countercheck wrote:So I've decided to try a second edition solo playtest too, like wmsing. I'll be posting questions and turn outcomes here.
Great! That'll be a big help in figuring out which sections of the rules haven't been updated yet and getting the bugs worked out of things. A bit of collective back and forth will help decide the best direction to take some of the rules that are still under consideration, too.
If a carrier goes out of supply, do the flights being carried accrue OoS points too? Do they take damage for every 2 OoS points too? If so, and the Carrier has endurance, does that delay the fighters taking OoS, or just the Carrier? When a carrier is resupplied, are all parasites resupplied too?
Well, that shows me that I've been doing out of supply levels wrong in my campaign (I was using old rules - oops!) I remember Jay, Charlie, and I running numbers and discussing this all back in February or March, and I can't believe that I forgot all about it. Old dog, new tricks, too many iterations of the rules, yadda, yadda, yadda.
Anyway, to answer your question, here's the rule as intended that should have been included in that section of the rules (and is there now):
"Units that are being based aboard another unit don't earn out of supply levels when they are out of supply. However, carriers and transports that become crippled as the result of being out of supply won't be able to base as many units as they could before and their owners will be forced to destroy one or more of the flights, ground forces, or other units based aboard those craft until the total build cost of units remaining is less than or equal to their new basing capacity."
The reason for this is that otherwise based units would be too susceptible to destruction from being out of supply, and their carriers are already in a position where they could easily take enough damage from being out of supply to halve their basing capacities and be forced to destroy units anyway. For example, a 2 CC starship with 6 Carrier unit carrying 3 x 2 BC flights would have its Carrier value reduced to 3 after it's crippled. At that point the carrier has to reduce down to 3 BC of flights -- so two of the flights would have to be destroyed unless there was additional basing capacity in the fleet to support the extra flights.
In other words, we backload the fighter supply issue onto the carriers themselves. As long as the carrier isn't crippled all of its fighters or troops are fine. Afterwards, though, it can't support them and has to scavenge them for parts.
The number of flights launched at the start of combat is determined by readiness, and readiness is determined, in part, by Scout. If you have flights with Scout, they contribute to the pre-battle readiness roll even though depending on the roll, they may not have been launched yet?
I've kind of gone back and forth on the flight launch rules and right now I'm leaning toward ignoring them again and making them an optional rule in a future tech book (along with Launch Bays as a separate augmenting technology). Right now I just have fighters launching automatically in combat.
In fact, here is the rundown of how I am running combat right now in my playtest game:
At the start of an encounter you roll for detection:
Detection (2D6)
Roll, Effect
2 or less: Emergency Detection. Sensors just barely picked up the incoming force but doesn't know anything about it.
3-4: Limited Detection. Sensors only detect the drive signatures but can't tell how many units are in the fleet.
5-6: Partial Detection. Sensors can discern the size of the opposing force (total Command Cost) but can't tell how many actual units there are.
7-8: Normal Detection. Sensors can tell the size of the opposing force (total Command Cost) as well as the number of units.
9-10: Significant Detection. Sensors can tell size (Command Cost) of the force, the number of units, and types of units.
11 or more: Complete Detection (as above)
Modifiers:
This empire has a colony in the system (+1)
+1 per 10 CC of friendly units in the system
+1 per 5 Scout (round down)
-X Stealth, where X is the enemy force's lowest Stealth value
This detection table gives a range of different values that supplies different levels of intelligence in unmoderated games. More importantly, they each provide a surprise modifier to the Readiness roll before each scenario. If anyone can think of some better breakpoints of information players could get that would be great. As it is the two low end and two high end tiers are the same except for their surprise modifiers.
Readiness (2D6)
Roll: Effect
2 or less: Disastrous, -4 to combat rolls
3-4: Bad, -2 to combat rolls
5-6: Poor, -1 to combat rolls
7-8: Normal, no modifier
9-10: Good, +1 to combat rolls
11 or more: Excellent, +2 to combat rolls
Modifiers:
-4 Emergency Detection
-2 Limited Detection
-1 Partial Detection
+0 Normal Detection
+1 Significant Detection
+2 Complete Detection
+2 Interception Scenario (attacker only)
+2 Pursuit Scenario (defender only)
+1 Defensive Scenario (both task forces)
Detection therefore tells how prepared all of the system's defenders are for combat, but then the readiness going into a battle determines how ready that individual task force was. Combat roll penalties indicate the force was ambushed, bonuses mean they staged the ambush.
It's also important to note what the combat rolls mean. As a rule, the CSCR in 1E used X * 1D6/10 for a lot of things. 2E is now using a X * 1D10 / 10 and ensconcing it as a combat roll. Anything in the CSCR that requires a combat roll uses this format. Readiness modifiers are added to the D10 die, but the die can't be reduces to less than 1 or greater than 10. That gives a permanent 10% - 100% effectiveness for all systems. For comparison's sake, the old 1E roll gave a 20% - 60% return on stat values (if I remember my calculations correctly).
I've also simplified the combat scenarios quite a bit from the previous draft. There are no longer set commitment levels Instead you spend as much intensity as you want for each type of mission. Scenario length is set at XD6 where X is the intensity (this might change).
Interception gives the attacker a +2 bonus to readiness rolls but the scenario length is halved (round up).
