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Subject: Managing stacks of Military Units and Characters rss

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Jeffery Bass
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In an effort to contribute to all of our attempts to tame the beast that is FITG, I offer the following. I appreciate any feedback and corrections. -Skygazer

Managing Stacks of Military Units and Characters

The rules to Freedom in the Galaxy state where and when different stacks of Military Units and Characters are allowed to combine or reorganize, which is important in keeping straight the different procedures of combat. However, when these various organizing rules are hunted down and laid out in a sequence, the flow can seem a bit odd. Units are organized into a certain state, then reorganized into a second state making the first state seemingly superfluous, then back again to the first state. At any rate, the following is a summary of the flow of this kind of information in the rules as written.

Initial Status
At the beginning of a Player Turn, what will be the status of a player’s Military Units and Characters in the different locations on the map? Besides Drift boxes, there are only two places where Units can exist, Environs or Orbit Boxes.

Status of Environs: The phasing player will have two stacks left over in each Environ from the previous turn’s Surface Military Movement Segment:
Stack #1: Characters stacked with Military Units, and
Stack #2: Characters not stacked with Military Units, i.e. conducting Missions.

Status of Orbit Boxes: The phasing player will have only one stack containing:
Stack #1: All of his Characters and Military Units, combined, left over from the previous turn’s Orbit Organization Segment.
A deadly form of strife takes place each turn in Orbit Boxes known as Interception Combat. However, Interception stacks are never left over from previous turns. Interception stacks are dissolved in the Orbit Organization Segment at the end of each turn (see below) leaving just two stacks, Imperial and Rebel in the Orbit Box at the beginning of the Turn.

Interplanetary Movement Segment
Only Military Units (with any stacked Characters) can move this Segment. These are the kinds of activities that occur during this Segment:

Reorganization
At the beginning of this Segment, the phasing player can reorder his two stacks, if desired, in each Environ where his pieces reside, moving Characters in or out of any Military Unit stacks in each Environ. Note, if *any* Characters are stacked with Military Units in an Environ, then *all* Characters in the Environ are Detected, even those Characters not stacked with Military Units who are planning to conduct Missions.

The phasing player can also reorder his sole stack in any/all Orbit Boxes, if desired, into two temporary stacks:
Stack #1: Military Units with or without Characters stacked with them.
Stack #2: Characters (with a Spaceship) in their own, separate stack.
Note that any Characters in an Orbit Box in their own stack (separate from accompanying Military Units) cannot be subject to Interception later in the same Orbit Box. Separated Characters are immune to Interception.

Move from Environ to Orbit Box
After the initial reorganization step, above, Military Units (along with any Characters stacked with them) who start the Segment in an Environ can travel to that planet’s Orbit Box. A Raking Attack from the planet’s enemy PDB is possible.

Arrival in an Orbit Box
Military Units (along with any Characters stacked with them) who start the Segment in an Orbit Box or who arrive in an Orbit Box from an Environ of the same planet can be Intercepted by any present enemy Military Units. If Interception occurs, there can be no further movement this Segment by the involved units of the phasing player. (See Military Space Combat Segment).

Move from Orbit Box to Orbit Box
If Interception does not happen, Military Units (along with any Characters stacked with them) who are in an Orbit Box can move to any other Orbit Box in the same Star System or conduct Interstellar travel and attempt to enter an Orbit Box in a different Star System. Interception by the enemy is possible when arriving in any new Orbit Box.

Move from Orbit Box to Environ
Military Units (along with any Characters stacked with them) who start the Segment in an Orbit Box, or who arrive in an Orbit Box from anywhere, and if Interception does not happen in the Orbit Box, those units can move to any Environ of the same planet. A Raking Attack from the planet’s enemy PDB is possible.

