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 Post subject: Mass Combat System RFI
Unread postPosted: Sun Dec 15, 2019 6:16 pm
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
So, since my thread in the Rifts forum was less helpful to me that I had hoped, I am continuing the conversation here...

Right now I have figured out the numerical systems for mass combat, as well as all of the organizational skills necessary for the units to perform in single combat as well as extended conflicts.

Now I am working on the terrain types and modifiers for the system.

Query, how much differentiation would a person like/should there be. Urban environments are pretty easy to figure out, as well as elevation changes, LOS, weather, etc. but how about natural biomes? Should it be just woodlands or should there be a mechanical difference between triple canopy jungle and old growth forests? Same thing for swamps and marshes, etc.

Once I get some feedback for that (or I just wing it with a few playtests) then I can start on actually making the 2D terrain sets. Lamination galore!

Finally I can start making units.

Does anyone know what the unit symbology would be for Powered Armor troops, Mecha, Veritechs, etc.? Since I am making this to accommodate mass combat up to Corps+ level, I am going to use symbols instead of miniatures since the ranges can extend up to several hundred miles via TBMs and airstrikes.

-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Tue Dec 17, 2019 9:45 pm
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
Ok, so because I love to read my own posts....

Right now I have set up approx 5 types of most terrain with elevation permutations and weather for a total of ~ 206 pre-made terrain cards. I know how the map board is getting set up and am waiting to pick up the last bits of things I need to make physical items. Ugh.

The good thing is that the mental parts are already done and thus I am putting them here. Once I make more progress, I will continue to type to myself.

-STS

Quote:
A GM tool for mass combat

The following are the aspects of each unit and rules of the game.

Offense is the total base attacking power of the unit. This is generally based upon the type of unit.
Defense is the total base defensive power of the unit. This is generally based upon the type of unit.

Size is the total size (in personnel) of the unit. There are some exceptionally powerful units that receive a bonus to size to account for their power in spite of their small numbers. When there is a modifier, it is placed inside of parenthesis. IF a unit has a + or a – after the size it is Reinforced or Reduced. A Reinforced unit gets a +1 to either Offense or Defense, a Reduced unit gets a -1 to either Offense or Defense.
Damage is equal to the Offense x Size of the unit.
Resilience is equal to the Defense x Size of the unit.

Leadership – measuring the ability of the leaders to inspire their troops
Medical/ Administration/ Recruiting– measuring the ability of the unit to care for and replace their troops
Perception/ Intelligence – measuring the ability of the unit to gain, retain and use information to their benefit
Tactics/ Operations/ Strategy – this measures the ability of the unit to follow orders in the heat of battle
Equipment/ Logistics – the ability of the unit to supply themselves during battle
Planning – the unit’s ability to plan accordingly to their enemy and the environment
Teamwork/ Communications/ Information – the ability to communicate clearly and effectively in spite of conflict
Morale/ Training – the morale of the unit and the training they undergo
Environment/ Engineering – the unit’s ability to use the environment and engineering to their benefit
Persuasion/ Negotiations/ Diplomacy – The ability of the unit to gain allies and keep enemies out of the battle

Speed is the speed of the unit in combat.
Range is the longest-range weapon of the unit.

Notes are things that are important for the understanding of the unit such as whether it flies, is naval or etc. This is also where any additional skills would be denoted.

There are five levels of realism/simulation that are tied to these values. The first level is the most simple and abstract. If the offense of the unit is higher than the defense of the opposing unit, the first unit wins. If a unit A with a 2 offense and a 3 defense fights a unit B with a 4 offense and a 3 defense, you compare the offense and defense of each unit, 2 vs 3 and a 4 vs 3. In that case the second unit defeats the first unit because its offense of 4 is larger than the defense of 3, and the 2 offense of the first unit is not enough to overcome the 3 defense of the second unit.

The second level adds in some uncertainty into the conflict so that it is no longer strictly a numbers game. You divide the offense of the first unit by the defense of the second, then multiply that by 50%. Offense 2 vs Defense of 3 = 2/3 = 66.6% x .5 = 33.3 = 33%. That means the first unit has a 33% chance of defeating the second unit. Offense 4 vs Defense of 3 = 4/3 = 133% x .5 = 66.6% rounded up to 67%. The second unit has a 67% change of defeating the first unit. The first and second player both roll d%, and it is possible that both units survive or both die, instead of a simple neat victory.

