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Steve
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These rules are mostly intended to be used with the Vassal Module, but can be used with the original game components.
These rules create a whole new game. The rules fit on 1 8.5”x11” letter size piece of paper and the ones I'm using for this game are located in the 1st reply below. Some of the optional rules are not used and they are crossed out (struck through).
Note: I'm playing with the optional Maint., income, and Terrans can't buy an AO during the 1st turn rules. Actually all optional rules, except those crossed out in the sheet of rules in the following “reply”.
Note also: I have made an additional change to my new space combat CRT. A 3 Beam vs a 2 Shield is now a 3 [not a 4]. As a result of this playtest I decided to make this change be to a Shield =1 ship (not 2). This now effects mostly the Imp. SC (& TR, AO, & MS) instead of the Ftr & DD. Because the SC has been weakened the Imp. will be buying fewer of them so it will help the Terrans less than if it effected Ftr & DD.
…….............………………………………... . . . . . . . . . . . . . . . . . . .
Set Up Phase – the Imp. put their last OP at Dushaam and their 3 worlds at Nusku and the 2 systems in the minor cluster near Sirius. The Imp. put 1xPDM at each of the 3 front line Worlds, all 4 troop units, and most of the fleet at Nusku or Dushaam. The Imp. put just AO, DD & SC at a World in minor cluster.
. . The Terrans placed the M, 1xRT, & 2xPDM and massed most of the fleet at Barnard's Star, but 3x (un-placed) OP, 2xSC, 3xTR, & 2x troop units at Junction.

1st Terran turn –
. . Production Phase
– The Terrans have an income of $54 and must pay $22 +$2 for Maint. [they paid $3 for the Mon.]. This left them with $30 to spend. They saved $2 and bought M, 3xJT, RT, 3xFtr, 2xDD, & 2xSC.
. . 1st Terran MP – The Terrans see that the Imp. have put just a DD & a SC within Reaction move range of Sirius, apparently they thought that the Terran 2 SC over there would be what they faced. So, they move their CL & 2xDD to Sirius which should be too much for the Imp. to try to take it. They use 1x SC & 3xTR to move an OP, RT, & JT to Procyon. They will move & place 2x OP in their 2nd MP. They mass M, MB, 5xSC, & 3xTR at Barnard's Star, offering a battle. They decided not to place a SC at Agidda and mass to offer battle instead.
. . The Imp. Reaction MP [=ReactMP] – The Imp. can't attack either Terran force and win and don't want to occupy Agidda. Since the Terrans don't have an AO they can't advance into the minor cluster, so the Imp. just move a SC to Agidda.
. . 2nd Terran MP – They use 2 TR to move and place the last 2 un-placed OP at Midway and Loki. A SC & TR are at Procyon. One RT is at Barnard's Star and 1 JT & 1 RT are at Procyon. The CL and 2xDD are stuck at Sirius until they get an AO. The MB and a SC attack the SC at Agidda using double missile to give Hit# =2 [roll=3], the Imp. SC fires at the MB [rolls a 3] and misses. The rest of the fleet moved to Sirius and joins the CL & 2xDD with 4xSC & 3xTR = 10 ships. The TR at Procyon moved to the PSB and loaded the JT to be ready to move it to Barnard's Star & unload it if the Imp. attack there.
. . The Imp. can send at most CR, 2xCL, 4xDD, SC, & 2xTR = 10 ships to Sirius or attack toward Barnard's Star.

1st Imp. turn –
. . Production Phase
– Imperial Intervention was a roll of 12 = Token Reinf., that roll was a 3 (3-3=1) = $5 worth of free stuff to arrive from the top map edge. They take JT, TR, & SC (note these will arrive in MP so you don't pay any Maint. for them). The Imp. begged for more income, the roll was 6 = no effect; move the Glory marker down to 4.
. . The Imp. have an income of $46 [= 13x $2 + budget of $20] and must pay $22 +$2 for Maint. [they also paid $3 for the M]. This left them with $22 to spend. They bought 2xCS & 2xSC, saved none.
. . 1st Imp. MP – The Imp. move the arriving TR with JT to World in minor cluster and the SC with them goes on to Sirius where it is joined by all the moveable ships (= CR, 2xCL, 4xDD, SC, & 2xTR = 12 ships). This causes a big battle with the Terran fleet there. Two TR were left on the ground at Nusku & Dushaam to move 2 troop units to invade if possible.
. . Combat Phase – Imp. = CR, 2xCL, 4xDD, 2xSC, & 2xTR = 11 ships vs CL, 2xDD, 4xSC & 3xTR = 10 ships.
Result – Terrans all elim & Imp. left with CR, 3xDD, SC, & 2x TR.
. . Terran ReactMP – The TR on ground at Midway and moves to ground at Barnard's Star.
. . 2nd Imp. MP – The Imp. moves their AO to Sirius and leaves it there. All the warships at Sirius move to Procyon to attack the SC there. The CR will use double missile so the SC is auto-elim. The 2xTR at Sirius move to the ground at Dushaam. The TR at Nusku loads the JT there and moves it to Procyon; the TR at Dushaam loads the best RT there and moves it to Procyon, the TR with the JT inmonir cluster also goes to Procyon. So, ter are 2xJT & 1x RT over Procyon to invade.
. . Combat Phase – Imp. = CR, 3xDD, SC, 3xTR (loaded) vs SC =Terran, Terran SC elim. No bombardment.
. . PD Fire at 2xJt & TR with RT all miss. Ground combat = Imp. JT=5 elim & all Terran forces elim, but the OP could not be engaged, so it is still there.
. . The Imp. organize their losses on the turn record chart.