Interception
If the non-phasing player has Military Units (along with any Characters stacked with them) in an Orbit Box when the phasing player attempts to pass through with his own Military Units, the non-phasing player has the following options:
1) Permit any stack of the phasing player’s Military Units (along with Characters stacked with them) to pass unmolested. Or,
2) Intercept any stack of the phasing players’ Military Units (along with Characters stacked with them) by assigning any number of the non-phasing player’s Military Units (along with any Characters stacked with them) to those of the phasing player’s Units, creating a single “Interception Stack”.

Note, the consequences of Interception will be resolved in the upcoming Military Space Combat Segment. Interception is a decision the non-phasing player must make in real time for each individual stack of enemy Units that passes through the Orbit Box. The process whereby the non-phasing player chooses to Intercept or not is an important part of the game’s space combat mechanism. It can be repeated as long as there is a flow of the phasing player’s Units coming through the Orbit Box and Units of the non-phasing player to stop them, all during the same Segment. The non-phasing player can let some ships pass while holding back his intercepting Units in anticipation of committing them to a later arrival. Conversely, an overly anxious non-phasing player can panic and assign his entire Orbit Box force to a single Interception that allows the phasing player to pass an entire fleet, unmolested, later that same Segment.

The process of creating an Interception Stack may ultimately produce up to four separate stacks in the Orbit Box (see “Status Check” below).

Status Check of stacks at the end of the Interplanetary Movement Segment and Beginning of the Military Space Combat Segment
At this point, no reorganizing is allowed according to the rules. An Environ might now have up to three or more stacks belonging to the phasing player:
Stack #1: The original stack of Military Units (along with any Characters stacked with them),
Stack #2: The original Character-only Mission stack, and
Stack #3 +: Any newly arrived stack(s) of Military Units (along with any Characters stacked with them), which will be redistributed and reorganized later.

An Orbit Box will develop up to four stacks during the previous Segment, all defined by how the non-phasing player has chosen to Intercept, if at all. The four stacks are the following:
Stack #1: The Interception stack, which consists of any of the non-phasing player’s Military Units (along with any Characters stacked with them) committed to Interception plus any of the phasing player’s Military Units (along with any Characters stacked with them) that either started the Segment in the same Orbit Box or arrived there from somewhere else and who the non-phasing player has chosen to Intercept.
Stack #2: The non-phasing player’s Military Units (along with any Characters stacked with them) that he has not yet committed to Interception. The non-phasing player may be keeping these Units in reserve in the hopes of sending a Fleet Detachment to fight any Detected Characters who try to move past the planet's PDB, later.
Stack #3: The phasing player’s Military Units (along with any Characters stacked with them) that the non-phasing player has chosen not to Intercept but for which the phasing player has chosen to keep in the Orbit Box (and not move on) for whatever reason.
Stack #4: The stack of Characters only (and their spaceship) that were separated from the Military stack during the reorganization at the beginning of the Interplanetary Movement Segment. This stack is immune to Interception and can move away during the upcoming Character Movement Segment.

Military Space Combat Segment

Interception Combat is conducted, per the rules, between all of the Military Units (along with any Characters stacked with them) in the Interception Stack. When Interception Combat is finished, do not reorganize the remaining stacks, yet, and maintain the same 4-stack organization as described above.

Character Movement Segment

Characters in Environs not stacked with Military units can move. Characters in Orbit Boxes, but not in any Interception stacks, can move (subject to possible Detection and Fleet Detachment combat with any non-Intercepting Military Units of the non-phasing player).

At the end of this segment, Characters located in the same Environ as a stack of Military Units can be left alone for now but they will have the opportunity to reorganize during the upcoming Surface Military Movement segment.

Characters in the same Orbit Box as Military Units can be left alone for now, also, but they will be automatically combined with Military Units in the upcoming Orbit Organization Segment.

Surface Military Movement

Move from Orbit Box to Environ
Military Units (along with any Characters stacked with them) who are in an Orbit Box but have never been Intercepted, or who are no longer Intercepted, those units can move to any Environ of the same planet. A Raking Attack from the planet’s enemy PDB is possible. Note, a Unit can move in this way even if it moved before during the Interplanetary Movement Segment (and was likely blocked by an Interception combat it was subsequently able to win).

