be Starmada with adapation to fight in range bands instead than in hexes (but with the option to switch to a conventional Starmada game for people who want to do it) or a more simplified system more in line with the one presented in the fleet series (with undamaged, damaged and destroyed units) but with still rules for conversion.

I think that crew training and notable  commanders had to figure in it.

I think that, in the spirit of maintianing the system more open, an utility to desing counters will have to be provided as supporting tool.

A campaing sytems can be created to allow linked battles (if you occupy system A you then moves to system B).

Re: new game idea: Starmada Invasion

So, is anyone working on this at present?

There was a VBAM/ASFOS discussion on the ASFOS Yahoo group.

Noticed that I was also not the only person from here on there....
big_smile

Re: new game idea: Starmada Invasion

mhmm,

I can try to tackle the problem using my loong boardgame experience and my knowledge of naval warfare... but while I am good at painting miniatures I am awful in doing graphic thinghies so I would need a graphic artist to have some decent playtest materials done and, of course, some playtesters  big_smile

Arrigo

Re: new game idea: Starmada Invasion

Sure, I could work up some stuff at some point...

It's MJ12-related, and I didn't get a response from the VBAM/ASFOS discussion on the ASFOS Yahoo group.

My own preference is a Fleet-level game, where Fleets work in this game as Ships do in Starmada. That sounds like what's being proposed. I'd stick with the basic mechanics of Starmada, but apply them to fleets ( or operational elements) instead of to ships.

Peter Drake had something called "Deep Space Oblivion 6000" at one point, and I've never had the rules as text, only printouts. Here it is, but it's different from how I remember it....

http://www.lclark.edu/~drake/game-designs/dso6k/dso6k.pdf

I seem to recall a 'design a thing' section. It appears at first glance to be too fine a scale for what I was thinking, though I'm not in charge. You don't want me to be...no really.

My first game design scared ME....

Something else to look at is one of my thefts from the SF-Consm-L group back before it devolved in the the 'leftists -vs- reality' list (well, my opnion )...

http://www.geocities.com/thedugan/Ripped.html

It's about the same scale as Peter's game, but I think you could scale them both and mix them somehow.....

Re: new game idea: Starmada Invasion

mhmm... let turn on some sci-fi stimulating music and write some ideas...

Mike, both rulesets you have pointed out are full of nice ideas (from your own one can even create a nice strategic game about WW3 in the seas  8)  ). So let us rip off what we like...

I like the idea of assigning functions to task forces/division. I will even take it to the extreme and making their mission fixed upon creation (for example you create a missile ocmbat task force and the ships assigned will be linked to that mission until the formation is disbanded). Each mission will have strenght and weaknesses. For example missile combat ships will be able to use only their missile weapons in the attack, but will get a defensive bonus (representing the fact that they are trying to keep long range and not closing in).

if we go for a a system based hex map i would have the follwing range:
short range weapons: 1 hex (adiacent)
medium range weapons: 2-3
Long range weapons:  4-6

Using a 45x26 hex map will give plenty of maneuver space.

Counters will represent single capital ships, 4-6 of smaller ones and fighter/bomber squadrons or wing (depending on the fleet organization, I envision each counter being 24-30 planes).

The combat system must be simple yet comprensive. I like the fleet series one, it's numerical openess isgreat to represent the wide array of weapons system of starmada and thus it can still allow a tabletop conversion for a plain starmada game. For those who have missed this serie the combat revolves around the defender totalling his defensive value (according to the situation) and then rolling a d10 to obtain a modifier for the attacker roll (another d10 cross referenced with the sum of the attacker involved factors). the final results was a number compared with the damage value of the target. a competitive D10 roll (modified by tactical factors) who was then compared to the defense value of the target. is the result was less than half of the damage value the target was unaffected, if more than half but less than the number it was damaged and if it was more than the number the target was sunk. It looks complicted but it isn't and it allow for a paperless game with the right amount of detail.
In alternative one can use Starmada combat (modified for the new range system), but it will be slower and will detract from  the flow of the operational game (especially if large fleets, dozens of ships, are involved in a sinlge battle.

The hearth of the system will be the command system. I think that a this level the hearth of warfare is command. Each player will have command points who will be used to form forces (with expenses linked to the misison), purchase activation chits and to improve (temporarily) intelligence level (intelligence level is used for detecting enemy forces). Command points are determined by scenario and modified by some tactical situation and the presence of admirals/captains)

The activation chits are the heart of the game. there are six types:
Coordinated Action (most expensive, allow the activation of both naval and air units)
Naval Action (only naval forces can be move and can engae)
Fighter Action (the active layer can launch airstrikes)
Ground action (planetary bombardment and invasion, ground combat)
Limited Action (engaged naval formation can disegnage and logistic functions can be performed).

Sequence of action will be randomly detemirned by drawing chits from a cup (I think that a limit of 2-3 consecutive chit per player will be necessary).

Detection is another importan issue. all forces start the game undetected. Detection is auomatic in engagement range. Otherwise the players roll on the detection table at start of each turn (cloaked forces still need to be rolled on detection table even if in engagement range). The detection table represent recon fighter and small ships, drones and long range sensors. The fact that detection level can be increased by command point represent the allocation of more assets and planning to resources.