The third level introduces the concept of attrition. Offense x Size = Damage, and Defense x Size = Resilience. In the case of a unit (A) with offense 4, defense 5, size 7 it would a damage of 28 and a resilience of 35. Another unit (B) has an offense of 7, defense 7 and size 6 would have a damage of 42 and a resilience of 42 as well.

Unit A vs Unit B equals offense 4 divided by defense 7 = 57% x .5 = 28.5% = 29% of Unit A damaging Unit B. Unit B has a offense 7 divided by defense 5 = 140% x .5 = 70% chance of damaging Unit A. If Unit A rolls less than 29% against Unit B, then it will inflict 28 damage against the 42 resilience of Unit B. That will leave Unit B with a resilience of 14. If Unit B rolls under 70% it will inflict 42 damage against the 35 resilience of unit A. 35 – 42 = -7. That -7 means that Unit A has been disrupted and loses some capability. Unit A loses 1 from their Offense, Defense and Size. That makes Unit A have an Offense of 3, a Defense of 4 and a Size of 6, which subsequently reduces the Damage to 18 and Resilience to 24. Since there was still 7 points of damage left over, that is now subtracted from the Resilience of 24 to make it 17.

If, for some reason the commander of Unit A wishes to continue to fight, to damage Unit B, Unit A will have to roll below Offense of 3 divided by the Defense of 7 = 42.8 x .5 = 21.4%. Unit B will have to roll under Offense of 7 divided by Defense of 4 = 1.75 x .5 = 87.5% rounded up to 88%. The Resilience of Unit B remains what it was previously, it does NOT reset each round.

For the sake of example, if Unit A does succeed in damaging B, and B does NOT succeed in damaging A, then unit B would lose an additional 18 points of resilience, which reduces that to -4, disrupting Unit B. Unit B would then lose 1 from Offense, Defense and Size, recalculating the Damage and Resilience. The remaining 4 points of damage are then subtracted from the new Resilience. The new percentages for combat are now recalculated for both Unit A and Unit B.

By adding some additional details, the game is expanded to cover more than combat. These additional facets are used to measure various skills that are needed to successfully conduct combat operations over time instead of only solitary skirmishes. Some of these are known by different names depending on the size of the unit, but they all measure the same factors but are NOT interchangeable. These skills are described above and include Leadership, Medical/ Administration/ Recruiting, Perception/ Intelligence, Tactics/ Operations/ Strategy, Equipment/ Logistics, Planning,
Teamwork/ Communications/ Information, Morale/ Training, Environment/ Engineering, and Persuasion/ Negotiations/ Diplomacy.

Each of these are measured as a percentage. Before a battle, the unit rolls to see if they gain any bonuses by rolling under the skill percentage. As a unit takes damage, each of the percentages is reduced by 10% until the unit no longer gains any bonus from that skill. Leadership grants a bonus of +1 to Offense AND Defense. All of the other skills grant a +1 to either Offense OR Defense as chosen by the player.

As an example, a unit has a 62% logistics skill. The player rolls a 44%. The unit gets a +1 to either offense or defense as the player chooses. The player chooses a +1 to defense. Let us say the player loses a combat and due to that, the new logistics skill is now 52% (-10% due to a loss in the unit’s size). The bonus of +1 is still there due to the 44% still being under the new skill level of 52%. The player can shift that +1 to offense or keep it in defense. If the unit takes damage again and loses another -10% in skill, it will be a 42%. As the roll of 44% is higher than the new skill of 42%, the +1 bonus is now lost for this round.

If a unit with ends up with a negative modifier larger than the number rolled, such a unit rolls a 32% in logistics and eventually ends up with a -40% due to combat, then that unit will have a -1 to either offense or defense since the 32 is less than the -40%.

The final level of simulation is added by the use of a map, which utilizes Range and Speed as tactical variables. The scale of these combats can range from 1 inch equals 5’ or 2 meters individual warriors and small teams, all the way up to 1” equals 100,000 km on a side. When using a map (or terrain), the units may be denoted by either counters or miniatures, depending on the desire of the players. Each map square will be denoted with any specific rules that affect units, and brings into effect line of sight rules for small units. When using a map, terrain becomes a consideration for both range, speed, LOS and Indirect fire.

Notes are where specific information about the unit is noted that may come up in the game and any changes to the basic rules above.

