Bitom's Space War

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Bitom's Space War

Post by Bitom » Mon Sep 12, 2011 7:58 pm

Rules:

first, the map: https://docs.google.com/spreadsheet/ccc ... n_US#gid=0

Each empire begins at a corner of the square galaxy. Having constructed a small fleet consisting of one Frigate and three HUKs (see ships below), they have taken over the 5 sectors surrounding them. Their Frigate sits parked in their home sector, ready to defend it. The HUKs sit on the border, ready to go out and perform more conquests.

Leadership points: Each action costs one or more leadership points to perform. Each turn you receive an allotment of leadership points equal to 200 divided by the number of sectors you own, rounded up. (34 to begin with: 6 sectors)

Credits: Many actions cost credits as well. Each turn you receive 200 credits in taxes from each sector you control. (1200 to begin with: 6 sectors)

Actions. Each turn you may take as many actions as you can afford.
Construction actions
ActionLPCostDescriptionExample
Build ships1VariesBuild as many as you want, all appear at home base or at a Secret BaseBuild: 4 HUK's, 3 frigates and place on sector A1
Build Emplacement5VariesMuch like "build ships" but only one emplacement can be built per actionBuild Emplacement: Planetary Defense Grid on sector A3
Build Secret Base25 50000Sets up another home sector. Once all home bases are destroyed, your empire falls.Build Secret Base: B4
Build Scoutship1010000This is a special HUK which can teleport to its destination with jump driveBuild Scoutship and place on A1
Build Jump Gate25250000Allows you to send ships from your home sector to other nonadjacent sectors to attack or reinforceBuild jump gate
Build Portable Jump Gate40500000Allows ships performing a jump attack to return to your home sector if victoriousBuild Portable Jump Gate
Build Doomsday weapon50100000Completely annihilates a sector when firedBuild Doomsday weapon
Fleet Manuvers
ActionLPCostDescriptionExample
Flyby1N/ASend a ship into an adjacent sector. If it is seen, it will be attacked. If it survives, it reports back the defenses of the sectorFlyby: HUK from A11 to A10
Ship Reassignment1N/AMove ships around your territory, cannot cross enemy or unclaimed sectorsAny number of:
Move: Frigate from A13 to C13
Attack from N sectorsBy # of attacks:
3 for 1
5 for 2
7 for 3
10 for 4
N/AAll ships in a sector must attack the same adjacent sector. No more than 4 attacks can be accomplished during one turn.up to 4 of:
Attack: C-13 to C12
Scoutship Flyby3N/ASend a scoutship to a non-adjacent sectorScoutship Flyby: A11 to F4
Attack through Jump Gate10N/AAttack through jump gate from A13 to F5
Diplomatic Actions
ActionLPCostDescriptionExample
Send Diplomat51000Sends a diplomat to another empire. If they accept, this allows them to send messages to you, but also gives you certain information about their empireSend Diplomat to Chanuria
Accept Diplomat0N/AAllow an offered Diplomat to enter your territoryAccept Diplomat from Chanuria
Refuse Diplomat0N/ARefuse an offer of a diplomatic EnvoyRefuse Diplomat from Chanuria
Kill Diplomat1N/AKill one of the diplomats spying on you.Kill Diplomat from Chanuria
Finally, ships:
ShipCostDescription
Hunter-Killer(HUK)400A small ship, usually used in planetary enforcement actions. Very low survivability and damage ratings. Extremely stealthy.
Frigate1000The smallest ship of war. Low survivability and damage ratings. High stealth rating.
Destroyer2000The standard ship of war. Average survivability and damage ratings. Stealth rating is slightly above average.
Cruiser4000The largest of the non-capital ships. High survivability and damage ratings. Average stealth rating(50/50 chance of detection during a flyby).
Battle Cruiser5000The Smallest capital ship. Has the firepower of a Battleship, but the armor of a Cruiser. Slightly below average stealth rating.
Battleship10000The standard Capital ship. Very High survivability and damage ratings. Low stealth rating.
Dreadnaught25000The strongest of the ships of war. Extremely high survivability and damage ratings. Laughably un-stealthy.
And Emplacements:
EmplacementCostDescription
Defense Station5000A small defense station. Better armored than a Dreadnaught, but with the destructive capability of a destroyer.
Battle Station10000The firepower of a Battleship, wrapped in even more armor than a Defense Station.
Planetary Defense Grid50000The most devastating weaponry short of the doomsday weapon, and extremely difficult to destroy.
And that's pretty much it.
Last edited by Bitom on Tue Oct 04, 2011 5:33 pm, edited 4 times in total.

