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Author Topic: Preview #2: Operational Orders & Clan Tactical Doctrine  (Read 1509 times)  Share 

Dave Baughman

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« Last Edit: January 10, 2012, 12:37:54 PM by Dave Baughman »
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Parmenion

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #1 on: January 11, 2012, 08:20:37 PM »
G'day Dave.    A couple of comments/questions from the above.

a.  who is going to determine what constitutes an 'A' class formation?  Is there going to be a percentage limit on A class formations against a nations/clans overall military strength?

b.  the way I'm reading this, is that everyones military will be undergoing quite a radical change.  Especially to conform to formation size requirements.  Even with things such as OS (over-strength) unit improvement.  Yes?     Virtually a unit by unit review, is the way I see it occuring.

b.  I'm seeing the Operational Orders section as a way of limiting stacks of dooms.  Given that under most circumstances, only one attacking formation can engage one defending formation per operational round.  For very important systems then such as Hesperus, could a defending player then throw in 3 or 4 RCTs (with supporting aerospace) and have an attacker tied down for anywhere up to eighteen months?

cheers 

Dave Baughman

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #2 on: January 11, 2012, 10:18:37 PM »
G'day Dave.    A couple of comments/questions from the above.

a.  who is going to determine what constitutes an 'A' class formation?  Is there going to be a percentage limit on A class formations against a nations/clans overall military strength?

Initially that'll basically be how it goes - when we do the starting builds for the reboot, there will be proportions of "A," "B," and "C" formations. After that, of course, a faction can build more if they want them.

b.  the way I'm reading this, is that everyones military will be undergoing quite a radical change.  Especially to conform to formation size requirements.  Even with things such as OS (over-strength) unit improvement.  Yes?     Virtually a unit by unit review, is the way I see it occuring.

Yeah, I'm approaching this as a full reboot. Basically, the reason I set a deadline of the end of January for the rules set is so that I can then spend the next two months doing start-of-game faction builds. A lot of factions are being significantly modified for game balance ("Great Canopus" is so named on the table for a good reason)

b.  I'm seeing the Operational Orders section as a way of limiting stacks of dooms.  That's correct Given that under most circumstances, only one attacking formation can engage one defending formation per operational round.  For very important systems then such as Hesperus, could a defending player then throw in 3 or 4 RCTs (with supporting aerospace) and have an attacker tied down for anywhere up to eighteen months?

There are a lot of strategic reasons why sinking that kind of concentrated force into a single strongpoint isn't quite as good an idea as it seems on paper, but yes - a heavily defended target will likely be contested for multiple turns barring a Special Orders situation that breaks the defenders' ability to resist.

cheers


Incidentally, you guys may find this ugly little picture below interesting. It is not, repeat not final, but reflects the general thinking for faction territorial balance post-reboot.

And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Cannonshop

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #3 on: January 13, 2012, 07:35:01 AM »
By the Frood! we get BIG.  Must've been that bold strike at the Toasters...or sumfin', made people want to sign the articles...  We gots to come up with good story for that...
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Lord Harlock

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #4 on: January 16, 2012, 02:54:57 PM »
Ouch, the Suns appears to have lost most of the Draconis March and Capellan March. Though it appears my goofy little monument to Generalstoner on Verde still stands.

Holt

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #5 on: January 16, 2012, 07:25:23 PM »
Not to put words in Dave's mouth, but he had mentioned that the FS would be for new faction leaders to learn the games and rules; hence its small size.

Daemonknight

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #6 on: January 16, 2012, 09:17:26 PM »
Its the entry faction for everyone, even the people who've been playing this whole time. Everyone has to run through the 'training program' in the FS, before they can take another faction.
How many Manei Domini does it take to change a light bulb? None. First off, they are all equipped with lighting, second, what do you need a light bulb for when you can bask in Blake's holy light, frail?

If God gives you lemons, you find a new god!

Cannonshop

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #7 on: January 17, 2012, 12:29:44 AM »
Its the entry faction for everyone, even the people who've been playing this whole time. Everyone has to run through the 'training program' in the FS, before they can take another faction.

So, what you're saying, is that everyone has to sit through a mini-campaign in the FS before they can run another faction? izzatright? (Please note the tongue firmly planted inside the cheek.  For this game to work, you just can't cram everyone into one faction, and have the GM running the entire rest of the universe.)
« Last Edit: January 17, 2012, 01:14:42 AM by Cannonshop »
The world is run by those who show up.
There is strange, and then, there's Army Strange.

You can't be free, if you won't be responsible.

Marlin

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #8 on: January 17, 2012, 11:53:17 AM »
This shop of Cannons with his tongue inside his cheek is right. :D But all in one basket could make for epic roleplay.

Cannonshop

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #9 on: January 17, 2012, 02:44:35 PM »
This shop of Cannons with his tongue inside his cheek is right. :D But all in one basket could make for epic roleplay.
Actually, going off the player base, it would make for an epic shutdown.  Dave's smarter than that.
The world is run by those who show up.
There is strange, and then, there's Army Strange.

You can't be free, if you won't be responsible.

Parmenion

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #10 on: January 17, 2012, 09:27:20 PM »
Questions of the day...

What determines if a unit is an "A," 'B," or "C" formation.

And given that each realm/nation/clan will be alloted a % of each, what if they don't have any units currently matching what a "C" formation comprises

(ie... for instances, if Canopus "C" formations are L1 equipment only, and we don't have any L1 mech units, would we be forced to downgrade units?)

Also, will mercs be part of the above % allocation, or stand outside that realms military for this purpose?