Creating a Battlefield.
What sort of mission are you trying to play
Step 1, place the Main Objective card down (determined from the mission type)
Step 2, lay a terrain type and determine density, elevation, obstacle or wall

Terrain has a type (urban 2, forest 2, grassland 1, Paved 0, etc.)
Terrain has a density (open 0, close 1, dense 2, obstacle X, wall X)
Terrain has an elevation (depression 2, low 1, flat 0, rise 1, high 2)

A paved, open, flat area gives NO modifiers to range, speed or defense.

The words are for description so that you can have a forest with close growth in a depression.
The numbers act as divisors for both range and speed. For example a forest (2) with close (1) growth in a depression (2) will have a modifier of 2 + 1 + 2 = 5. That means that the range of weapons and speed are 1/6th what they normally are (since the 5 + 1 = 6). This number ALSO adds to the defense of units, so that the previous unit will have a +6 to its defense.

An obstacle has a number next to it which is the number of combat turns it will take to cross it. A wall acts the same as an obstacle, but it also blocks LOS.

Line of Sight now plays a role as well. Open terrain does not block line of sight. You have a LOS of 1 for close terrain, meaning that you can see through 1 square of close terrain and engage targets on the far side. Dense terrain you can only engage targets in the adjacent square. Walls block LOS and thus can not be attacked into or through. Smoke can also block LOS.

Indirect Fire (IDF) is a subset of Offense which is noted by a number inside of parenthesis with an I in the Offense line, such as Offense 6 (5I) which means that the unit has a normal Offense of 6, but can use an Offense of 5 even if it does not have LOS but still within range of a target, but another unit does, with a successful Communications roll of the unit who LOS. If the units are in the SAME Square both units lose all defensive benefits for their position.

Cut out some Random Shapes
Types include Urban 1, Urban 2, Grassland 1, Grassland 2, Forest 1, Forest 2, Flatlands 0, Swamp 1, Swamp 2
Density Open 0, Close 1, Dense 2
Depression 2, Depression 1, Flat 0, Elevation 1, Elevation 2
Obstacle/Wall X

Weather also plays a role:
Light Rain 1 Heavy Rain 2
Light Snow 1 Heavy Snow 2
Daytime 0 Night time 1
Bitterly Cold 1 Extremely Hot 1

Woodlands 1 0 Savannah
Woodlands 1 1 Woodland
Woodlands 2 0 Forest
Woodlands 1 2 Old growth Forest
Woodlands 2 2 Jungle

Each of which will have Elevation of -2, -1, 0, 1, 2 for a total of
Woodlands x 30 cards
Urban x 30 buildings, town, village, suburban, city, sprawl
Grassland x 30 grassland, Prairie, tall grassland prairie, Shrublands, Scrub, chaparral
Mountains x 30 volcano, alpine, rolling hills, Karst, scree,
Swamp x 18 (only for elevation -2, -1 and 0)
Marsh x 18 (only for elevation -2, -1 and 0)
Desert x 5 (only for the elevation changes)

10 x river
10 x road
10 x water
10 x obstacles

5 x weather

Should flatlands have any cards? What sort of Objective Cards should there be?

Total cards are 30 x 4 = 120 + 36 = 156 terrain, + 40 other cards = 196 cards + 5 weather = 201 cards in a total set (without flatlands) +5 desert = 206


_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Sun Dec 22, 2019 9:33 pm
  

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Dungeon Crawler

Joined: Tue Mar 28, 2006 6:34 pm
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Reminds me of Chome-Berets a bit: I like the Large Unit Resolution in RR; it works!

_________________
My enemies ride fast, knowing not, that ride is their last

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Unread postPosted: Sun Dec 29, 2019 6:00 am
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
I was trying to pull the good bits out of various systems, and Chrome Berets was definitely in that list.

What is RR?

