Astra Imperia > Rules

Rules options suggestion

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boggo2300:
Erik, 

something I've been thinking about for quite awhile is an additional level of specialisation for ground forces,  specifically I'm thinking something like Naval and Aerospace for ground units (the main reason this keeps sitting in the back of my mind is near future multi-faction starts)  Something like a bunch of low tech Naval and Air-force support units,  since you already have ground forces split by size and role,  maybe adding a few new roles to cover air support and naval roles could be something? 

for example;
Ground Attack (GAT)  training points +25 Cost +30 Attack 4 Defense 4 Size +0 Movement 4

kind of thing

Matt

Erik L:
What about a Command Option instead of an actual unit? Something along the lines of

--- Quote ---Air Strike The general calls in an air strike. Designate one hex as the target and roll for deviation. The accuracy portion of the drop determine the directionality of the strike. The affected hex and 2 on either side of it based on the directionality take two 15 point Morale strikes. Cost: 1 Option.

--- End quote ---

boggo2300:
yeah I can see that working well for the air support side of things,  and you could do something similar for Air-mobility,  what about the Naval side of things?

the original itch that made me start thinking about it was I'm currently (Still) working on a multi faction Earth start starting circa 2020,  and I'm extrapolating military from current military forces,  current militaries still have Naval and Air as major parts of their strike ability,  for example one of my factions is the Commonwealth of Nations,  who's only Nuclear strike capability is based on old British Trafalgar and newer Vanguard class boomers.  

as it stands I've gone through and converted the combined armies into game stats,  but I've been struggling to find a way to simulate the existing Naval/Air Force strengths of the factions (without them, the US looks like it has a bleak future, as the US Navy is the balance against Chinas gigantic army 2.2 million versus .5 million active duty army personnel)

I can see the differentiation between land/sea/air becoming far less important as technology increases, however I can see Local Naval and atmospheric military units being relatively important for colony garrisons for quite awhile.

Actually the more I think about it the more I like your command option method of dealing with it,  though for my purposes limiting uses of the option based on OOB rather than an option cost would help with what I'm trying to simulate more

Erik L:
There isn't any real provision for terrain on the ground combat map. The general ruggedness of the planet modifies the attack or defensive values overall. And terrain would be required for naval units.

For non-nuclear naval bombardments, I'd use the artillery strike command option. For nuclear strikes, probably an orbital strike.

You can create a "pool" of Command Points based on actual OOB. If there are 50 nuclear missiles, that is 50 points dedicated to orbital strikes.

boggo2300:
Yeah,  I like that, then have a few command options like the Air Strike one you wrote up,  maybe an Air Superiority one that prevents opposing Air Strikes,  possibly an Air Transportation one like Forced Move with a longer range but possibly a one turn downtime at the end of the move maybe.  Then handle the Naval parts as you said with rewording of the Artillery Strike and Counterbattery without the Armour Company requirement but an additional point cost maybe?

Hmm what about assigning Missile Launchers (without ships,  just the launchers themselves) to stand in for the Nuclear Arsenal and using the Orbital strike using those as the way to handle Nuclear attack,  and then basing the Command Pool on the size of the support elements (Navy/Airforce)?

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