Comments?

Re: new game idea: Starmada Invasion

I like the command points.
Lets see what small ideas I can contribute:

-single shipcounters are like in starmada the core of the counters. they should have values like missile, beam, speed, defense, size, specials etc. the best would be to find formulas which convert starmada ships to the simpler starmada invasion format.

-ships should be organizeable in task forces. A player has to preplot the movement of his task forces on a sheet of paper similar to starmada. Preplotting is not just "move here or here". Its also assigning a specific mission to a task force.

Possible missions could be:
-hit and run
-probe
-engage and destroy
-engage and board
-invade
-bombard planet
-patrol
-resupply
-escort

etc.

The skillful assigning of ships to a task force to accomplish the missions and the mission system itself could be the core engine and the most interesting part of the game. 

The playing area in space
Hexes? Squares? or maybe something completely different? I am not sure if hexes are that ideal for portraying a solar system. The distances in it could be vast and even with some "tweaking" its not easy. (eg. inner and outer ring of planets in the sol system)
So maybe I would like to see for an alternative way to portray the map board. (I am just not sure which one:))

The playing are on planets
-could be hexes I think, planets could be portrayed abstractly in a classical way (circles around a central hex) like 1 hex is an asteroid, 7 hexes is a moon, 19 hexes is a small planet and so on. Or the map of planets could also be bigger and more complicated. On the hexes the ground units move. Ground units could be from company to regiment or even divisions. There could be different types of unit like jump troops, grav armor or marines, planetary militia or space defense batteries.
playing out planetary combat could be unlike mission assigning played out sequentially similar to fighter combat in starmada without preplotting the moves.
Different terrains (urban, difficult, normal, ocean, impassable, subterranean, rifts etc.) would also be fine, or even different atmospheres, gravity or temperature.

Re: new game idea: Starmada Invasion

Nothing substantive to add at the moment, but I thought I'd mention that I've always wanted to do a space-based version of Avalanche Press' "Great War at Sea" series... that seems to fit with the scale being suggested.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: new game idea: Starmada Invasion

nice idea, just I think that a more "fleet series" oriented  system will be better. I hate the bookeping involved in Avalanche naval game (but I own them and play them regulary), and I don't lie their combat system (even if the variant system proposed in the Dreadnought supplement has finally solved the problem). What I really like is the mission based approach to task force capability and I have incorporated it in my proposals.

Re: new game idea: Starmada Invasion

I agree. Bookeeping should not be more than in starmada. The only bookeeping should be task force mission assignment and maybe keeping track of supply points (but that is another story)

Thats why I think that planetary combat should be like fighter combat in starmada. Player A moves and fights then Player B.

A typical basic turn sequence could be

1. Both player assign simultaneously missions for their taskforces and write up the corresponding points on the playing area.

2. simulataneously movement to the designated area

3. mission resolving in alternate fashion, depending on the individual initiative value of a task force (how to calculate this is another story smile)
  -sensors phase (scanning other task forces to reveal them)
  -revealed task forces can do space battles: each player rows up his ship in lines and fires simulataneously (like A house divided or GDWs Imperium)
  -space/ground interface operations (moving spacecrafts or jump troopers to a planet while receiving planetary defense fire)
-other missions

4. players conduct ground movement and combat in alternate fashion, depending on the individual initiative value of the ground combat task force. This means  task force with highest initiative moves and combat first on the planet according to its movement points, then second highest etc. The planetary combat is similar to the space combat. This means lining up troops like "A house divided" etc..you get the picture. Different for long range missiles and artillery of course.

5. Logistic phase
-Task forces return to base to repair ships, reload ammo, burgers for the troops and "this strange green liquid for the drives" if necessary.
-command points (as arrigo suggested) are reassigned between the task forces - receiving a command point could represent the possibility to conduct advanced missions for the next turn not only the basic drill. (what these missions are, is another story smile) They show that the headquarter is giving special attention to the task force for the next turn. Each headquarter could have a certain command value to distribute each turn depending on the quality of its 3C equipment and talent of its admiral.

Re: new game idea: Starmada Invasion

Playing areas

an idea for the playing area

Space:
I would not use hexes or squares. I would maybe use

navigation points. (NP) Each navipoint have a certain number. A planet or other object like space station, moon etc is placed on a navipoint predefined by the scenario. A planet could move to the next navipoint, but only if the invasion campaign lasts VERY long, not for short invasion scenarios.

NPs could be arranged in regular orbits around the sun. (maybe up to 20 orbits or circles) Eg 3 NPs in the first circle, a few more in the second etc. Or they could be arranged in a regular pattern if the scenario is the invasion of a asteroid field or deep space. (maybe 2 sided map - one side is for stellar sytems in oribits and the other for deep space)

Planet playing areas
Planets should be represented by a counter on the main map and by a seperate small map beside the main stellar map. There should be standard templates for each of the planets involved. I would vote for a simple depiction of planets represented by hexes which circles around a central hex. 1 hex size for asteroids, 7 hexes for small planets or moons, 19 hexes for medium planets etc.
Some of these hexes have a terrain feature like
-urban (defender bonus)
-difficult (double move cost because of woods, hills, swamp)
-impassable (mountain or oceans, only for fliers)

conquering whole planets is a VERY grand scale, so there should not be much stacking limits (or at least a very high one) in one hex if the basic unit size is a division or a smaller unit.