Here is a list of all the types of units I have made so far (the formatting of this board is not so good.)
Type Class Example Scale
Militia Light Gangs Individual
Militia Medium Terrorists Individual
Militia Heavy Hezbollah Individual
Infantry Light Small Arms Individual
Infantry Medium GPMG's Individual
Infantry Heavy AT weapons Individual
Infantry Very Heavy Full Body Armor Individual
Infantry Super Heavy MD Body Armor Individual
Elite Light Contractors Individual
Elite Medium Modern Infantry Individual
Elite White SOF Medium + White SOF Individual
Elite Black SOF Heavy - Black SOF Individual
Elite Heavy ODST Individual
Motorized Militia Light Gangs Vehicle
Motorized Militia Medium Terrorists Vehicle
Motorized Militia Heavy Hezbollah Vehicle
Motorized Infantry Light Cars Vehicle
Motorized Infantry Medium Trucks Vehicle
Motorized Infantry Heavy Armored Vehicle
Motorized Elite Light Small Arms Vehicle
Motorized Elite Medium GPMG's Vehicle
Motorized Elite Heavy AT weapons Vehicle
Mechanized Infantry Light APCs Vehicle
Mechanized Infantry Medium Upgunned APCs Vehicle
Mechanized Infantry Heavy IFVs Vehicle
Mechanized Infantry Elite Light APCs Vehicle
Mechanized Infantry Elite Medium Upgunned APCs Vehicle
Mechanized Infantry Elite Heavy IFVs Vehicle
Power Armor Light Battletech PAL Individual
Power Armor Medium Battletech PAM Individual
Power Armor Heavy Battletech PAH Individual
Power Armor Elite Light Mjolnir IV Individual
Power Armor Elite Medium Mjolnir V Individual
Power Armor Elite Medium + Cyclone Individual
Power Armor Elite Heavy SAMAS Individual
Power Armor Elite Very Heavy Ultimax Individual
Power Armor Elite Super Heavy Glitter boy Individual
Adeptus Scout Light Scout Armor Individual
Adeptus Astartes Medium Astartes Armor Individual
Adeptus Veterans Medium Astartes Armor Individual
Adeptus Astartes Captain Medium Iron Halo Individual
Adeptus Terminator Heavy Terminator Armor Individual
Tank Light RHA Vehicle
Tank Medium Heavy RHA Vehicle
Tank Heavy Modern MBT Vehicle
Tank Very Heavy 100 tons Vehicle
Tank Super Heavy Baneblade Vehicle
Grav Tank Light RL grav Vehicle
Grav Tank Medium RL grav Vehicle
Grav Tank Heavy RL grav Vehicle
Bolo Super Light MK I to VI Vehicle
Bolo Very Light Mk VI to X Vehicle
Bolo Light Mk XI to XV Vehicle
Bolo Medium MK XVI to XX Vehicle
Bolo Heavy Mk XXI to XXV Vehicle
Bolo Very Heavy Mk XXVI to XXIX Vehicle
Bolo Super Heavy MK XXX Vehicle
Protomech Super Light Protomechs Vehicle
Very Light Mech Very Light Very Light Mech/Proto Mech Vehicle
VF-1 Veritechs Very Light+ VF-1 Veritechs Vehicle
Light Mech Light IK Armiger/Locust vehicle
RDF Destroids Light RDF Destroids Vehicle
Medium Mech Medium IK Questoris vehicle
Heavy Mech Heavy IK Cerastus vehicle
Assault Mech Very Heavy Atlas/IK Dominus vehicle
Superheavy Mech Super Heavy IK Acastus Vehicle
Walker Super Light AT-RT Vehicle
Walker Very Light AT-ST/Sentinels Vehicle
Walker light AT-TE Vehicle
Walker Medium Vehicle
Walker Heavy AT-AT Vehicle
Walker Very Heavy AT-M6 Vehicle
Walker Super Heavy Vehicle
Light Titan Light Warhound/MAC II Vehicle
Medium Titan Medium Medium Titan/ Reaver Vehicle
Heavy Titan Heavy Warlord vehicle
Assault Titan Very Heavy Imperator vehicle
Fighter Light Jets Vehicle
Fighter Medium Gen 4 vehicle
Fighter Heavy Gen 5 Vehicle
Bomber Light Jets Vehicle
Bomber Medium Gen 4 vehicle
Bomber Heavy Gen 5 Vehicle
Ship Light Age of Sail Cutter
Ship Light Age of Sail Corvette
Ship Light Age of Sail Destroyer
Ship Light Age of Sail Frigate
Ship Light Age of Sail Cruiser
Ship Light Age of Sail Battleship
Ship Light Age of Sail Carrier
Ship Medium WWI/WWII Cutter
Ship Medium WWI/WWII Corvette
Ship Medium WWI/WWII Destroyer
Ship Medium WWI/WWII Frigate
Ship Medium WWI/WWII Cruiser
Ship Medium WWI/WWII Battleship
Ship Medium WWI/WWII Carrier
Ship Heavy Modern Cutter
Ship Heavy Modern Corvette
Ship Heavy Modern Destroyer
Ship Heavy Modern Frigate
Ship Heavy Modern Cruiser
Ship Heavy Modern Battleship
Ship Heavy Modern Carrier
Spaceships Light Star Trek Cutter
Spaceships Light Star Trek Corvette
Spaceships Light Star Trek Destroyer
Spaceships Light Star Trek Frigate
Spaceships Light Star Trek - Constitution Cruiser
Spaceships Light Star Trek - Galaxy class Battleship
Spaceships Light Battlestar Galactica - Battlestar Galactica Carrier
Spaceships Medium Star Wars Cutter
Spaceships Medium Star Wars Corvette
Spaceships Medium Star Wars Destroyer
Spaceships Medium Star Wars - Nebulon B Frigate
Spaceships Medium Star Wars MC-80 Cruiser
Spaceships Medium Star Wars - Star Destroyer Battleship
Spaceships Medium Star Wars - Eclipse Carrier
Spaceships Heavy 40K Cutter
Spaceships Heavy USS Defiant Corvette
Spaceships Heavy 40K Destroyer
Spaceships Heavy 40K Frigate
Spaceships Heavy 40K - Cruiser Cruiser
Spaceships Heavy Battleship 40K - Grand Cruiser Battleship
Spaceships Heavy Carrier 40K - Battleship Carrier
Aerospace Fighter Super Light Tie Fighter Vehicle
Aerospace Fighter Very Light BSG Viper Vehicle
Aerospace Fighter Light A Wing Vehicle
Aerospace Fighter Medium X Wing Vehicle
Aerospace Fighter Heavy Y Wing Vehicle
Aerospace Fighter Heavy B Wing Vehicle
Aerospace Fighter Heavy Star Wars Fighters - Valkyrie Vehicle