Pursuit gives the defender a +2 bonus to readiness rolls and the defender must give preference to cripples when building his task force, but the scenario length is halved (round up).
Deep Space is a basic scenario without any modifiers, good for balanced fights.
Defensive scenarios are the only ones that can include starbases and each side gets a +1 readiness roll bonus as they are both ready for a fight.
The amount of intensity that a force has is still 1 per 10 CC (round up), but I'm starting to think that a better stat or way of calculating that probably exists. I think tying it to Command Rating might be better, but whether as an aggregate of a fleet's total CR or based on the CR of the largest fleet unit, I'm not sure. I've been trying to figure out a better solution than 1/10 CC but just haven't found anything that works that great yet.
You can include one squadron in your task force for every point of intensity spent on the battle. Larger battles therefore require more intensity, and its common for two evenly matched forces to leave some ships out of a battle for lack of intensity.
Finally, a rule that isn't written anywhere but I'm going to test is to give smaller forces a +1 Readiness bonus for every squadron that they're unable to field in a battle because they don't have enough units. Think of a situation where an enemy pays 6 intensity to field 6 squadrons against the empire that only has enough ships to form a single squadron. That one plucky squadron would get a +5 Readiness bonus, meaning it would be very effective for its size... but it's going to get thoroughly plastered but at least it might be able to get in a few good licks before going down. The intent is to help counter, albeit half heartedly, the threat of super fleets and empires that can just go nuts throwing huge fleets at small groups of ships.
The concept of intensity is something that migrated over from the Federation Admiral, and it may end up just not being a good fit for 2E. I've wrestled with that being the possible issue, too. There are several other alternatives, such as just going through an in-order generation process where each player assembles their ships in squadrons and then work through from Interception => Deep Space => Defensive => Pursuit with each player just declaring how many of their squadrons are participating in each (or, in the case of Interception and Pursuit, the attacker chooses which enemy squadrons to attack). Under such a rule set a squadron could only "attack" once per encounter. For example, a squadron used to perform and Interception during that step couldn't be used to attack during a later scenario, but it could still be attacked by an enemy.
My head hurts now. This is one point of contention with trying to get the rules done: finding a balance between simplicity and still having enough detail to make the CSCR and encounter resolution both fun and effective without turning into the blowout battles that were painfully common in 1E.
I've been playing around with the Fighter Launch Rails and Catapults, and think they are fantastic additions that don't actually dominate non-carrier designs. For comparison, here are two scout designs I worked up.
I was trying to brainstorm some other flight basing ideas that would fit the roles of certain ships we see in sci-fi.
Wildcat
Scout Carrier
BC 3 BT 1 MC 1 CR 4 CC 1 DV 1 FTL 1 (2) Endurance 1 (1/2) Fighter Rails 5 (2.5)
This should should be CR 3, CC 1/2 at that build cost, and the FTL cost rounds down so you actually have another 1 MU to spend on abilities (either more Endurance or maybe some PD to give you better survivability?).
Midge
Scout Flight
BC 1 BT 1 MC 1/2 CR 3 CC 1/2 DV 1 Scout 1
This unit unfortunately isn't possible at TL 0, as you are paying 1 MU for 1 DV and 2 MU for 1 Scout. That's 3 MU, and at TL 0 the Midge would only have 2 MU to play with. However, the design does become viable at TL 3 when the Midge's max MU increases to 3.
Ferret
Scout
BC 3 BT 1 MC 1 CR 4 CC 1 DV 1 FTL 1 (2) Endurance 2 (1) Scout 2
Ferret-class scout (revised) [8 MU]
BC 4, MC 2, BT 2, TL 0 Starship
DV 1, AS 0, PD 0, CR 3, CC 1/2
FTL 1, Endurance 4, Scout 2
This increases the cost of the Ferret by 1 EP to 4, doubles its MC and BT, but fits in all of the desired abilities plus some healthy Endurance (it can be out of supply 4 turns before feeling any effects - that's pretty nice for a scout).
Revisiting the Wildcat with the idea of turning it into a conventional carrier that could carry a Scout shuttle:
Wildcat-class scout carrier (revised) [8 MU]
BC 4, MC 2, BT 2, TL 0 Starship
DV 1, AS 0, PD 0, CR 3, CC 1/2
FTL 1, Endurance 4, Carrier 4
Again, it's a little bigger than before to fit in the extra Carrier value for the 2 BC flights that at TL 0 are required to fit Scout onto a flight (the revised Midges would probably be 2 DV, 1 Scout just to make them more survivable).
You're right that the carrier method for exploration would offer the most versatility as you could swap out the scout shuttles for fighters or bombers when the need arises. My bigger worry about both designs is that with such low DV and now PD they are going to be very easy to destroy (because they are incapable of intercepting incoming fire aka increasing formation levels!).
Endurance costing looks like it might be problematic, and I may need to find a bonus for it that would be commensurate with increasing its cost to an even 1 MU or 2 x CC to remove the fractions. But then the supply rules that I forgot about were written before I halved most everything's CC, so I really need to go back and see what I can do to address that. I know at one point I had it so Endurance increased the number of OSL required to score damage to a unit. If I went back to that, then these units would have 1 Endurance (vs 4 Endurance) and would be able to be out of supply 3 turns before taking 1 damage (50% longer than normal, essentially).