2nd Terran turn
. . Production Phase – The Terrans have an income of $60 & saved $2 and must pay $8 +$2 for Maint. [they paid $3 for the M]. so, they have $52 left to spend. They bought 2xB, M, 2xDD, JT, 3xTR, AO.
. . 1st Terran MP – I'll just tell you where all the units ended up. At Agadda = SC, Barnard;s Star= M, 2xPDM, RT=2, JT=4; Junction = M, Ftr, DD, MB, 2xTR, & JT=5; Midway = Ftr & JT=6; Alpha Cen. = Ftr; Loki = SC & RT=4; Hades = SC, Calgary = DD; Procyon = Terran OP and Imp. JT & RT, TR.
. . Combat Phase – the Terrans don't want combat. I think that the Imp. can attack the Terran OP and it can't win. So, elim the OP. Move the Yellow Glory up to 5 but the new Glory up to 6.
. . The Imp. Reaction MP – The Imp. move some of the ships at Procyon; CR to Hades, DD & SC to Cagary, and 2xDD & 2x TR remain there.
. . Combat Phase – CR vs SC at Hades, and DD & SC vs DD at Calgary. Results = all the Terran ships destroyed & only the Imp. CR left at Hades.
. . 2nd Terran MP – The Terran uses a TR to move the Ftr from Junction to Loki. The SC at Loki moves to junction and joins the fleet that attacks at Procyon.
. . Combat Phase – MB+DD+SC +2xTR vs 2xDD + 2xTR, result = MB+SC+2xTR hold Procyon but 2xTR run to Sirius.
. . The Terrans end with SC at Agidda; M with 2xPDM, JT & RT at Barnard's Star, M & JT at Junction, Ftr at Alpha Cen., Ftr & JT at Midway, Ftr & RT at Loki, and MB, SC & 2xTR at Procyon.

2nd Imp. turn –
. . Production Phase
– Imperial Intervention was a roll of 6 = no effect. The Imp. begged for more income, the roll was 9 = +$2/turn; move the Glory marker down to 5.
. . The Imp. have an income of $50 [= 13x $2 + budget of $24] and must pay $12 +$2 for Maint. [they also paid $3 for the M]. This left them with $36 to spend. They bought OP, 2xM, Ftr, 2xSC, 3xJT, & 3xRT, saved none. They got a free CL. The CR passed Maint. roll.
. . 1st Imp. MP – They moved free CL to Agidda to attack SC. They moved 2 CS, TR, and CR to Procyon to attack MB, SC, & 2xTR. They moved a 2xSC to Sirius with the AO. They intend to pull the cruisers back and leave the SC to delay at Procyon or attack the M at Junction.
. . Combat Phase – At Agidda the Imp. lost a SC to kill the SC. At Procyon the Imp. lost nothing to kill the 4 Terran ships.
. . Terran ReactMP – They have nothing to move, but next turn they will have low Maint. cost and get AO, 2xB, 2xDD, M, 3xTR, and JT. This lets them invade with up to 5 troops [B can carry troops] and have a fleet of 2xB with 2xDD to delay and another M for Barnard's Star(?).
. . 2nd Imp. MP – The Imp. left a SC at Procyon and Sirius and fell back with CR, 2xCS, &AO to Epsilon Eridani. This may have been a mistake but remember an M is a capital ships and takes 2 Hits to be destroyed. It also can use its Beam at long range with a strength of 2 which is good for a Hit# of 6 on both CS & CR. Still, They could have sent TR with JT to invade Junction which is defended by a JT=6 and the PD fire of the OP. The Imp. left SC in space and RT=3 and JT=3 with TR on the ground at Procyon.

3rd Terran turn –
. . Production Phase
– They bought 1xB, 2xDD, 1xTR, 3xRT, 3xFTR, & 2xOP (for Procyon & Desirabilia). They paid $1+$2 for the M at Barnard's Star and rolled a 6 for the M at Junction.
. . 1st Terran MP – The used their B to move the RT=4 and 3 TR to move 3 Ftr to Barnard's Star. Then they loaded 2xJT onto 2xTR and 2xJT onto 2xB to attack and invade Procyon. The 2xDD, 1xTR, and AO they left at Junction. So, Barnard's Star is defended by 2xM, 3xFtr, 2xPDM, and 2xRT=4&2. This should be enough to hold it. The Sirius front is defended by 2xB and 2xDD.
. . Terran Combat Phase – The 2xB easily kill the SC defending Procyon. There is no PD fire, so the 4 GET land to fight on the ground. They use 1xJT=4 to fight the TR, GET=4&5 to fight JT=3, and JT=6 to fight the RT=3. The RT=3 gets luck and kills the JT=6 before it gets to make its certain kill shot. The TR dies. In 2nd round the RT and the JT=5 both miss, the JT=3 kills a JT=4, but dies. In the 3rd round the RT=3 kills the JT=4 and is killed by the JT=5.So, the Terrans lost 3xJT and have JT=5 and 2 TR on the ground. Because there is no OP at Procyon don't move the Glory markers.
. . Imp. Reaction Phase – They do nothing.
. . 2nd Terran MP & Combat Phase – They move AO & TR to Sol and leave 2xDD at Junction. They don't move a DD to Sirius to fight the SC there, because they don't want the Imp. to wait until after they must decide to hold at Procyon or run to Sol for Maint. next turn. No combat.