Thanks



Dave Baughman

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #11 on: January 18, 2012, 02:19:15 AM »
"A" units are the best-equipped formations in a faction's military. Clan technology, advanced units, omnitechnology - all of this would appear on an "A" class unit's equipment table. "A" units also start out better-supplied than "B" and "C" units, which is something I'll get into with the Unit Improvement rules down the road.

"B" units are well-equipped but don't have the cutting edge gear. "B" units have substantially less access to Clan technology (or in the case of Clan factions, are largely restricted to second-line designs) but are still equipped with offensive, front-line operations in mind.

"C" units have some upgraded machines but have a higher proportion of Introductory-level, Retro-tech, and just older machinery. "C" units are units that have had lower priority for upgrades or that were hit hard during the Jihad and are still rebuilding; these units also tend to have less lavish supply allowances. The "C" equipment table does double-duty as the Free Militia table (the militia have lower quality rankings than line units, so a "C" line unit will still outperform militia quite handily).

Its the entry faction for everyone, even the people who've been playing this whole time. Everyone has to run through the 'training program' in the FS, before they can take another faction.

So, what you're saying, is that everyone has to sit through a mini-campaign in the FS before they can run another faction? izzatright? (Please note the tongue firmly planted inside the cheek.  For this game to work, you just can't cram everyone into one faction, and have the GM running the entire rest of the universe.)


I am going to ask everyone who is a current member to run through at a minimum the introductory sequence to ensure we are all on the same page about the combat rules. This core sequence is three modules and should require only a minimum time committment on the parts of you guys since you are already familiar with most of the core concepts of the game. The purpose fo this requirement is to avoid the problem we had in Flashpoint where the rules weren't be followed consistently (and in some cases where people were just using the FGC rules instead of the FP rules).

I have no doubt that we can complete that in a "turn zero" before launch so no one is stuck in the Federated Suns when gameplay begins. The more in-depth FS mini-campaign I've talked about with some people is geared towards folks who have either never played in FGC before or who are returning after a prolonged absence.

Proper gameplay will not start until we have at least one player in each of the five successor states, so there isn't going to be a setup where everyone is jammed into one faction while I drive myself insane trying to run every other faction. I'm dedicated to not having GM superfactions in the new campaign, and having me running 90% of the Sphere would not be condusive to that goal.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Cannonshop

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #12 on: January 18, 2012, 03:01:53 AM »
"A" units are the best-equipped formations in a faction's military. Clan technology, advanced units, omnitechnology - all of this would appear on an "A" class unit's equipment table. "A" units also start out better-supplied than "B" and "C" units, which is something I'll get into with the Unit Improvement rules down the road.

"B" units are well-equipped but don't have the cutting edge gear. "B" units have substantially less access to Clan technology (or in the case of Clan factions, are largely restricted to second-line designs) but are still equipped with offensive, front-line operations in mind.

"C" units have some upgraded machines but have a higher proportion of Introductory-level, Retro-tech, and just older machinery. "C" units are units that have had lower priority for upgrades or that were hit hard during the Jihad and are still rebuilding; these units also tend to have less lavish supply allowances. The "C" equipment table does double-duty as the Free Militia table (the militia have lower quality rankings than line units, so a "C" line unit will still outperform militia quite handily).

Its the entry faction for everyone, even the people who've been playing this whole time. Everyone has to run through the 'training program' in the FS, before they can take another faction.

So, what you're saying, is that everyone has to sit through a mini-campaign in the FS before they can run another faction? izzatright? (Please note the tongue firmly planted inside the cheek.  For this game to work, you just can't cram everyone into one faction, and have the GM running the entire rest of the universe.)


I am going to ask everyone who is a current member to run through at a minimum the introductory sequence to ensure we are all on the same page about the combat rules. This core sequence is three modules and should require only a minimum time committment on the parts of you guys since you are already familiar with most of the core concepts of the game. The purpose fo this requirement is to avoid the problem we had in Flashpoint where the rules weren't be followed consistently (and in some cases where people were just using the FGC rules instead of the FP rules).

I have no doubt that we can complete that in a "turn zero" before launch so no one is stuck in the Federated Suns when gameplay begins. The more in-depth FS mini-campaign I've talked about with some people is geared towards folks who have either never played in FGC before or who are returning after a prolonged absence.

Proper gameplay will not start until we have at least one player in each of the five successor states, so there isn't going to be a setup where everyone is jammed into one faction while I drive myself insane trying to run every other faction. I'm dedicated to not having GM superfactions in the new campaign, and having me running 90% of the Sphere would not be condusive to that goal.

Thanks for the clarification.  When is this supposed to start? (I want to get through it and done with it ASAP, to get back to the faction I pretty much built from scratch.)
The world is run by those who show up.
There is strange, and then, there's Army Strange.

You can't be free, if you won't be responsible.

Dave Baughman

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #13 on: January 18, 2012, 03:34:08 AM »
I'm looking at a March-April launch date if all timeframes hold, and as long as everything is in good order we'll be starting the pregame warmup turn a month before. So... lets tenatively plan on March for the warmup turn, subject to change in the future.

Also, I'll just leave this here...

And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

chaosxtreme

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #14 on: January 18, 2012, 07:52:56 AM »
Sweet always liked the Word before the whole Jihad thing happened. If I can play real Comstar pretending that the Unfinished Book was written by Jerome Blake the mini-game should be cool.

After which restoration of the Grand Fleet goes to the top of my priority list. :-)

Lord Harlock

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Re: Preview #2: Operational Orders & Clan Tactical Doctrine
« Reply #15 on: January 18, 2012, 11:02:58 AM »
I knew that 'Tea with Apollyon" would have blowback.

 

anything