I even have the "costs" figured out as well...2 points for an untrained gang member and 816,480 points for a post-human heavy space carrier.

Work progresses!

-STS

edit:
So, I added in knights and helicopters (can't believe I forgot those).

The next part is how to build up actual combined arms forces, such as a company of grav tanks, with some heavy mortars in support (oh, wait, now I need to add in all the different types of indirect fire), how to do that? Make it a combined unit for fewer rolls, OR have each unit roll for it's own attack?

-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Sun Dec 29, 2019 1:52 pm
  

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Dungeon Crawler

Joined: Tue Mar 28, 2006 6:34 pm
Posts: 336
RR is Revised Recon; I've been to White Wolf's forums and I got in the habit of abbreviating RPG-books; CP:2020, CB, would be, "Cyberpunk 2020: Chrome-Berets.

BTW: I've always disagreed with Starship Troopers and Star-Trek on naming spaceships after naval units; i.e., destroyers, cutters, carriers etc. Space is the realm of the USAF and any space war vessels will be named after air-force designations.

_________________
My enemies ride fast, knowing not, that ride is their last

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Unread postPosted: Mon Dec 30, 2019 6:07 am
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
Ah, ok. I also have visited the WW forums on occasion. Well, back when it it was OWOD.

As for naming space units, what would you name them?

As for the AF controlling space, well, not anymore. Space Command is here! Granted, it is an AF type, but they will probably have to do a round robin of commanders until Space Command builds its own roster of GO's.

I also added in all types of artillery, including black powder artillery. I redid some calcs (for Palladium, not Recon) for black powder cannons and came up to:
4 pounder 2d10 x 10 damage
6 pounder 4d6 x 10 damage
9 pounder 3d10 x 10 damage
12 pounder 6d6 x 10 damage
18 pounder 1d4 x 100 damage
24 pounder 5d10 x 10 damage
32 pounder 1d6 x 100 damage
42 pounder 1d6 x 100 + 1d6 x 10 or 11d6 x 10
64 pounder 1d8 x 100 damage

This is damage at the muzzle. Damage x 1.4 for Recon

-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Mon Dec 30, 2019 12:14 pm
  

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Adventurer

Joined: Sat Jan 31, 2015 9:02 pm
Posts: 501
Oh dang! THIS is what happened to that thread!

I'll be watching with interest to see what all you come up with!

_________________
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Unread postPosted: Mon Dec 30, 2019 4:06 pm
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
The problem is that posting things on the forum don't really format all that well :( That and the fact that I can't write instructions for sh--.

I have all the data done for weather, environment, units, etc. But, of course it is all in an excel file. I don't know, maybe I'll just write it Palladium Style and make it confusing AF, then blame the reader for not getting it :P Might still add in some other unit types like...oh, zombies, xenomorphs or dinosaurs or something?