NOTE: At this point I decided that the Imp. need more income. I therefore gave them “$3” more starting Budget. This is times 2 so they get $6 more each turn. I had them save it turn 1 and then on turn 2 they bought an additional CS and 2xSC. They arrive now in turn 3. So, add 1xCS and 1x SC now. And add $6 to there budget from now on. Very sorry for this change in the middle of a playtest.

3rd Imp. turn –
. . Production Phase
– Imperial Intervention was a roll of 2 = no effect. The Imp. begged for more income, the roll was 9 again = +2/turn; move the Glory marker down to 3. They rolled for the CL at Agidda and failed the roll, =disrupted. They rolled for the SC at Sirius and failed, but it can always move. They paid $11 for M, CR, & 2xCS and $13 for 13 units, totals $24 for Maint.
. . They have an income of $60 [= 13x $2 + budget of $34 (=$10+$3 +2x$2 all times 2)] leaving $36 to spend. They bought OP, M, 2xRT, JT, MS & 3xFtr, 4xTR, and 1xDD.
. . They received OP, 2xM, Ftr, 2xSC, 3xJT, & 3xRT. They got a free CL They built the M at Nusku and Ftr at Shuruppak. The troops were built at worlds. 1xJT=6 and TR will join the fleet [it can be screened behind the CR].
. . 1st Imp. MP – Dis. SC moves to Apishal, SC to Shuruppak, AO to Tau Ceti. The Fleet is CR, 3xCS, 2x SC, AND TRw/ JT=6. It attacks the 2xB at Procyon. They move an OP to Markhashi with a RT=3 on another TR. A SC moves to Markhashi. The AO refuels the fleet at Sirius and moves to Tau Ceti.
. . Imp. 1st Combat Phase – The only space combat is at Procyon, Imp. CR, 3xCS, 2x SC, AND TRw/ JT=6 vs Terran 2xB. I'll describe the battle in more detail because this is the 1st battle with capital ships and also 2 step cruisers [here only the CR].

. . . . The new rules that matter for this battle are: [in case you want to review them].
. . 1] Capital ships have several qualitative advantages.
. . . . . a] They take 2 Hits to be destroyed during space combat. The 1st Hit, weakens its shields and reduces the Hit # required to Hit it by 1 (H#M = -1); on Vassal mark the ship as “HIT”. These ships can still move normally. A 2nd Hit destroys the ship. NOTE: This “HIT” doesn't reduce the weapons.
. . . . . c] Capital ships can split their weapon and fire at 2 ships, but 1 must be the one it is paired with; the other can be any ship in the line of battle. Split exactly in half, round down. If it is paired with 2 ships it must fire at them only. They can't make suicide attacks if they split their Beams or use double Missile if they split their Missiles.
. . . . . e] Optionally, the Beams of Capital ships can be used at long range at ¼ strength; if split, 1/8 strength. Beams still fire 1st at long range and no suicide attacks. This is again because their weapons are larger and so longer range. This helps Terran M a lot.
. . . . . f] The shields are returned to normal by repairing them as if 'disrupted' at the start of any of your MP, pay or roll normally.
. . 2] Large cruisers (Shield str. = 5 or 6) and Capital Ships can screen or cover 1 ship inside/behind their shields. This ship may not fire or be fired at during this combat round. During the pairing process these ships are put out together at the same time and matched by just one ship (or pair if 1 is also screened). Note: this incl. the Terran CS, but not Imp. CS.
. . Optionally, CA & CR take 2 Hits to be destroyed using the same rules. Recommended for CR & CA at least. Here not CS.


