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13:35, 25th April 2024 (GMT+0)

General Discussion.

Posted by GMFor group 0
GM
GM, 5 posts
Master of the Universe
Mon 22 Jun 2020
at 07:53
  • msg #1

General Discussion

All the Knight Hawks rules focus solely on the Sathar and UPF Fleets plus the Rim later in the war.  There is never any mention of civilian involvement or Mega-corps or pirates, all of whom are directly affected by the war and would have been involved in some way.  Which begs the question, how many ships might be found in any given system at any given time?  What percentage of them are armed?
GM
GM, 8 posts
Master of the Universe
Sat 4 Jul 2020
at 07:56
  • msg #2

General Discussion

As this game has quickly evolved the introduction has been changed...

This game of the Second Sathar War is based on the Campaign from the the Knight Hawks rules.  We are looking for 4 admirals per side plus potential backups or assistants.  Some Admirals may even wish to have individual ship commanders.

I will see if I can adapt what happens in this game to work for the other game I had in mind, for now I just want to enjoy running this game the way I think it was always intended :)

If we get more than 8 players registering here it will good to have back ups as I assume there will be drop outs along the way.
Robin Hood
player, 2 posts
Sathar High Command
Sat 4 Jul 2020
at 09:46
  • msg #3

General Discussion

So how are we handling a hex battle map?
GM
GM, 12 posts
Master of the Universe
Sat 4 Jul 2020
at 11:00
  • msg #4

General Discussion

I have found one blank map so far but it is only 55 hexes x 40 which I doubt will be big enough.  Still hunting...
Robin Hood
player, 3 posts
Sathar High Command
Sat 4 Jul 2020
at 12:26
  • msg #5

General Discussion

Yeah, Imma need more room than that. What about doing it without hexes, and using the equivalent of a “protractor and tape measure?”
GM
GM, 13 posts
Master of the Universe
Sat 4 Jul 2020
at 12:40
  • msg #6

General Discussion

I'm not going to make any changes to the rules, what you suggest starts to make things complicated when it comes to maneuvering.  I can find a way to patch multiple hex maps together if necessary.
GM
GM, 14 posts
Master of the Universe
Sat 4 Jul 2020
at 15:21
  • msg #7

General Discussion

So while I wait for you guys to sort out who is taking command of what and getting your ship rosters sorted, I will continue musing about the composition of the ships in the Frontier.

After reading the Frontier explorer article about how many ships the Construction Yards could support in the Frontier, I agree around 1500 seems a good number.  I think that included the ship numbers from the UPF and Militia but I will consider those ships as extra, it is less than a hundred and does not skew the numbers too badly.  General consensus seems to be around half those ships are system ships, not capable of interstellar flight, mostly shuttles, local freight and passenger ships etc  In practical terms, most of these ships would have little combat value so I focused on the rest.

I figured the number of ships in any system at any given time was most likely related to the population of that world so I assigned a value to each population level.  Outpost = 1, Light = 2, Medium = 4, Heavy = 8.  Divided across all the planets of the Frontier I came up with 7 ships in an Outpost system, 14 Light, 28 Medium, 56 Heavy.

So the next step is to figure out what the break down is of those ships.  I figure they will fall into a few major categories:

Private Yachts/Cruisers etc  10%

Passenger Cruisers  20%

Mining 30%

Freight 40%

What do you guys think so far?
Robin Hood
player, 4 posts
Sathar High Command
Admiral Fleet Delta
Sat 4 Jul 2020
at 16:26
  • msg #8

General Discussion

That seems like a reasonable way to estimate it. Remember that space fleet is paid for out of taxes so would be just a fraction of the size of the private sector shipping tonnage. Look at the United States military... Schneider and JB Hunt by themselves individually probably have more shipping ability than the entire US military. FedEx probably has more cargo planes. However the Federation is not on a total war footing like we were in World War II. The entire economic output of the Federation is not going to support the war effort, and I doubt they would be able to retool fast enough to matter given that this war is going to be over in a matter of just several tendays. So yes, there does need to be a lot of “civilian“ traffic that is several times higher than space fleet.
GM
GM, 16 posts
Master of the Universe
Sat 4 Jul 2020
at 16:34
  • msg #9

General Discussion

I don't know what the stats are like in the US but here in Oz small business is the biggest employer so I'd have to think based on that, then probably more than half of the civilian fleet would be owned by the Mega Corps
Frank Patnaude Jr
player, 1 post
UPF Fleet Command
Sun 5 Jul 2020
at 20:10
  • msg #10

General Discussion

In reply to GM (msg # 7):

I like the breakdowns, but I disagree with the starship totals. Since HS 5 and below can be launched from a planet, they don't need to be created in a station. That means as many fighters, shuttles, assault scouts, scouts, explorers, research ships, yachts etc as the Frontier needed. You could can even say HS 5 Frigates and Freighters as well, but I am willing to say the warships need to be created at a Station with HS-5 Freighters and Transports being created on planet.