Ground units are also assigned to "army task forces". So on the planet you just see the task force counter, while the actual troops are set aside on the task force sheet. To combat a enemy TF you have to move in the same hex as the enemy and then combat begins. Artillery and missile bombardment could support indirectly from a higher distance.

Re: new game idea: Starmada Invasion

Just remember...the more complexity and maps you're tracking over...the less attractive this becomes to a lot of 'casual' type players.

I would almost take a page out of Traveller and use sector designations then systems.  Conflicts take place in planetary spheres of influence or between orbits...which would determine how the game board is set up based on scale.  This gives you the strategic level of play you're after and keeps it simple enough to play through a tactical level without needing a secretarial pool to keep track of stuff on the table. wink  This may be what you're saying...but no offense intended...it isn't what it is sounding like.

Re: new game idea: Starmada Invasion

Map:

I agree with the nav point idea. It's clean, simple and allows for multiple situation (mapybe instead of numbering waypoints sequentially it would be better to code them to represent different orbits at glance.

Planetary invasions. Planet maps sound nice, but I think that they will end to only hamper playability. A planetary invasion is a game in itself if done in a reasonably detailed manner, and probably it's beside the scope od a single scenario. I will opt for separate palnetary display where the ground combat happens on a semi abstracted level. Each planet has a number of objective areas depending on its size and industrialization. The defender organize his units to defend them,  you task organize your invasion forces and drop them on the the various areas. You can spread it hoping to gain more footholds on concentrate on one or twos to add punch... Ground compat is solved when the appropriate chit is drawn (and bought).

I still think my chit driven turn is the best combination between unpredictabily, player planning and simplicity. I hate preplotting movement, especially at task force/fleet level.  Additioanly my ranged combat sytem allow the layer more freedom of maneuver than a simple line up and fire, I think players expect to be able to influence the outcome of the battles with their ability and not only with dice rolls.

Re: new game idea: Starmada Invasion

Thus an ideal player turn will be:

- Joint command and reorganization phase.
    Players accrue their command points and expend them to organize new task force forces,  increase intelligence level and buy activation chits. In addition they can transfer fighter units between ships in the same force, recombine depleted units, transer Admirals/Captains and reorganize ground troops.

- Intelligence Gathering phase
    The detection status of units is checked and new detection rolls are made to detect undetected forces.

- Action Phase
   The player with the best intelligence level select one of his chit and play it. then all chits are placed on the cup and drawn randomly. Activities are:

Coordinated Action The active player moves and fights with both naval and  air units.
Naval Action  The active player can perform operation only with his bnaval forces
Fighter Action the active layer can launch airstrikes
Ground action  planetary bombardment and invasion, ground combat. It is the only chit that allow ground combat.
Limited Action only movement allowed is withdrawal of engaged formations, but the player can perform logistic action with his forces.


- Clean Up phase
   Usual amrker removal phase and advance the GT marker...

Logistic:
Logistic is performed on the move. Every time he use limited ammo weapons (usually missiles) the player mark a box on his roster.  Each ship/station has alimited number of ammo boxes, when these are all cheked up the ship is out of expendable ammo and must be resupplied. Resuplly is performed at spaceports, station and resupply ships. Carriers uses ammo also when launching strikes.

Re: new game idea: Starmada Invasion

This actually doesn't sound too disimilar from Royal Fleet Operation, an upcoming operational starship board game from us at VBAM. It is in playtest if you guys want to give it a look.

Re: new game idea: Starmada Invasion

mwaschak wrote:

This actually doesn't sound too disimilar from Royal Fleet Operation, an upcoming operational starship board game from us at VBAM. It is in playtest if you guys want to give it a look.

Umm... yes.

Please.

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: new game idea: Starmada Invasion

interesting,

I will be pleased to give a look at it... I would save me the work on my idea if someone has already started to work on it . tongue

Re: new game idea: Starmada Invasion

cricket wrote:

Umm... yes.

Please.

smile

I don't want to steal thunder or anything since things seem to be going so well here already. A friend just pointed out you guys were talking about something I am currently playtesting and since our two groups seem to be one and the same these days, I thought I would mention it.

You actually hit it right on the mark talking about a space operational series. I started with two battles from the BK series, the invasion of the League with the Kuissian Royal fleet and went from there. Players concentrate on fighting the operational battle for the entire system, and not pitched battles, so there is a focus on command usage, fighting missions, and supply. The first set would have two battles in it, plus a way to convert between Starmada and RFO, and the CSCR (VBAM) and RFO. I figured if RFO went well, we could expand to include all the universes you and I support, like EW and SD.

   -Jay

Off topic: Oh, congratuations are in order I hear Dan smile . Huzzah!