The battle begins. The Imp. player has decided that using double missile with their CS is not a good idea because they might need more shots at long range later; and the improvement is just Hit#=5 ==>4. OTOH, he decided that the CL & CR should use double missile because the improvement is Hit#=6 ==>4. The 2xSC and TR remain in reserve/screened. The 2xB have Hit#=4 when they attack a CS or CR. The CR, CL, & CS attack 1 B and 2x CS attack the other B. Results of round 1 are: B & CS killed and CR & CL not fired at; B is Hit and CS killed and other CS not fired at. The CR & CL are marked as “Exhaust” which on Vassal changes their Missile strength on the image of the counter to =0.
. . 2nd round of combat, range remains long, the Imp. CR & CL move back to screened and the CS attacks the Hit B which suffers a Hit#M of -1. Results are: the CS is killed and the B is not hit.
. . 3rd round of combat, range roll is a tie so long range [then short range.] The Imp. decides to continue the fight. The CR and CL move to attack the B, the 2xSC & TR remain screened. The B is Hit still so Hit#M of -1, the CR attack has Hit#=5 ==>4 and the CL has Hit#=8 ==>6 with a suicide attack. The results are: the CR kills the B, and the B Hits the CR. [Maybe the B should have split its fire, it would have missed the CR but hit and killed the CL.] The battle is over, the Imp. survive with a Hit CR, CL, 2xSC, & TR with JT=6.
. . . . Invasion: There is no PD fire and the ships can't bombard, so the JT lands. The land battle begins. The Imp. JT is a 6 and the Terran JT is a 5 so they are almost the same. The 2 JT kill each other and so the Terrans hold the PSB at Procyon with just 2xTR. Above Procyon the Imp. have CL (with rearmed missiles), 2xSC, and TR.
. . Terran ReactMP – They move the 2xDD to Hades and Inferno.
. . Imp. 2nd MP – The Imp. attempt to repair the CR, the roll must exceed the M#=4, it fails. The Imp. try to move the CL at Agidda back to Nusku, it makes its roll and moves. The SC at Markhashi moves to Agidda. The Imp. want to invade Procyon and hold it. They are building an OP that they could place there next turn, maybe. They have 3 TR each with 2 cargo lifts. The Terrans can only reach Sirius or the Nusku system. Therefore, they should mass their defending troops at Nusku and Dushaam and invade Procyon. [They are continuing to not occupy Agidda.] There is a RT=2at Nusku that doesn't move and another RT=2 is moved there too. A RT=1, JT=4 and JT=5 are moved to Dushaam, and 2xRT=3 are landed on Procyon by 2x TR; this is 6 troop units moved with 2 landing on an unfriendly system. The 2xTerran TR at Procyon will be Auto-elim. Of the ships at Procyon, the HIT CR is moved to Episilon Endiri, the CL is moved to Nusku, a SC goes to Sirius, and a SC stays there. The AO goes to Sirius to refuel ships and then returns to Tau Ceti. The only combat elims the 2xTR on Procyon.

Note: the 5th turn may be the last turn of the game/war. The Imp. can ask for money or bigger ships and this will move the Yellow Glory down to 2 which will end the game. In any case it is almost a sure thing that the war will end turn 5. This puts the Terrans on the “horns of a dilemma”. Should they buy stuff only to see it rust away during the Peace? They will get a new B which can be used to hold the Sirius front and the only ships the Imp. have to oppose it are a free CS, the repaired CR, 2xCL, and DD & MS w/3xFtr. This force is enough to elim one B. The only additional ships they can bring are 4xDD. (I think it is a rules violation for the TR that land 2 RT units on Procyon to move in the combat phase of the Planetary Interaction Phase back up to the system hex.)

4th Terran turn
. . Production Phase – They decide to buy stuff that will not likely rust away in the expectation that the Imp. will not end the game now, but will ask for cash next turn. Their income is $58 and they need to spend $14 for 14 units and $6 for 3xM. They buy 4xJT, MS, 4xSC, 2xMB, TR, and OP = $38. They need to roll for Maint. for the 2xDD sitting at Hades and Inferno, they both pass. They built 2xFtr at Barnard's Star and 1 Ftr at Proxima Centauri. Also built, RT=2 at Midway and RT=2 at Loki.
. . 1st Terran MP – The B, 4xDD, and 2xTR (w/1xRT=4 & 2xRT=2) move to invade Procyon. The Imp. has no reaction force that can move over Sirius to reply so this is very safe, the 4xDD guard the system as the B lands with its RT unit.
. . Combat Phase – The B and DD just fire at the SC which tries to run, but it dies. The 2xTR land with their troops and the battle moves to the Battleboard. There is no PD Fire. The Imp. put out their 2xRT=3 and the Terrans use 4 on one and a 2 on the other. To bad they don't have a JT to drop from the B. Results: the Terran RT=4 kills both Imp. RT=3 and then the 2xTR,the Terran RT=2 is elim.
. . Imperial Reaction Phase – They have nothing to do.
. . Terran 2nd MP – They move their 2xTR to pickup a Ftr each and move them to Midway & Loki and then pickup the 2xOP and move them to Procyon and Mirabilis. The B move a RT from Barnard's Star to Procyon and lands to deliver it. 3xDD move to Sirius to fight the SC there, the SC kills a DD and dies. One DD lands to join the Reaction force of B , DD, and a TR. The TR will run and hide; the B can attack at Sirius leaving the DD at Procyon to block the jump lines, or the B can hold at Procyon and send the DD toward Miribilis to delay an invasion there.

