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XII. Victory

1. If one side controls 2/3 of the map provinces, that side wins the war.
2. The player on the winning side with the most Glory is the game victor.
3. In cases of ties, then of the tied players, the one with the most ships wins.


XIII. Deployments
The GM moves rebasing Fleets to their new locations and updates the Fleet rosters with their newly acquired ships from the Muster Pool.
 
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What the world are you doing?
 
XIV. Production

1. The GM rolls a d6 for each controlled province in an active nation. On a ‘six’ result, the GM places a ship from that nation in the Muster pool.

2. Influence Allocation
a. The GM totals the number of controlled provinces in active nations and creates a National Influence Pool (NIP) of equal size.
b. The GM totals the Glory for all players and divides the NIP by that count, creating multiple equal sized Influence Packets (IP).
c. The GM creates a number of Influence Bundles (IB) equal to the number of players in the nation.
d. The number of IP in a particular bundle will match the Glory of one of the players. Thus, if a player has five Glory, then at least one of the IB will be a size of five.
e. The GM then awards the players an IB sized in reverse order to their Glory. The player with the lowest Glory receives the largest IB; the next lowest rated player receives the next largest IB, and so forth. The player with the most Glory receives the smallest IB.
f. The GM updates each player’s Influence.​


3. The exception to only active nation’s creating Influence is when a nation is activating the next turn. In this case, the GM proceeds to create and allocate Influence for that nation.

4. Player Management
a. Missing players - The GM drops players missing a turn. The GM randomly assigns the units belonging to the former player to the remaining faction players equitably.
b. New players - Additional players may join a side if the current players on that side all agree to it.​
 
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Pre-War Operations

In the first pre-war turn before a nation activates, the players select the ships for that nation as normal along with fleet assignments.

In the final pre-war turn, the Fleet Admirals specify where their Fleets deploy in the national territory.

The GM resolves any duplication of destinations. During these two turns, inactive nations counting down to activation take no other part is the game.




Fan Fiction (Role-playing)

Players may receive a maximum of one award each turn.
To qualify, a players’ post must start with the phrase ‘FAN FICTION’.
The postings do not have to be long or particularly well done. The higher the quality though, the better the chance of a larger Influence award amount.

Award amounts.
For the first fan fiction posting a player makes each turn, the GM awards the player an additional Influence.
If at least ONE other player from the poster’s side provides a forum comment praising the posting, the GM provides the poster with an additional Influence to the first one, for a total of two Influence.
If ALL the other players on the poster’s side provide a forum comment praising the posting, the GM will provide an additional two Influence to the first one, for a total of three Influence.

Since players use Influence only to compete with others on their side for ship purchases, I am fairly certain that the positive comments are honest appraisals.
 
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In for a Penny, or In for a Pound.

If your rules are that complicated, it's not going to work.

Good point. I will keep that in mind.

For the record, I am approaching this from the viewpoint of simple player orders, detailed GM implementation.

As an example assume players have two base combat orders; ATTACK, and DEFEND.

The player could simply order 'First Army will ATTACK'.

The GM sets up and conducts the battle, using default values for tactics, supply use, and Order of Battle.
The player spent minimum time in the game, he made functional decisions, and his forces performed at average capability.

Now if the player wants to read the rules in detail, and spend the time to customize his orders then he could issue something like:
First Army will ATTACK( Northeast Axis of Advance, Enfilade, Moderate Supply Use, Lead with Armor, 2nd Bde Pursuit).​


With either set of instructions, the army will fight. It is up to the player how much they wish to involve themselves.
 
I will definitely be following this with interest.
 
Optional Rule: Ship Types

Combat (Modified for Ship Types Optional Rule)

1. In each combat round units attack in a specified order, using a fixed priority of target types, with target damage applied from each attack before the next unit fires. The phase ends once all provinces have no opposing forces in them.

2. Ship Capabilities
a. Dreadnaught (DN) - Dreadnaughts posses heavy armor, weapons and extensive defensive systems. The game represents the beefed up defense by the use of a ‘shield’ token in battle. The first hit on a DN in a battle removes the ‘shield’ token from that ship.

b. Carriers (CV) - At the start of a battle, each carrier deploys two ‘fighter (FTR)’ units for combat. In addition, while not as heavily armored as DN’s, CV’s do have a lot of protection, represented by the use of a ‘shield’ token in battle. The first hit on a CV in a battle removes the ‘shield’ token from that ship.

c. Cruisers (CA) - When evaluating range attrition, add one to the die roll for a cruiser. (They are designed for long-range operations).

d. Scouts (SC) - When evaluating range attrition, add one to the die roll for a scout (They are the other long-range ship type).
(i). If one or more Scouts are present at the start of a round of combat, determine the Electronic Warfare CA (EWCA).
(ii). Find the difference in the number of Scouts between sides. That is the EWCA.
(iii). If a die roll is less than the EWCA, the side with more Scouts gains a +1 to their To Hit rolls for that round.
(iv). When a Scout hits a DN or a CV, roll a die. On anything but a one or a two, apply the damage as normal; otherwise, the shot was an effective miss (light weapons).
(v). When firing at a CA, the light weapons effect applies only on a result of one. No modifiers for any other type of target.​


e. Fighters (FTR) - Small, agile, intelligently piloted craft using short ranged ship killing ordnance with extensive counter fighter weapon systems. While capable of destroying even a DN, the craft have a high mortality rate and short weapons range. Thus they seldom last long enough to launch an attack on a capital class ship.​


3. Target Priority.
a. Ships follow a set sequence of target types they will engage, in numerical order. Ships of a given class will not target a higher numbered class of ship if a lower one is present.
b. The following chart displays this for the various ship types.​






Basically, CV’s are protected as much as possible by the other ships of the side, followed by the DN’s.