Just my pet peeve :)
Frank Patnaude Jr
player, 2 posts
UPF Fleet Command
Sun 5 Jul 2020
at 20:54
  • msg #11

General Discussion

In reply to GM (msg # 7):

Drop Mining to 25% and add Scouts/Explorers at 5%

Also, totally off topic, can the UPF get a Topic that lists all of the Defensive Space Stations (FORT,FSS,ASS) and their current status, weapons, etc? It will make it easier to keep track of these things. Thanks!
Frank Patnaude Jr
player, 3 posts
UPF Fleet Command
Sun 5 Jul 2020
at 21:33
  • msg #12

General Discussion

In reply to GM (msg # 1):

I want to discuss this rule:

Effects of a Misjump. Any ships that misjump during the course of this
strategic game are lost for the duration of the war. They may reappear later in
a campaign, if the referee wishes, but should not be brought back into the
war.

I can understand this if the war lasts only a month or two, but in case of Zeb's Guide, the war lasted 10 years! I can't believe a ship or fleet would be lost for that long. Any thoughts?
Robin Hood
player, 5 posts
Sathar High Command
Admiral Fleet Delta
Sun 5 Jul 2020
at 23:27
  • msg #13

General Discussion

In reply to Frank Patnaude Jr (msg # 12):

There needs to be a serious penalty given the risk/reward for risk jumping. Moving that quickly is a big tactical advantage.

I suspect if any UPF fleet is out of play for two months, the war will be over for the UPF.
Frank Patnaude Jr
player, 5 posts
UPF Fleet Command
Mon 6 Jul 2020
at 00:05
  • msg #14

General Discussion

In reply to Robin Hood (msg # 13):

I agree with that. But since there are rules for jumping into an unknown system and then finding your way back out, I would rather use those instead of the gone for the entire game rule.
Shawn Johnson
player, 9 posts
UPF Fleet Command
Mon 6 Jul 2020
at 00:50
  • msg #15

General Discussion

Are you not including the star liners, ag ships, and explore action/research ships?
GM
GM, 37 posts
Master of the Universe
Mon 6 Jul 2020
at 03:32
  • msg #16

Re: General Discussion

Frank Patnaude Jr:
In reply to Robin Hood (msg # 13):

I agree with that. But since there are rules for jumping into an unknown system and then finding your way back out, I would rather use those instead of the gone for the entire game rule.


If all you guys agree on this, then I am happy to use the risk jumping rules to find your back.
GM
GM, 38 posts
Master of the Universe
Mon 6 Jul 2020
at 03:33
  • msg #17

Re: General Discussion

Frank Patnaude Jr:
In reply to GM (msg # 7):

Drop Mining to 25% and add Scouts/Explorers at 5%

Also, totally off topic, can the UPF get a Topic that lists all of the Defensive Space Stations (FORT,FSS,ASS) and their current status, weapons, etc? It will make it easier to keep track of these things. Thanks!



I will create the thread, you guys can populate it, there is a 'templates' thread you can copy Station info across :)
Robin Hood
player, 11 posts
Sathar High Command
Admiral Fleet Delta
Mon 6 Jul 2020
at 18:32
  • msg #18

Re: General Discussion

I don't want to mess with gunnery/pilot skills etc.

Just sayin'. If somebody misjumps from Risk Jumping I can see using the astrogation rules to get un-lost and back into the fight, but I don't want to have to keep track of individual skill levels aboard ships.
Shawn Johnson
player, 14 posts
UPF Fleet Command
Task Force Cassidine
Tue 7 Jul 2020
at 12:27
  • msg #19

Re: General Discussion

They have faction skills for UPF, Militia and Sathar.  Granted the Sathar have crap skills.
Tom Stephens
player, 2 posts
UPF Fleet Command
Militia & Unattached
Wed 8 Jul 2020
at 00:20
  • msg #20

Re: General Discussion

Based on the information provided, it seems we're NOT using this rule:

quote:
The contents of the fleets, or any other stacks on the FDM, may be examined freely by all players. (Both armies have well-developed intelligence networks throughout the Frontier.)


Or am I mistaken and missed something? It makes it kind of hard to make decisions if we don't know what ships are where.
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