4th Imp. turn –
. . Production Phase
– They rolled a 6 for Imp. Intervention, no effect. They decided to end the war at the end of turn 5. So, they asked for money, they rolled a 6, no effect. Their income is $60, they spend $20 for 20 units and $8 to repair the CR & a CL. They roll to repair the SC at Apishal, it is fixed. They roll for a CL at Nusku, and it passes. They roll for SC at Agidda, it passes. Note that they don't care about the M because the war will end next turn; they all passed anyway. They have $60- $28 = $32 to spend. They bought 2xOP, JT=6, RT=2, 3xFtr, 3xDD, TR, & 2xSC.
. . Imperial 1st MP – They formed a fleet of CR, CS, 2xCL, DD, 2xSC and attacked the 2xDD at Sirius. They formed a TR group of 3xTR with JT=5, 4, & 3 and with the AO ready to invade Procyon at Tau Ceti.
. . Combat Phase – The 2xDD at Sirius were elim without Imp. loss.
. . Terran Reaction Phase – From the PSB of Procyon, TR to Sol's PSB, DD to Vs, B to system hex of Procyon.
. . Imperial 2nd MP – The AO moves to Sirius. The fleet at Sirius leaves a SC behind and moves the rest to Procyon to attack the Terran B there, and the 3xTR with JT also move to Procyon to invade.
. . Combat Phase – The CR, CS, 2xCL move into the battle line to fight the Terran B. The CR & CS use double missile and both miss. The 2xCL fire normally and both miss. The B splits its fire and fires Missile str. = 4 at each of the CL and both miss.
. . Round 2 – range roll is Imp. =4 & Terran =3+1=4, so a tie. Range stays long. The CR & CS move back into “reserve”, the DD moves into the battle line. The DD uses double missile and the 2xCL again all are 4 to 7 = Hit#=6. The 2xCL both miss, but the DD hits, mark the B with HIT. The B again splits its fire at the 2xCL so Hit#=5, it gets 1 Hit.
. . Round 3 – the range changes to short. The B remains, the Imp. pair it with the CR. Both fire normally. The CR's Hit#=6 and the B's Hit#=3. Both miss.
. . Round 4 – The range roll was Imp. =4, Terran =6, so range stays short. B vs CR again. The B is missed, but the CR takes a HIT, so mark it as HIT.
. . Round 5 – The range roll was tied at 4 but with the -1 the Terrans win, range stays short. B vs CR again. The B is missed, but the CR is Hit again, so it's elim.
. . Round 6 – The Imp. decide to stay for 1 more round and use 2xFtr and CL at double missile if the range opens. If the range is still short they will screen with a SC. The range roll was won by the Terrans so the SC moves into the battle line and is auto-elim.
. . Round 7 – The range roll was won by the Imp. and he opens the range to long. The Imp. pairs the B with his DD. His Ftr are landed on the MS. The DD can't fire. The DD is elim. All the surviving Imp ships move to Sirius. The HIT Terran B held Procyon.


Terran turn 5 – Added with edit on 12/13/16.
. . Production Phase – Because the game will certainly end there is no point in buying anything. They have 18 units and 3 M, so $18+$6 =24. Then $62-$24 = $38 which is saved. He rolled for the B at Procyon and it failed, so it is also Disrupted as well as HIT.
The units are built at various locations, it doesn't matter much where. The units can move just about anywhere. He could try to repair the B with a HIT at Procyon, but he would have to roll more than 6 to do it and that is not possible.
. . 1st Terran MP – They built a fleet at Procyon of B, 2xMB, DD, 5xFtr, 2xTR. They have 2xM at Barnard's Star, MB, TR, AO at Sol, M at Junction, SC at Midway + Loki + Inferno + Vs, OP & Ftr at Hades.
Troops: Procyon= JT=6, RT=4, & RT=2; Mirabilis= JT= 2xJT=4; Junction= JT=5; Midway= RT=2; & Loki= RT=2, Barnard's Star= 2xPDM, but no troops. No combat phase.
. . Imp. React Phase –
. . 2nd Terran MP –

Imperial turn 5 –
. . Production Phase – They rolled a 9 for begging for $$, = no effect. They rolled 11 for Imp. Intervention = Frontier crisis. They rolled 3 dice = total of 5; they send CL & SC off map.
. . They have 30 units, but they decide that without the CL & SC they don't want to risk a battle. So they are not going to pay for any ship they can avoid paying for and hide behind 2x SC [at Sirius & Agidda]. The Terrans have just 1 reaction move left before the war ends, so they can't attack anywhere else.
. . Therefore, the Imp. pay $19 for the 19 ships [ships =CL & SC, all TR, AO= 8 tot.] and troops [=8] & PDM [=3] that they must pay for and let the rest be disrupted [=all M, the SC at Agidda, the MS & all Ftr, the CS at Episilon Eridani]= $19 total Maint.. Their income is $68-$19= $49 which they save. They take delivery of 1x CS free and last turn's builds. The CL at Sirius passed its Maint. roll.
. . 1st Imp. MP – They move the 2x OP to the 2 Primary Systems south of Nusku. They move the CL & a new SC off the map. They move the MS with 3x Ftr to Tau Ceti. They move the disrupted SC at Sirius to Tau Ceti and a new SC to Sirius.
. . Terran React Phase – They do nothing.
. . 2nd Imp. MP – They do nothing. The war ends.!

Post War stuff –
1] The new Glory Index is at 6, so the Imp. won the war by taking the OP at Procyon. The Terrans took it back before the imp. could put an OP there so that didn't move the Glory marker. There are 5 Imp. ships waiting to be replaced for free.

2] The roll for length of Peace is 4, so there are 4 turns of Peace. The Imp. get 4 of the 5 ships waiting on the turn record track. They are: CS, CR, CL, & DD; the SC is lost. During the Peace the CL & SC return from off map. The Terrans will move 1st in the next war.

3] The Terrans get income of $32 and saved $38 == $70 to spend to build new ships, etc. and to pay for large ships to save them during the Peacetime. The Imp. get income of $72/2 = $36/2 = $18 plus $49 saved == $67 to spend to build new ships, etc. and to pay for large ships to save them during the Peacetime. Note that I already edited this to reduce the Peacetime incomes to normal income which equals half their wartime income.