4. Firing Priority. Determines who shoots first and assesses damage in a combat round.
The firing order is first DN, followed in order by CA, CV, SC, and finally the FTR.

5. Changes to the Combat procedures.
a. While there are provinces with opposing units in them, the GM selects one of those randomly.
b. At the start of a Battle in a province, the GM adds ‘Shield’ markers to the CV’s and DN’s. and deploys two FTR's for each CV in the battle.
c. If there are still ships of opposing sides in the province, the GM starts a new round of combat. Else the GM returns to step a.
d. The GM adds an ‘Attack’ token to each ship.
e. The GM randomly selects a ship with an ‘Attack’ token from among those in the highest firing priority present with ‘Attack’ tokens remaining. The GM removes that ship’s ‘Attack’ token.
f. Following the selected ship’s Targeting list, the GM selects a random target from those appropriate.
g. The GM rolls a die, and adjusts the result according to the applicable modifiers. If it is a ‘hit’, then the GM applies the damage to the target.
h. If there are ships in the battle with ‘Attack’ tokens remaining, the GM returns to step e. Otherwise the GM goes to step c.​
 
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Optional Rule: Preservation Level

1. There is a new entry in the player orders; Preservation Level: XX.
a. It signifies the lowest percentage of the original force that allows the player to remain in the battle.
b. Once there are fewer ships in the battle than this percentage, the player withdraws their ships from the fight.​


2. As an example, if the player includes in their orders:
Klingon Fleet A, Preservation Level 80.​


3. In the example, during each round of combat, the GM checks the battles with ships belonging to the player in the Klingon Fleet A.
a. If the current number of ships in a battle drop to 80% or less of original number of ships in the battle, the GM removes the surviving player’s ships from that battle.
b. Thus if there were 100 ships on the player’s side at the start of the battle, of which the player’s force consisted of fifteen ships, the player’s forces would not withdraw voluntarily until there were a total of twenty casualties in the original force.
c. Note that while unlikely, there is a chance in this instance that the entire player’s force could be wiped out without triggering the Preservation Level. The rule is geared to ALL the ships on a side in a battle, not just the player’s.​
 
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Optional Rule: Tactics

Only Task Force Commanders make Tactical choices.
When comparing the choices, the GM uses the following chart:








These results are the maximum available, they occur on the first round of combat. Each round thereafter they reduce by one, till there is no bonus for either side.

As an example, assume the Coalition side chooses Assault, while the Alliance commander selected Enfilade Right. On the first round of combat, all the Alliance ships would get a +2 to their ‘to hit’ rolls. On the second round, the Alliance forces in that battle would enjoy a +1 die roll advantage. On the third and subsequent rounds, neither side gains a tactical advantage.

In the event that a side does not choose a Tactic, the GM selects one at random for that side.
 
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Optional Rule: Military Technology Improvements

1. Each active nation develops their technology individually. Thus an increase in Attack technology for the Klingons does not allow a similar advance for the Lyrans.

2. Only the player on a side with the lowest Glory value may specify which field to apply research to the active nations of their side. If there are ties for the position, the GM will select a random player from among the ties.

3. Each nation has a number of research centers equal to ten percent (round down) the number of their controlled provinces.

4. Each research center can work in one field at a time.

5. The number of research centers used in a given field may only change by one per turn.

6. Advancing Technological Levels.
a. Count the number of research centers in a given field.
b. If there are as many as the current level of technology, roll a die for each. If all results are even, increase the level of technology by one.
c. If there are more centers than the current level of tech, roll a die for each center up to the current level of technology (Primary Research Center Results [PRCR]).
i. If all are even, increase the level of technology by one.
ii. Else, roll die for the remaining research centers.
iii. On each result of ‘six’ change one of the PRCR odd results to even.
iv. If all PRCR are now even, add one to the technology level in that field.​
d. If there are fewer centers than the current level, don’t bother.​


7. Effects of Technology
a. Ships no longer fire in mass volley.
Instead, each ship targets a particular enemy vessel.
The GM randomizes the shooter/target combinations each combat round.​
b. In general, if the technology level between opponents in a given field is equal, technology has no effect.
c. If one level is higher, subtract the lower from the higher, and the result is the combat advantage (CA) the higher valued nation has.
d. Technology Fields.
i. Attack/Defense - Compare the Attacking ships Attack technology level with that of its target Defense Technology.
(1). If the attacker has the CA, add the difference to its ‘To Hit’ roll.
(2). If the target has the CA, reroll a hit result. If the second roll succeeds, apply the damage.​
ii. Stealth - If there is a CA in stealth between two ships, then the ship with the CA fires and assesses damage before its target fires back.
iii. Speed - Not a direct combat advantage, ships use their Speed technology level to increase their chances of arriving at a battle.
(1). For each ship in a Flotilla undergoing range attrition, roll a die.
(2). If the result is less than their level of Speed technology, add one to their attrition trigger die roll.​


8. Starting Technology State - Each active nation has level one in all fields.

9. Production Cost Increase - When making the Production rolls, the GM rolls another die for each 'six' result. If the second roll is less than the highest tech level a nation has, remove a 'six' result die.

10. As an example, assume a nation (whose highest tech level is a three) initially rolls twelve 'six' results (potential production of twelve ships). The GM rolls an additional twelve die. If four of those die show a 'two' or less, then the GM removes four ships from the original production of twelve ships, placing eight ships in the Muster pool for that nation.


 
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