Single Squadron Task Forces
Posted: Sat Sep 17, 2016 11:27 pm
Another consequence of recent discussions regarding encounter resolution is the idea of eliminating squadrons entirely and having a single "squadron" Task Force for each side in the battle as a tool to speed scenario setup. I'm going to throw a few ideas out there for everyone to discuss to weigh the pros and cons of this kind of change.
At the start of a battle, each player would assemble their starting Task Force. First up is the selection of a Task Force flagship, using the same criteria as today (highest CR in fleet, allowing crippled ships to be overlooked). Then, rather than having a per-unit Command Cost, the total number of ships in the Task Force would be based on a fixed amount (6, for example) plus the flagship's Command Rating. This establishes a baseline size for any given Task Force, even when the flag's CR is low (or zero!), but lets good command ships to field larger number of ships. For example, a Heavy Cruiser with 6 CR could command a total of 12 ships (including itself) in a Task Force. All other ships are placed in the Reinforcements Pool.
Task Forces of this size would be fairly typical for what would be considered and "average" VBAM battle, but it would prevent one fleet from bringing in an overwhelming number of ship squadrons in a battle like they can today.
You'd still roll for surprise and scenario length at the start of the battle. Given that fewer ships are going to be on the battlefield at one time in larger fleet engagements, I think we could safely reinstate the +1d6 combat rounds random component to scenario length.
So at this point the players have set up their Task Forces and are ready to start the battle. One significant change we'd see is that the pre-combat Scout usage would be shifted to being a per combat round advantage, which could make things more interesting when it comes to includes/excludes. Includes would force a player to add the specified unit to his Task Force. If that unit was in the Reinforcements, it would move to the active Task Force and that player would have to move another unit back. Excludes would work in reverse, forcing the player to move a unit out of their Task Force and another unit back in. As I believe it works now, you couldn't exclude the Task Force flagship; it has to stay in the battle.
The other various scout missions would also happen at the start of each turn. The Scout use during surprise and scenario length is a bit more questionable, and it might be best to remove those options or else tie them back into Intel or have it be more expensive and not have any effect on combat scout usage.
Actual weapons fire operations would remain largely the same with ships fire at ships, ships fire at flights, flights fire at flights, and flights fire at ships.
The one change that I would want to consider at this point would be to change the flight damage rules so that 1 x DV is enough damage to force a flight to dropout -- it isn't destroyed, but it is out of the battle for the rest of the round -- whereas 2 x DV would destroy the flight. This gets rid of the need for the 2E flight recovery rules, as flights would be more survivable and it would be up to the defender to decide if it's better to destroy flights or just neutralize them so they can't fire again later this round. Directed damage then becomes more useful, as a player may actually want to pay a surcharge to take out the fighters rather than have them be dropped out.
At the end of the combat round, you would be able to move a single unit back to the Reinforcements Pool (plus additional if you have tugs in the Task Force) and then move in additional units to fill back up to your command limit. The process would then then continue until the battle was over. This would prevent you from moving up a fresh battle line every turn, and but over the course of a battle you'd have the opportunity to move several cripples back and out of the way.
The biggest obstacle to this single squadron Task Force concept is that, because of the removal of Command Cost as a concept, you lose the natural limits that were put in place to deincentivize the use of all-battleship fleets. The one solution I can think of to that is to go back to something more akin to the 1E damage model where partial damage is concerned, where any extra damage leftover that is insufficient to cripple/destroy the weakest unit in your Task Force automatically cripples/destroys that unit. That had balance issues in 1E, but a middle ground could be to say that you put a "partial damage" token on such units. A unit that already has taken partial damage would be crippled/destroyed when it takes partial damage again, and at the end of a battle you would roll a d6 and on 1-3 the unit is crippled/destroyed or on a 4-6 field repairs were able to remove the damage.
The above is a bit more involved than I would like, but it's simpler than tracking points of attrition damage and creates an environment where you would still want to keep some escorts around to soak up damage because your all battleship battle line could end up taking more damage than expected just because there isn't anything else available to score damage to.
In order to prevent a player from intentionally gimping Command Rating in order to hide ships in the Reinforcements, you'd have to implement an "overkill" rule that any damage beyond that required to destroy all of the ships in the active Task Force would spill over into the Reinforcements.
For the majority of battles, this kind of scheme wouldn't make an appreciable difference from what we're used to in the present CSCR. You'd have to rely on Scouts more for formation levels, and you'd see a shift from squadron missions to ship missions, but those kinds of changes would be doable. It's in the larger fleet battles where you would see the most difference. You wouldn't have 7 Heavy Cruiser squadrons with something like 21 ships all duking it out at the same time. Instead, you'd have about 12 Heavy Cruisers on the line at a time, with reinforcements coming in as ships are destroyed.
The main advantage I see to this different approach is that you don't have to spend as much time setting up squadrons before a battle, and you would no longer have to worry about Command Costs. This would remove one the bigger balance problems in the game relating to the massive shifts between Command Costs at the low end and make unit design easier. However, it could also lead to a proliferation of all capital ship fleets that might not be much fun. It would also worry that Command Rating would end up us a dump stat that you would no longer really need as long as you had a core selection of good command ships. In that case, basing Command Rating off of the unit class and then having a Command special ability that boosts that would solve that problem. For example, a Heavy Cruiser might just have a base 6 CR, but a Command (2) would boost that to 8 CR.