4] The next step is to see what “rusts away” between the wars.
. . . a] All M#=1 ships are home free.
. . . b] DD have a 1/6 chance of breaking. CL have a 1/3 chance of breaking.
. . . c] All troops, Ftr, PDM, & M have a 50% chance of surviving.
. . . d] The Terrans must pay $12 to save the B for the next war.
. . . e] The Imp. have 3x CS and a CR with M#=4. They could do either. The math advantage is with rolling, but not by much.

I'll not do all the rolling now. You get the idea though.



I want to get this posted so I'm going to stop here for now I'll use an edit to add turn 5 in a few days. Both players have bought troops, OP and small ships. Therefore, the war is mostly over.
.

Summary of what I learned
. . 1] Perhaps it would be much better to delay the building of Terran B until 2nd war [or late in 1st war, i.e. during turn 3 for turn 4], then CR for 3rd war [2nd war], and BB for 4th war [3rd war]. The B arrived too soon, but it did let you see how they work. Without B's the Terrans are building CS and MB and maybe MS & Ftrs in the early turns.
. . 2] It seems likely that I may have made a mistake on my Ground Combat CRT. I think that +1/-1 fight should have more difference than I gave it. The only other choice is to return it to the original rule and only add extra “D” results for when a “-2” and “-3” fires. This seems reasonable because the first change from +0/-0 to +1/-1 is the biggest percentage increase in the difference between to 2 combat units.
. . 3] During the game I already gave the Imp. $3 x2 = $6 more initial budget.
. . 4] In the 1st battle with the 2xB the Imp. were lucky.
. . 5] In rolling for more budget the Imp. were unlucky, slightly.
. . 6] In the 2nd battle with the 1xB the Imp. were unlucky.
. . 7] I may need to make you pay for something during the Peace because doubling incomes does double them between wars also. Or just not double them between wars.

Next?

. . I'll continue this war from here. I'll add it to this thread rather than start another.
. . I may want to let CS also be 2 step cruisers to see how that goes. I know changing the rules during a playtest is bad but I want you -all to see how it changes things. I might even make just the cruisers with shield of 5 or 6 be 2 steps. This would let the Terrans buy their 2 step CS right off, but would leave the Imp. CS as a 1 step ship. Here the Imp. CS died easily in the battle with the B's.
. . Another thought would be to let Capital Ship weapons do 2 Hits of damage to a Large Cruiser. This let Lg. Cruisers be good against small ships but not the equal of Capital Ships when they fight them.


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Steve
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These are the rule changes to create Imperium IV from the 1st Ed. rules, that I promised you. They are still a work in progress. so, the final rules may be a little different. Optional rules are in italics. The above session was played with all the optional rules except the ones I struck through.

A] That Effect Imperials.
. . 1] Increase their starting “Budget” to $13/ turn. [It was $10, I added $3 during the game.]
. . 2] The Emperor will only replace (for free) ships that cost less than $13. “Any 3 ships granted” means you can buy any 3 ships.
. . 3] On the building bigger ships table the CA replaces the CR and the Imp. can always build CR.
. , 4] Change the Glory rules.
. . . . . a] To end the war the original glory rule is used. The “Yellow Glory” marker decides when the war ends.
Optionally, capital ships give 1 Glory point down or up for each 1 the Imperials lose or destroy. Move the Yellow Glory marker.
. . . . . b] But, to decide who won the Glory changes for capturing OP & Worlds are counted, I use an Imp. OP marker as this 2nd Glory marker. An ending 2nd Glory Level of 5 is a tie. In a tie both players get full income and the Terrans move 1st.

B] That Effect both sides.
. . 1] Capital ships have several qualitative advantages.
. . . . . a] They take 2 Hits to be destroyed during space combat. The 1st Hit, weakens its shields and reduces the Hit # required to Hit it by 1 (H#M = -1); on Vassal mark the ship as “HIT”. These ships can move normally. A 2nd Hit destroys the ship.
. . . . . The shields are returned to normal by repairing them as if 'disrupted' at the start of any of your MP, pay or roll normally.
. . . . . . . Planetary Defense Fire destroys a Capital ship (& CR) with any one “Hit”. But a ship with a HIT will suffer a +1 DRM , not +2 if also disrupted.
. . . . . b] Capital ships can always fire at any capital ship in the line of battle, because Capital ships can seek out, move toward, and fire at other capital ships with their weapons, which being larger have longer range.
. . . . . c] Capital ships can split their weapon and fire at 2 ships, but 1 must be the one it is paired with; the other can be any ship in the line of battle. Split exactly in half, round down. If it is paired with 2 ships it must fire at them only. They can't make suicide attacks if they split their Beams or use double Missile if they split their Missiles.
. . . . . d] The B & B1 are built in just 1 turn. They are slapped together very fast, this explains their high Maint.#.
. . . . . e] Optionally, the Beams of Capital ships can be used at long range at ¼ strength; if split, 1/8 strength. At long range beams still fire 1st and no suicide attacks are alowed. This helps Terran M a lot.