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Re: Bitom's Space War

Post by Bitom » Mon Sep 12, 2011 8:04 pm

The Players are:
  • Chanur of Chanuria (red)
  • ardh05 of Lobos (Green)
  • Madvlat of Viscrea (Yellow)
  • Brennor of Brennoria (Blue)
Each of you needs to give me a means to contact you to give you your imperial situation reports.

The choices in order of my preference:
  1. Google docs
  2. Email
  3. PM
Once I have those, the game will begin.

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Re: Bitom's Space War

Post by Bitom » Mon Sep 12, 2011 9:08 pm

Some additional notes: Just because a sector is not claimed by an enemy empire doesn't mean that it is defenseless. As you get closer and closer to the galactic core, the unclaimed sectors will be increasingly well-defended.

The first turn's orders will be due next monday (9/19) to allow for Chanur's vacation. After that, however, turns will be due every 3 days like clockwork. Emperors who are on vacation do nothing. Galactic conquest waits for no man.

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Re: Bitom's Space War

Post by Bitom » Mon Sep 12, 2011 9:19 pm

Reassignment and attack:

All ship movement occurs, then all combat.

So:
  • If you reassign all your ships to sector B13, and attack from B13 into B12, only the ships that started in B13 will participate in the attack (They moved into B12 while all your other ships were arriving in B13)
  • If you did a flyby on round 14 and discovered that B12 was undefended, then on round 15, you attack and your opponent re-enforces B12, your attack force will suddenly meet unexpected resistance.
The exception is hit-and-fade attacks through a portable jump gate. Obviously, their movement occurs after the attack phase, and if they return to find that your home sector was taken by another force, they will fight to re-take it.

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Re: Bitom's Space War

Post by Bitom » Tue Sep 13, 2011 8:15 pm

B, MV: just added another tab to your sheets containing all the action and ship prices. Just for convenient reference sake.

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Game On!

Post by Bitom » Fri Sep 16, 2011 4:47 pm

We are now officially in gear, not that you couldn't have turned in your turn any time this week, but the 3-day rule is now in full effect.

Turn 1 orders are due on Monday, 9/19 at 5:00 PM my time. (USA Eastern time zone) I will not chase you down to get a turn. If you don't get me one, you will do nothing but bank up LP and Credits.

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Re: Game On!

Post by MadVlat » Sat Sep 17, 2011 4:03 pm

Sounds good...
...And the stone of the earth and the wind in the sky bowed before the wisdom of the Ancient One...

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Re: Game On!

Post by Bitom » Sat Sep 17, 2011 5:32 pm

This came up from one of the players, and I realized that I hadn't mentioned it:

Each ship can only do one thing per turn. So it can get reassigned, do a flyby, or participate in an attack, but not more than one of those.

Moving into a neighboring sector is part of an attack, and moving into a neighboring sector and back is part of a flyby.

So you don't need to spend an LP to move into the sector you're attacking, but you also can't do a flyby and attack the same sector on the same turn (Well, you can, but you'll get no benefit from the flyby, as it's results will be reported next turn)

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Re: Game On!

Post by Bitom » Sat Sep 17, 2011 6:03 pm

I have added examples of each action to the action lists. I have also added the diplomatic actions "Accept Diplomat" and "Refuse Diplomat"

For clarification here is how diplomats work:

Round 1: Player1 sends diplomat to Player2
Round 2: Player2 accepts Diplomat, Player1 now gets spy information, Player2 can send messages to player 1, but player 1 cannot respond.
Round 3: Player2 sends Diplomat to Player1
Round 4: Player1 accepts Diplomat, Player2 now gets spy information, Both Players can send messages to each other.
Round 5: Player1 Kills Player2's diplomat. Player2 no longer gets spy information, but can still send messages, probably including: "WTF, mate?"

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Deadline

Post by Bitom » Mon Sep 19, 2011 5:04 pm

Turns are due today at 5. So far, I only have 2 empire's turns.

You know who you are.

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