This is just a thought experiment to see what people think and whether this is anything worth pursuing as either a replacement for the current rules or as a set of optional rules.
At the start of a battle, each player would assemble their starting Task Force. First up is the selection of a Task Force flagship, using the same criteria as today (highest CR in fleet, allowing crippled ships to be overlooked). Then, rather than having a per-unit Command Cost, the total number of ships in the Task Force would be based on a fixed amount (6, for example) plus the flagship's Command Rating. This establishes a baseline size for any given Task Force, even when the flag's CR is low (or zero!), but lets good command ships to field larger number of ships. For example, a Heavy Cruiser with 6 CR could command a total of 12 ships (including itself) in a Task Force. All other ships are placed in the Reinforcements Pool.
Task Forces of this size would be fairly typical for what would be considered and "average" VBAM battle, but it would prevent one fleet from bringing in an overwhelming number of ship squadrons in a battle like they can today.
You'd still roll for surprise and scenario length at the start of the battle. Given that fewer ships are going to be on the battlefield at one time in larger fleet engagements, I think we could safely reinstate the +1d6 combat rounds random component to scenario length.
So at this point the players have set up their Task Forces and are ready to start the battle. One significant change we'd see is that the pre-combat Scout usage would be shifted to being a per combat round advantage, which could make things more interesting when it comes to includes/excludes. Includes would force a player to add the specified unit to his Task Force. If that unit was in the Reinforcements, it would move to the active Task Force and that player would have to move another unit back. Excludes would work in reverse, forcing the player to move a unit out of their Task Force and another unit back in. As I believe it works now, you couldn't exclude the Task Force flagship; it has to stay in the battle.
The other various scout missions would also happen at the start of each turn. The Scout use during surprise and scenario length is a bit more questionable, and it might be best to remove those options or else tie them back into Intel or have it be more expensive and not have any effect on combat scout usage.
Actual weapons fire operations would remain largely the same with ships fire at ships, ships fire at flights, flights fire at flights, and flights fire at ships.
The one change that I would want to consider at this point would be to change the flight damage rules so that 1 x DV is enough damage to force a flight to dropout -- it isn't destroyed, but it is out of the battle for the rest of the round -- whereas 2 x DV would destroy the flight. This gets rid of the need for the 2E flight recovery rules, as flights would be more survivable and it would be up to the defender to decide if it's better to destroy flights or just neutralize them so they can't fire again later this round. Directed damage then becomes more useful, as a player may actually want to pay a surcharge to take out the fighters rather than have them be dropped out.
At the end of the combat round, you would be able to move a single unit back to the Reinforcements Pool (plus additional if you have tugs in the Task Force) and then move in additional units to fill back up to your command limit. The process would then then continue until the battle was over. This would prevent you from moving up a fresh battle line every turn, and but over the course of a battle you'd have the opportunity to move several cripples back and out of the way.
The biggest obstacle to this single squadron Task Force concept is that, because of the removal of Command Cost as a concept, you lose the natural limits that were put in place to deincentivize the use of all-battleship fleets. The one solution I can think of to that is to go back to something more akin to the 1E damage model where partial damage is concerned, where any extra damage leftover that is insufficient to cripple/destroy the weakest unit in your Task Force automatically cripples/destroys that unit. That had balance issues in 1E, but a middle ground could be to say that you put a "partial damage" token on such units. A unit that already has taken partial damage would be crippled/destroyed when it takes partial damage again, and at the end of a battle you would roll a d6 and on 1-3 the unit is crippled/destroyed or on a 4-6 field repairs were able to remove the damage.
The above is a bit more involved than I would like, but it's simpler than tracking points of attrition damage and creates an environment where you would still want to keep some escorts around to soak up damage because your all battleship battle line could end up taking more damage than expected just because there isn't anything else available to score damage to.
In order to prevent a player from intentionally gimping Command Rating in order to hide ships in the Reinforcements, you'd have to implement an "overkill" rule that any damage beyond that required to destroy all of the ships in the active Task Force would spill over into the Reinforcements.
For the majority of battles, this kind of scheme wouldn't make an appreciable difference from what we're used to in the present CSCR. You'd have to rely on Scouts more for formation levels, and you'd see a shift from squadron missions to ship missions, but those kinds of changes would be doable. It's in the larger fleet battles where you would see the most difference. You wouldn't have 7 Heavy Cruiser squadrons with something like 21 ships all duking it out at the same time. Instead, you'd have about 12 Heavy Cruisers on the line at a time, with reinforcements coming in as ships are destroyed.
The main advantage I see to this different approach is that you don't have to spend as much time setting up squadrons before a battle, and you would no longer have to worry about Command Costs. This would remove one the bigger balance problems in the game relating to the massive shifts between Command Costs at the low end and make unit design easier. However, it could also lead to a proliferation of all capital ship fleets that might not be much fun. It would also worry that Command Rating would end up us a dump stat that you would no longer really need as long as you had a core selection of good command ships. In that case, basing Command Rating off of the unit class and then having a Command special ability that boosts that would solve that problem. For example, a Heavy Cruiser might just have a base 6 CR, but a Command (2) would boost that to 8 CR.
This is just a thought experiment to see what people think and whether this is anything worth pursuing as either a replacement for the current rules or as a set of optional rules.