. . 2] Large cruisers (Shield str. = 5 or 6) and capital ships can screen or cover 1 ship inside/behind their shields. This ship may not fire or be fired at during this combat round. During the pairing process these ships are put out together at the same time and matched by just one ship (or pair if 1 is also screened). Note: this incl. the Terran CS, but not Imp. CS.
. . Optionally, CA & CR and maybe CS take 2 Hits to be destroyed using the same rules. Recommended for CR & CA at least.

. . 3] Maintenance.
. . . . . a] Disrupted ships can move 1 jump if they roll more than half their M#, round down. A disrupted TR can always move. A disrupted B1 can move if it rolls 4 or more..
. . . . . b] If they move, disrupted ships can roll again and try to move again until they reach a limit or fail to move.

. . 4] In their Reaction Move Phase ships can move up to 3 jumps to attack or to an OP or other system, but they can move up to 5 jumps if they end at a friendly World & don't fight a battle there.

. . 5] Use my new CRTs for space combat, for planetary bombardment, and for ground combat. For PD Fire PDM hit on 1-3.
. . . . . Note: I changed 1 'cell' of the SC CRT since I posted it. It helps the Terran DD somewhat. See C],4] below.

C] That Effect the Terrans.
. . 1] During the 1st war the Terrans may not buy/build CR or BB, but can buy B. These rules are sort of like the Imp. limits on large ships rule but is automatic. Optionally, during the 1st turn of the 1st war they can't buy AO either.
. . 2] During the 1st peace & 2nd war they may not buy BB, but can now buy CR.
. . 3] During all later peaces & wars they can buy all ships.
. . 4] I want to make 1 change in the Space Combat CRT since I posted it. Change the Beam table at 3 Beam vs 2 Shield into a 3 (from a 4), This makes the Terran DD's 3 Beams also better than the Imp. DD's 2 Beams against DD & Ftr with their Shield strength of 2. As well as the CL with Shield =3.

D] Rules clarifications.
. . . 1] At the start of the 1st War all PDM are considered to have been “placed”. PDM may not be moved once they are “placed”, they are 'markers', not 'troop units'. PDM bought during a later Peace can be placed or un-placed at the start of the next war.
. . . 2] There Civilized or Frontier Maint. are not required for either player in the 1st turn of the any war. But, you still need to pay the optional $1 per unit if that rule is used. See F]1] below.
. . . 3] Free Imperial ships are placed on the reinforcement track in the turn after they are elim'd. So, a ship elim'd in the 1st turn is placed to arrive in the 2nd turn.

E] Optional Income – because of the bigger ships and the below more expensive Maint. Players will want more income.
. . . 1] The 1st Ed. rules are in effect, so all Imp. income increases from requesting them from the Emperor are permanent.
. . . 2] During wartime (but not between wars) all incomes from any source are doubled. ==> OP are $2, Imp. World are $2, Terran Worlds are $16. The starting Imp. budget is $26. Other increases are also doubled, like from begging the Emperor, grants, etc. Terran starting income = $54 & Imp.= $52.
. . . 3] Optionally, the cost of OP is increased to $6, or maybe $8.
. . . 4] Optionally, balance the game by changing the Terran Worlds' incomes and/or the Imp. budget. You can use a bid system to do this. ==> Right now I think that in the early wars the Imp. might need +$3 [=$6] more budget.

F] Optional Maintenance – This rule makes you pay a lot more for Maint., especially for the M#=1; so I doubled all the incomes above. This rule and the optional Income rule are together or not at all.
. . . 1] You must also pay $1 per unit (incl. troops, PDM & spaceships; not Worlds or OP), no matter where they are located. You must (or they die) pay the $1 for troops, PDM, AO, & TR; you may choose to not pay & so Disrupt any other ships. You must pay for troops and PDM because they can't be Disrupted; and pay for AO & TR because they aren't bothered by disruption.
. . . 2] In addition to the above, the old Maint. rules are mostly still used.
. . . . . Civilized Maint. at a world costs Maint. # -1. It's Disrupted if you don't pay. Note: If the M#=1 then M#-1 = 0 for Maint. at a World. (M can use Civ. M. and pay at an OP, M#-1.)
. . . 3] Frontier Maint. at an OP is roll as before. So, you need ≥ M# to be OK. If you don't pay or roll good the ship is Disrpt.
. . . 4] Frontier Maint. not at a friendly OP is you roll as before. You need > M# to be OK.
. . . 5] You must pay to be un-disrupted at a World, the cost is M#+1. At an OP you must roll >M#. Not at an OP, roll >M#+1.
. . . 6] Moving while disrupted requires a roll of > ½ the M#, round down.
. . . 7] During the 1st turn of any war you only pay the $1 per unit.
The main changes are: disrupted ships are easier to move, Civil. M. is cheaper, and you pay for all units.
 
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Ethan McKinney
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Still reading through everything ...
 
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elbmc1969 wrote:
Still reading through everything ...

TL;DR.

It's been almost 2 weeks, so I guess you were being sarcastic.

 
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Ethan McKinney
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No, I read the whole thing, but there's a lot of material there.

I have no problem with changing alpha-test rules in the middle of a playtest. We've done it ourselves.

Since you're allowing cap ships to split fir, be careful of the effect of the CRT change that benefits the Terran DDs. I haven't analyzed it, but it may have unexpected effects on larger ships vs. smaller ships.
 
