Space Combat - The Elephant in the Room
Posted: Sat Dec 03, 2016 9:09 pm
After talking with Jay about his FT playtest campaign and watching some of the discussions that have come up, I want to get a sense for how players feel that space combat should be approached in VBAM? We all know how the system has handled it up to this point, but I still get an overriding sense that some players are put off by the fact that their entire fleet isn't always included in a battle, and that only a limited number of squadrons (1E/2E) or ships (Galaxies) are involved in the battle on any given round.
VBAM bases much of its space combat on naval analogs, so we like to look to historical precedents for inspiration. I was talking to Jay last night and he brought up the Battle of Cape St Vincent where a portion of the Spanish fleet was unable to engage. This is equivalent to being in the reinforcements in VBAM. Similarly, the Battle of Leyte Gulf in WWII seems to be a good example where only a portion of the fleet was engaged at any given time.
The problem of reinforcements usually doesn't crop up very often, but it has been a specter haunting us for awhile. The command system in VBAM is setup to restrict the number of units that a player can bring to bear. In the squadron rules, this was a bit less severe than in Galaxies because you could shove a lot of smaller ships into a squadron if the command ship had sufficient CR. By virtue of Galaxies adding ships 1:1 to the task force, rather than using CC, you end up with more, larger ships in the task force.
Still, like I said, there are some players that believe that if they come into a battle with a 2:1 hull advantage that they should be able to realize the benefits from that in the fight. VBAM simply hasn't been "built" to accommodate that style of play.
My question to the community then is twofold. First, have you often found yourself with a disproportionate number of ships in your reinforcements pool? Second, has the times that this happened had a major effect on the outcome of the battle?
One way of addressing this issue for players would obviously be to eliminate the concept of having reserves in the reinforcements and just having all ships participate in the engagement. Flagship CR would then be more about applying formation bonuses to friendly ships to protect them from harm. The original squadron rules effectively did this in that the real advantage to having multiple squadrons is that each squadron command ship got a +1 formation bonus. Otherwise there was no difference between that and just bringing all of the units in.
A side effect of that which I really don't like is that you end up with the classic mutual assured destruction scenarios again where two sides just annihilate each other with no chance of cripples surviving to flee. It's just a massacre. But maybe that's what players really prefer? I don't know. All I know is that we get complaints and arguments for and against it, and at this point I'm not really sure what is "best".
I like how the Galaxies system has worked from a setup standpoint, but if we really wanted to have massed fleets it is definitely something we could do. Or we could go back to the old squadron system, but maybe with my "skirmish CSCR" optional rule that made battles squadron vs. squadron and removing flight assignments from the mix -- they would stick with their squadron and attack whichever target the enemy was attacking.
Another way to handle the problem is to further restrict the size of fleets by increasing unit costs. This runs counter to what most players want to see in the game, although it would work better with tactical system conversions as it would keep the number of ships lower. I think the current fleet sizes in Galaxies, which are about half the size of the 1E fleets, feel about right to me. Jay used 2x Construction Cost in WAP, but even he thinks that applying that across the board probably won't be a good solution.
I think part of the reason that this was less of an issue in the past is because the nature of the command system in classic VBAM was such that in most cases you were going to have enough flagship CR to command more than enough squadrons to include all of your ships. Consider that a CR 6 heavy cruiser is going to be able to command 7 squadrons (itself plus 6 others), each of which could include 3 CA for a total of 21 CA. That's a big force, and you very rarely ran into battles where you had too many ships to be commanded.
The best example that I can think of is if one side had like 50 corvettes and the other had 20 cruisers. By numerical force, you'd think the corvettes might have a chance, but with how the CR system works they wouldn't. Even in a best case where the CT is CR 3, that would still leave them at a huge force disadvantage in the actual task force. Even if you arrayed them into classic squadrons and just said that CR = # of squadrons that can attack each round, the corvettes would just not be able to deliver a concentration of fire. They'd do great for attrition, which is what you'd see in Galaxies with the corvettes dying quickly and being replaced immediately by fresh corvettes out of the reinforcements, but it is a pain point that VBAM really doesn't do a good job of simulating.
What's the consensus from the players on this one? Is this a problem that needs fixed, have you found the Galaxies task force to be a good change, or is some hybrid solution going to be better? I can see it both ways, and in some ways I could see the classic squadrons working if CR was used to activate them, and you used a version of the skirmish rules where you declare that a squadron is attacking an enemy or supporting an ally. That way CR would still have a distinct and important role, all of the units would technically be on the battle field (even if out of position to attack), and you'd have a more thematic split of units which would work better for narrative purposes. However, squadron setup and assignments would once again be something of a chore, and it would take longer to resolve battles again. One thing that I really like about the single-squadron task force rules is that the setup and resolution of a combat round is extremely straightforward.
