Task Force Commander, a new concept
Posted: Sat Jul 20, 2013 7:21 pm
There has been discussion on the ACTA-SF sub forum about how to improve that rule set.
I got to thinking that a new rule set, that still plays quick, but has considerable detail, might satisfy some of the people that think ACTA is too generic.
I had an idea about a year ago and stuffed it on a shelf to play ACTA. The idea was an open board miniature game based on SFB/FC. The original concept was that your actions would be dictated by a power play, pre-selected at the beginning of the turn. I just couldn't make that work due to the number of options.
So, I came up with the following:
1. Roll Initiative
2. Power Planning Phase:
a. Base Speed is selected through a Power Plan Lettered A-F in 4" increments. A=0-4" of movement, B=5-8" of movement, up Through F which = 21-24" of movement.
b. You must allocate power at this point to weapons if desired.
c. You may allocate power to shield regeneration if desired.
d. Power is applied in percentage of overall power, in increments of 5%.
3. Action Sequences:
a. The game is broken down into 4 Action Sequences. In each action sequence, you will move, defensive fire, and offensive fire. This is similar to 4 impulses in FC with no sub-pulses.
b. Movement: Each player moves 1/4 of their planned movement. You must move unless you selected power plan A. Which ever power plan was selected, you must move max speed for the plan in the first action sequence, you may vary movement by -1" speed in each of the following three action sequences. This allows Decel, but no Accel.
c. Movement order is by Speed and then initiative. Slower ships move first (all Power Plan A moves, then all Power Plan B, etc.), if two player are moving the same power plan the initiative loser moves first and winner moves second. Turn scores are equal to the FC turn scores, but turns are 45' instead of 60'.
d. Then shuttles move, then fighters, then seeking weapons, and seeking weapons are launched.
e. Defensive Fire: ADD fires 2 per action sequence (since 2 action sequences equals two impulses in FC), then Phasers, then Tractors. Ammo must be tracked for drones and ADD, and both can be reloaded.
f. Offensive Fire: Seeking weapons and other weapons are hit and resolved. The ship chart has hull that is equal to a squadron scale ship chart all internals + frame divided by 2. Based on the frame, the hull has yellow boxes with numbers in the box. When one of the yellow hull boxes is destroyed, you roll d20 = to the number in the box and take the damage indicated on the Damage Location chart. Blow throught the shield is each 6th point of damage.
g. Each ship has a Fore and Aft Shield equa to the 3 front shields averaged x 1.25, and same for rear. Each shield covers either the front half or rear half of the ship. The ship also has a Shield Reinforcement score equal to it's batteries. This can be used for separate attacks, by paying power if it's available.
h. The process above is repeated three times.
4. Damage Control
a. Players can repair damaged system, weapons and re-gen shields, if power is available to do so.
I'm leaving a lot out, but that is it in a nut shell.
We playtested this yesterday, and the game flowed very well. The percentile power allocation was streamlined and worked well. It took a couple of turns to get used to, but have a 10 year old who was able to do his own allocation after the first turn. It's not perfect, but it's not a crap shoot either. No 50/50 rolls, except in the case of maybe a HET after the 1st you must roll for every consecutive HET attempted (breakdown roll). By the way, the first games were single ship match ups (D7C versus CA), and the game worked splendidly with single ships.Next playtest will be a squadron level battle (3 ships versus 3 ships).
Still doing a lot of editing on the rules, but is there anyone out there that would like to give this a shot?
Bob
I got to thinking that a new rule set, that still plays quick, but has considerable detail, might satisfy some of the people that think ACTA is too generic.
I had an idea about a year ago and stuffed it on a shelf to play ACTA. The idea was an open board miniature game based on SFB/FC. The original concept was that your actions would be dictated by a power play, pre-selected at the beginning of the turn. I just couldn't make that work due to the number of options.
So, I came up with the following:
1. Roll Initiative
2. Power Planning Phase:
a. Base Speed is selected through a Power Plan Lettered A-F in 4" increments. A=0-4" of movement, B=5-8" of movement, up Through F which = 21-24" of movement.
b. You must allocate power at this point to weapons if desired.
c. You may allocate power to shield regeneration if desired.
d. Power is applied in percentage of overall power, in increments of 5%.
3. Action Sequences:
a. The game is broken down into 4 Action Sequences. In each action sequence, you will move, defensive fire, and offensive fire. This is similar to 4 impulses in FC with no sub-pulses.
b. Movement: Each player moves 1/4 of their planned movement. You must move unless you selected power plan A. Which ever power plan was selected, you must move max speed for the plan in the first action sequence, you may vary movement by -1" speed in each of the following three action sequences. This allows Decel, but no Accel.
c. Movement order is by Speed and then initiative. Slower ships move first (all Power Plan A moves, then all Power Plan B, etc.), if two player are moving the same power plan the initiative loser moves first and winner moves second. Turn scores are equal to the FC turn scores, but turns are 45' instead of 60'.
d. Then shuttles move, then fighters, then seeking weapons, and seeking weapons are launched.
e. Defensive Fire: ADD fires 2 per action sequence (since 2 action sequences equals two impulses in FC), then Phasers, then Tractors. Ammo must be tracked for drones and ADD, and both can be reloaded.
f. Offensive Fire: Seeking weapons and other weapons are hit and resolved. The ship chart has hull that is equal to a squadron scale ship chart all internals + frame divided by 2. Based on the frame, the hull has yellow boxes with numbers in the box. When one of the yellow hull boxes is destroyed, you roll d20 = to the number in the box and take the damage indicated on the Damage Location chart. Blow throught the shield is each 6th point of damage.
g. Each ship has a Fore and Aft Shield equa to the 3 front shields averaged x 1.25, and same for rear. Each shield covers either the front half or rear half of the ship. The ship also has a Shield Reinforcement score equal to it's batteries. This can be used for separate attacks, by paying power if it's available.
h. The process above is repeated three times.
4. Damage Control
a. Players can repair damaged system, weapons and re-gen shields, if power is available to do so.
I'm leaving a lot out, but that is it in a nut shell.
We playtested this yesterday, and the game flowed very well. The percentile power allocation was streamlined and worked well. It took a couple of turns to get used to, but have a 10 year old who was able to do his own allocation after the first turn. It's not perfect, but it's not a crap shoot either. No 50/50 rolls, except in the case of maybe a HET after the 1st you must roll for every consecutive HET attempted (breakdown roll). By the way, the first games were single ship match ups (D7C versus CA), and the game worked splendidly with single ships.Next playtest will be a squadron level battle (3 ships versus 3 ships).
Still doing a lot of editing on the rules, but is there anyone out there that would like to give this a shot?
Bob