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elbmc1969 wrote:
Since you're allowing cap ships to split fir, be careful of the effect of the CRT change that benefits the Terran DDs. I haven't analyzed it, but it may have unexpected effects on larger ships vs. smaller ships.

I realized that the B2 & BB are effected. My gobblygook excuse is that the 6 Bean is very much overkill against a 1 Shield. If the 3 Beam hits it kills the target, and the 6 Beam does not have that much better chance of hitting a SC as a 3 Beam.

If the Imp. B2 or BB split their Beams at close range they get 2 shots with Beam=3 at Shield=1 ships. This is OK I feel. If they got in with a bunch of TR, they ought to be like a 'bull in a china shop'*. This makes this rule change benefit both nations. Note that the Terran MS has a Shield of 2, so it is not effected by this. They even jump up to Hit#=4 so the Terran MS now gets a major benefit from its higher Shield.


. * . The Terran BB doesn't get this same benefit. If it splits its Beam=12, they get 2 shots with Beam=6 at close range. Even with the Long Range Beams optional rule in effect, they get 1 shot with Beam=3 (12/4 =3) or 2 shots with Beam=1. So, while BB do benefit from the rule, they can't get 2 shots with no change in the Hit# like Imp. B2 & BB can.
 
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This is the turn 5 of the war. The war ends at its end.

I also spliced it into the original post for new readers.


Terran turn 5 –
. . Production Phase – Because the game will certainly end there is no point in buying anything. They have 18 units and 3 M, so $18+$6 =24. Then $62-$24 = $38 which is saved. He rolled for the B at Procyon and it failed, so it is also Disrupted as well as HIT.
The units are built at various locations, it doesn't matter much where. The units can move just about anywhere. He could try to repair the B with a HIT at Procyon, but he would have to roll more than 6 to do it and that is not possible.
. . 1st Terran MP – They built a fleet at Procyon of B, 2xMB, DD, 5xFtr, 2xTR. They have 2xM at Barnard's Star, MB, TR, AO at Sol, M at Junction, SC at Midway + Loki + Inferno + Vs, OP & Ftr at Hades.
Troops: Procyon= JT=6, RT=4, & RT=2; Mirabilis= JT= 2xJT=4; Junction= JT=5; Midway= RT=2; & Loki= RT=2, Barnard's Star= 2xPDM, but no troops. No combat phase.
. . Imp. React Phase –
. . 2nd Terran MP –

Imperial turn 5 –
. . Production Phase – They rolled a 9 for begging for $$, = no effect. They rolled 11 for Imp. Intervention = Frontier crisis. They rolled 3 dice = total of 5; they send CL & SC off map.
. . They have 30 units, but they decide that without the CL & SC they don't want to risk a battle. So they are not going to pay for any ship they can avoid paying for and hide behind 2x SC [at Sirius & Agidda]. The Terrans have just 1 reaction move left before the war ends, so they can't attack anywhere else.
. . Therefore, the Imp. pay $19 for the 19 ships [ships =CL & SC, all TR, AO= 8 tot.] and troops [=8] & PDM [=3] that they must pay for and let the rest be disrupted [=all M, the SC at Agidda, the MS & all Ftr, the CS at Episilon Eridani]= $19 total Maint.. Their income is $68-$19= $49 which they save. They take delivery of 1x CS free and last turn's builds. The CL at Sirius passed its Maint. roll.
. . 1st Imp. MP – They move the 2x OP to the 2 Primary Systems south of Nusku. They move the CL & a new SC off the map. They move the MS with 3x Ftr to Tau Ceti. They move the disrupted SC at Sirius to Tau Ceti and a new SC to Sirius.
. . Terran React Phase – They do nothing.
. . 2nd Imp. MP – They do nothing. The war ends.!

Post War stuff –
1] The new Glory Index is at 6, so the Imp. won the war by taking the OP at Procyon. The Terrans took it back before the imp. could put an OP there so that didn't move the Glory marker. There are 5 Imp. ships waiting to be replaced for free.

2] The roll for length of Peace is 4, so there are 4 turns of Peace. The Imp. get 4 of the 5 ships waiting on the turn record track. They are: CS, CR, CL, & DD; the SC is lost. During the Peace the CL & SC return from off map. The Terrans will move 1st in the next war.

3] The Terrans get income of $64 and saved $38 == $102 to spend to build new ships, etc. and to pay for large ships to save them during the Peacetime. The Imp. get income of $72/2 = $36 plus $49 saved == $85 to spend to build new ships, etc. and to pay for large ships to save them during the Peacetime.

4] The next step is to see what “rusts away” between the wars.
. . . a] All M#=1 ships are home free.
. . . b] DD have a 1/6 chance of breaking. CL have a 1/3 chance of breaking.
. . . c] All troops, Ftr, PDM, & M have a 50% chance of surviving.
. . . d] The Terrans must pay $12 to save the B for the next war.
. . . e] The Imp. have 3x CS and a CR with M#=4. They could do either. The math advantage is with rolling, but not by much.

I'll not do all the rolling now. You get the idea though.

I added this to "What I learned".
. . 7] I may need to make you pay for something during the Peace because doubling incomes does double them between wars also. Or just not double them between wars.


 
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