-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Sat Feb 01, 2020 4:35 am
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
Ok, got all the stats formatted, just trying to figure out how to put them on here without having to put it all on here without having to type it in all manually :(

Sigh, any ideas for how to do this?

-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Sun Feb 02, 2020 1:01 pm
  

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Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
Okie dokie got all the "zone of control" stuff and combining units stuff done. Yay. So, the rules posted below are the I am going with, and unless someone has some inputs, my project is done.
Quote:
The following are the aspects of each unit and rules of the game.

Offense is the total base attacking power of the unit. This is generally based upon the type of unit.
Defense is the total base defensive power of the unit. This is generally based upon the type of unit.

Size is the total size (in personnel) of the unit. There are some exceptionally powerful units that receive a bonus to size to account for their power in spite of their small numbers. When there is a modifier, it is placed inside of parenthesis. IF a unit has a + or a – after the size it is Reinforced or Reduced. A Reinforced unit gets a +1 to either Offense or Defense, a Reduced unit gets a -1 to either Offense or Defense.
Damage is equal to the Offense x Size of the unit.
Resilience is equal to the Defense x Size of the unit.

Leadership – measuring the ability of the leaders to inspire their troops
Medical/ Administration/ Recruiting– measuring the ability of the unit to care for and replace their troops
Perception/ Intelligence – measuring the ability of the unit to gain, retain and use information to their benefit
Tactics/ Operations/ Strategy – this measures the ability of the unit to follow orders in the heat of battle
Equipment/ Logistics – the ability of the unit to supply/repair themselves during battle
Planning – the unit’s ability to plan accordingly to their enemy and the environment
Teamwork/ Communications/ Information – the ability to communicate clearly and effectively in spite of conflict
Morale/ Training – the morale of the unit and the training they undergo
Environment/ Engineering – the unit’s ability to use the environment and engineering to their benefit
Persuasion/ Negotiations/ Diplomacy – The ability of the unit to gain allies and keep enemies out of the battle

Speed is the speed of the unit while in combat. The travelling speed in approximately 1.5 times that if it is not noted.
Range is the area that the unit can contest, as measured from the center of the unit. Range takes the baseline longest range weapon system and modifies it based on the Size of the unit.
Size Range multiple (as measured from the center of the unit)
0 x1
1 x2
2 x4
3 x8
4 x16
5 x32
6 x64
7 x128
8 x256
9 x512
10 x1,024
11 x2,048
12 x4,096
13 x8,192
14 x16,384
15 x32,768

Combining Units
Every Step DOWN from the higher number is only worth half value. The Skills use ONLY the larger unit’s skills.

Steps down for Offense, Defense and Size
1 .5
2 .25
3 .125
4 .0625
5 .03125
6 .0156
7 .007
8 .003
9 .015
10 .001

As an example an O8 D7 S7 unit is combined with a O6 D6 S6 unit, the unit will become a O8 to O6 is two steps down so the O is now 8.25, the D is one step down so the D is now 7.5 and the S is one size step down so it is now a S 7.5 for a combined unit rating of O8.25 D7.5 S7.5

Notes are things that are important for the understanding of the unit such as whether it flies, is naval or etc. This is also where any additional skills would be denoted.

There are five levels of realism/simulation that are tied to these values. The first level is the most simple and abstract. If the offense of the unit is higher than the defense of the opposing unit, the first unit wins. If a unit A with a 2 offense and a 3 defense fights a unit B with a 4 offense and a 3 defense, you compare the offense and defense of each unit, 2 vs 3 and a 4 vs 3. In that case the second unit defeats the first unit because its offense of 4 is larger than the defense of 3, and the 2 offense of the first unit is not enough to overcome the 3 defense of the second unit.

The second level adds in some uncertainty into the conflict so that it is no longer strictly a numbers game. You divide the offense of the first unit by the defense of the second, then multiply that by 50%. Offense 2 vs Defense of 3 = 2/3 = 66.6% x .5 = 33.3 = 33%. That means the first unit has a 33% chance of defeating the second unit. Offense 4 vs Defense of 3 = 4/3 = 133% x .5 = 66.6% rounded up to 67%. The second unit has a 67% change of defeating the first unit. The first and second player both roll d%, and it is possible that both units survive or both die, instead of a simple neat victory.