Move between Environs
Move Military Units (along with any Characters stacked with them) from Environ to Environ on the same planet per the rules.

At this point there could be up to four stacks, or more, of the phasing player's units in an Environ. The phasing player can now organize his units in any Environ into two stacks:
Stack #1: Characters stacked with Military Units, and
Stack #2: Characters not stacked with Military Units (likely to undertake Missions, later).

Remember that if *any* Characters are stacked with Military Units in an Environ, then *all* Characters in the Environ are Detected, even those Characters not stacked with Military Units who are planning to conduct Missions.

Enemy Reaction Movement Segment

The non-phasing player can make a reaction move for each Environ that contains a Military Unit or a detected Character that belongs to the phasing player. The reaction move consists of moving one of the non-phasing player’s Characters, or one of his Military Units, or one Military Unit and a Leader from any Environ on a planet, or from the Orbit Box of a planet (but not from an Interception stack), to the Environ on the same planet that is the target of the reaction move. Note, reaction moves from Orbit Boxes may be subject to Detection or a Raking Attack.

Here is yet one more opportunity for stack reorganization. The Characters and/or Military Units moved in reaction may be stacked with any of the owning player’s units currently in the Environ and may take part in all succeeding activities in that Environ.

Environ Military Combat

Conduct Military combat in Environs normally.


Orbit Organization Segment
Separate all units in Orbit Boxes into two groups or stacks: Rebel and Imperial (Characters are stacked with Military). There are no longer any Interception stacks.

It may seem unnecessarily complicated to deconstruct the Interception stack only to have the same Interception stack develop during the next turn. But this organizing step is useful because it allows the non-phasing player to adapt to any changing situations that may develop in the following turn. The non-phasing player may find he has to put out a fire somewhere else next turn and decide to abandon the Interception attempt. This organizing rule allows that option to be available.

The activities of the Search Phase and Mission Phase take place without changing the organization of stacks in Environs.
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Daniel Berger
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Very nice. Any chance of making this into a PDF and uploading it to the files section?
 
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Fran Guasch

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Good work.

Movement / Combat clearly explained step by step.

I am sure I never followed all of these steps exactly as you have showed.

(Ok,ok... and Rebels usually died before they had troops enough...)

 
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Dan Zachary
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Quote:
Reorganization
At the beginning of this Segment, the phasing player can reorder his two stacks, if desired, in each Environ where his pieces reside, moving Characters in or out of any Military Unit stacks in each Environ. Note, if *any* Characters are stacked with Military Units in an Environ, then *all* Characters in the Environ are Detected, even those Characters not stacked with Military Units who are planning to conduct Missions.



Love to hear from someone who can point out where in the rules it says that characters on missions are detected if they are also in the same Environ as a friendly leader stacked with friendly military units.
 
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GodRob
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While primarily used for killing vampires, a wooden stake to the heart is also highly effective against most other opponents.
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sharpe1813 wrote:
Quote:
Reorganization
At the beginning of this Segment, the phasing player can reorder his two stacks, if desired, in each Environ where his pieces reside, moving Characters in or out of any Military Unit stacks in each Environ. Note, if *any* Characters are stacked with Military Units in an Environ, then *all* Characters in the Environ are Detected, even those Characters not stacked with Military Units who are planning to conduct Missions.



Love to hear from someone who can point out where in the rules it says that characters on missions are detected if they are also in the same Environ as a friendly leader stacked with friendly military units.


[9.4] Effects of Detection
When a character or stack of characters have the Detection side of their counters face up, all the Player's characters in that Environ are considered detected.


and for reference...

[9.52] If a stack includes any military units, it is moved according to the procedure for moving military units, undergoing attack by Enemy PDBs and taking part in military combat if called for. Such a stack is always considered detected.

[9.34] Military units and any characters or spaceships moving with them never undergo Detection; they are always considered detected.

Since the friendly Leader is detected (9.34), then all of the characters in the environ are detected (9.4).


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