VBAM bases much of its space combat on naval analogs, so we like to look to historical precedents for inspiration. I was talking to Jay last night and he brought up the Battle of Cape St Vincent where a portion of the Spanish fleet was unable to engage. This is equivalent to being in the reinforcements in VBAM. Similarly, the Battle of Leyte Gulf in WWII seems to be a good example where only a portion of the fleet was engaged at any given time.
The problem of reinforcements usually doesn't crop up very often, but it has been a specter haunting us for awhile. The command system in VBAM is setup to restrict the number of units that a player can bring to bear. In the squadron rules, this was a bit less severe than in Galaxies because you could shove a lot of smaller ships into a squadron if the command ship had sufficient CR. By virtue of Galaxies adding ships 1:1 to the task force, rather than using CC, you end up with more, larger ships in the task force.
Still, like I said, there are some players that believe that if they come into a battle with a 2:1 hull advantage that they should be able to realize the benefits from that in the fight. VBAM simply hasn't been "built" to accommodate that style of play.
My question to the community then is twofold. First, have you often found yourself with a disproportionate number of ships in your reinforcements pool? Second, has the times that this happened had a major effect on the outcome of the battle?
One way of addressing this issue for players would obviously be to eliminate the concept of having reserves in the reinforcements and just having all ships participate in the engagement. Flagship CR would then be more about applying formation bonuses to friendly ships to protect them from harm. The original squadron rules effectively did this in that the real advantage to having multiple squadrons is that each squadron command ship got a +1 formation bonus. Otherwise there was no difference between that and just bringing all of the units in.
A side effect of that which I really don't like is that you end up with the classic mutual assured destruction scenarios again where two sides just annihilate each other with no chance of cripples surviving to flee. It's just a massacre. But maybe that's what players really prefer? I don't know. All I know is that we get complaints and arguments for and against it, and at this point I'm not really sure what is "best".
I like how the Galaxies system has worked from a setup standpoint, but if we really wanted to have massed fleets it is definitely something we could do. Or we could go back to the old squadron system, but maybe with my "skirmish CSCR" optional rule that made battles squadron vs. squadron and removing flight assignments from the mix -- they would stick with their squadron and attack whichever target the enemy was attacking.
Another way to handle the problem is to further restrict the size of fleets by increasing unit costs. This runs counter to what most players want to see in the game, although it would work better with tactical system conversions as it would keep the number of ships lower. I think the current fleet sizes in Galaxies, which are about half the size of the 1E fleets, feel about right to me. Jay used 2x Construction Cost in WAP, but even he thinks that applying that across the board probably won't be a good solution.
I think part of the reason that this was less of an issue in the past is because the nature of the command system in classic VBAM was such that in most cases you were going to have enough flagship CR to command more than enough squadrons to include all of your ships. Consider that a CR 6 heavy cruiser is going to be able to command 7 squadrons (itself plus 6 others), each of which could include 3 CA for a total of 21 CA. That's a big force, and you very rarely ran into battles where you had too many ships to be commanded.
The best example that I can think of is if one side had like 50 corvettes and the other had 20 cruisers. By numerical force, you'd think the corvettes might have a chance, but with how the CR system works they wouldn't. Even in a best case where the CT is CR 3, that would still leave them at a huge force disadvantage in the actual task force. Even if you arrayed them into classic squadrons and just said that CR = # of squadrons that can attack each round, the corvettes would just not be able to deliver a concentration of fire. They'd do great for attrition, which is what you'd see in Galaxies with the corvettes dying quickly and being replaced immediately by fresh corvettes out of the reinforcements, but it is a pain point that VBAM really doesn't do a good job of simulating.
What's the consensus from the players on this one? Is this a problem that needs fixed, have you found the Galaxies task force to be a good change, or is some hybrid solution going to be better? I can see it both ways, and in some ways I could see the classic squadrons working if CR was used to activate them, and you used a version of the skirmish rules where you declare that a squadron is attacking an enemy or supporting an ally. That way CR would still have a distinct and important role, all of the units would technically be on the battle field (even if out of position to attack), and you'd have a more thematic split of units which would work better for narrative purposes. However, squadron setup and assignments would once again be something of a chore, and it would take longer to resolve battles again. One thing that I really like about the single-squadron task force rules is that the setup and resolution of a combat round is extremely straightforward.