The third level introduces the concept of attrition. Offense x Size = Damage, and Defense x Size = Resilience. In the case of a unit (A) with offense 4, defense 5, size 7 it would a damage of 28 and a resilience of 35. Another unit (B) has an offense of 7, defense 7 and size 6 would have a damage of 42 and a resilience of 42 as well.

Unit A vs Unit B equals offense 4 divided by defense 7 = 57% x .5 = 28.5% = 29% of Unit A damaging Unit B. Unit B has a offense 7 divided by defense 5 = 140% x .5 = 70% chance of damaging Unit A. If Unit A rolls less than 29% against Unit B, then it will inflict 28 damage against the 42 resilience of Unit B. That will leave Unit B with a resilience of 14. If Unit B rolls under 70% it will inflict 42 damage against the 35 resilience of unit A. 35 – 42 = -7. That -7 means that Unit A has been disrupted and loses some capability. Unit A loses 1 from their Offense, Defense and Size. That makes Unit A have an Offense of 3, a Defense of 4 and a Size of 6, which subsequently reduces the Damage to 18 and Resilience to 24. Since there was still 7 points of damage left over, that is now subtracted from the Resilience of 24 to make it 17.

If, for some reason the commander of Unit A wishes to continue to fight, to damage Unit B, Unit A will have to roll below Offense of 3 divided by the Defense of 7 = 42.8 x .5 = 21.4%. Unit B will have to roll under Offense of 7 divided by Defense of 4 = 1.75 x .5 = 87.5% rounded up to 88%. The Resilience of Unit B remains what it was previously, it does NOT reset each round.

For the sake of example, if Unit A does succeed in damaging B, and B does NOT succeed in damaging A, then unit B would lose an additional 18 points of resilience, which reduces that to -4, disrupting Unit B. Unit B would then lose 1 from Offense, Defense and Size, recalculating the Damage and Resilience. The remaining 4 points of damage are then subtracted from the new Resilience. The new percentages for combat are now recalculated for both Unit A and Unit B.

By adding some additional details, the game is expanded to cover more than combat. These additional facets are used to measure various skills that are needed to successfully conduct combat operations over time instead of only solitary skirmishes. Some of these are known by different names depending on the size of the unit, but they all measure the same factors but are NOT interchangeable. These skills are described above and include Leadership, Medical/ Administration/ Recruiting, Perception/ Intelligence, Tactics/ Operations/ Strategy, Equipment/ Logistics, Planning,
Teamwork/ Communications/ Information, Morale/ Training, Environment/ Engineering, and Persuasion/ Negotiations/ Diplomacy.

Each of these are measured as a percentage. Before a battle, the unit rolls to see if they gain any bonuses by rolling under the skill percentage. As a unit takes damage, each of the percentages is reduced by 10% until the unit no longer gains any bonus from that skill. Leadership grants a bonus of +1 to Offense AND Defense. All of the other skills grant a +1 to either Offense OR Defense as chosen by the player.

As an example, a unit has a 62% logistics skill. The player rolls a 44%. The unit gets a +1 to either offense or defense as the player chooses. The player chooses a +1 to defense. Let us say the player loses a combat and due to that, the new logistics skill is now 52% (-10% due to a loss in the unit’s size). The bonus of +1 is still there due to the 44% still being under the new skill level of 52%. The player can shift that +1 to offense or keep it in defense. If the unit takes damage again and loses another -10% in skill, it will be a 42%. As the roll of 44% is higher than the new skill of 42%, the +1 bonus is now lost for this round.

If a unit with ends up with a negative modifier larger than the number rolled, such a unit rolls a 32% in logistics and eventually ends up with a -40% due to combat, then that unit will have a -1 to either offense or defense since the 32 is less than the -40%.

The final level of simulation is added by the use of a map, which utilizes Range and Speed as tactical variables. The scale of these combats can range from 1 inch equals 5’ or 2 meters individual warriors and small teams, all the way up to 1” equals 100,000 km on a side. When using a map (or terrain), the units may be denoted by either counters or miniatures, depending on the desire of the players. Each map square will be denoted with any specific rules that affect units, and brings into effect line of sight rules for small units. When using a map, terrain becomes a consideration for both range, speed, LOS and Indirect fire.

Notes are where specific information about the unit is noted that may come up in the game and any changes to the basic rules above.

Creating a Battlefield.
What sort of mission are you trying to play
Step 1, place the Main Objective card down (determined from the mission type)
Step 2, lay a terrain type and determine density, elevation, obstacle or wall

Terrain has a type (urban 2, forest 2, grassland 1, Paved 0, etc.)
Terrain has a density (open 0, close 1, dense 2, obstacle X, wall X)
Terrain has an elevation (depression 2, low 1, flat 0, rise 1, high 2)

A paved, open, flat area gives NO modifiers to range, speed or defense.

The words are for description so that you can have a forest with close growth in a depression.
The numbers act as divisors for both range and speed. For example a forest (2) with close (1) growth in a depression (2) will have a modifier of 2 + 1 + 2 = 5. That means that the range of weapons and speed are 1/6th what they normally are (since the 5 + 1 = 6). This number ALSO adds to the defense of units, so that the previous unit will have a +6 to its defense.

An obstacle has a number next to it which is the number of combat turns it will take to cross it. A wall acts the same as an obstacle, but it also blocks LOS.

Line of Sight now plays a role as well. Open terrain does not block line of sight. You have a LOS of 1 for close terrain, meaning that you can see through 1 square of close terrain and engage targets on the far side. Dense terrain you can only engage targets in the adjacent square. Walls block LOS and thus can not be attacked into or through. Smoke can also block LOS.

Indirect Fire (IDF) is a subset of Offense which is noted by a number inside of parenthesis with an I in the Offense line, such as Offense 6 (5I) which means that the unit has a normal Offense of 6, but can use an Offense of 5 even if it does not have LOS but still within range of a target, but another unit does, with a successful Communications roll of the unit who LOS. If the units are in the SAME Square both units lose all defensive benefits for their position.

Cut out some Random Shapes
Types include Urban 1, Urban 2, Grassland 1, Grassland 2, Forest 1, Forest 2, Flatlands 0, Swamp 1, Swamp 2
Density Open 0, Close 1, Dense 2
Depression 2, Depression 1, Flat 0, Elevation 1, Elevation 2
Obstacle/Wall X

Weather:
Light Rain 1 Heavy Rain 2
Light Snow 1 Heavy Snow 2
Daytime 0 Night time 1
Bitterly Cold 1 Extremely Hot 1

Elevation of -2, -1, 0, 1, 2

Terrain:
Woodlands 1 0 Savannah
Woodlands 1 1 Woodland
Woodlands 2 0 Forest
Woodlands 1 2 Jungle
Woodlands 2 1 Old Growth Forest
Woodlands 2 2 Triple Canopy

Urban 1 0 Buildings
Urban 1 1 Town
Urban 2 0 Village
Urban 1 2 Surburban
Urban 2 1 City
Urban 2 2 Sprawl

Grasslands 1 0 Grassland
Grasslands 1 1 Prairie
Grasslands 2 0 Tall Grassland prairie
Grasslands 1 2 Shrubland
Grasslands 2 1 Scrub
Grasslands 2 2 Chaparral

Highlands 1 0 Rolling hills
Highlands 1 1 plateaus
Highlands 2 0 Scree
Highlands 1 2 Alpine
Highlands 2 1 Himalayan
Highlands 2 2 Karst

Wetland 1 0 Seasonal Wetland (only for elevation -2, -1 and 0)
Wetland 1 1 Seeps
Wetland 2 0 Fen
Wetland 1 2 Marsh
Wetland 2 1 Bog
Wetland 2 2 Swamp

Desert 1 0 Hot and Dry sand
Desert 1 1 Hot and Dry rocky
Desert 2 0 Semi-Arid
Desert 1 2 Oasis

Polar 1 0 Ice
Polar 1 1 Steppe
Polar 2 0 Tundra
Polar 1 2 Taiga

Flatlands 0 0 Saltflats

Depression 2
Depression 1
Flat 0
Elevation 1
Elevation 2

river
road
water
obstacles


-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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Unread postPosted: Mon Feb 10, 2020 4:34 am
  

User avatar
Champion

Joined: Thu Aug 16, 2007 9:46 am
Posts: 2455
Location: SDF-1, Macross Island
Because I totally love talking to myself...
Would you want a mass combat game use counters with little pictures on it (little tanks, little infantry dudes, little helicopters) OR unit symbols for the counters, OR would you want them to be two sided so you could have a choice?

Alternately, standing pictures (either with bases or just folded in an "A" shape) so that the side facing you the player has information, and the side facing the opponent just has a number so the enemy knows there is a unit there, but not much else (size, type, etc.).

-STS

_________________
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population. - Killer Cyborg


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