Surface
Combat
Pre-release Data - Quicksilver
Surrender
& the Honors of War and Ground Combat Logistics
Designer's
Note: Here's is a special section of really Geeky stuff.
This is the kind of material that you'd find in they sort
of Strategy Guides written by Alan Emrich and Tom Hughes.
Surrender & the Honors of War and Ground Combat Logistics
are just a couple of the new aspects we're bringing to Surface
Combat that neither previous MOO game dared to deliver.
|
Surrendering
& The Honors of War
If
both sides surrender, the side that is blockaded surrenders to the
other. If neither side is blockaded, the smaller side surrenders
to the larger side.
When
a side surrenders, it requests the "Honors of War" (i.e., a safe
trip back home). Thus, its ground forces there evacuate in an effort
to reach their Reserves. Irregular forces don't evacuate; they just
disappear automatically.
A
d6 is rolled for the evacuating forces on the table below using
the die roll modifiers listed:
-3
Honors of War Denied: all surrendered Grunts are massacred (eliminated).
Surrendered civilization's Casus Belli adds ñ80.
-2
Honors of War Denied: all surrendered Grunts flee as per "Escape
of Defeated Forces" with their chances halved (this is halved
twice if they're also blockaded). Surrendered civilization's Casus
Belli adds ñ40.
-1
Honors of War Denied: all surrendered Grunts flee as per "Escape
of Defeated Forces." Surrendered civilization's Casus Belli adds
ñ20.
0
Honors of War Granted but Equipment is Seized and Officers are
Held: all surrendered Grunts return safely but become Infantry
and have their experience reduced to the lowest value of the next
lowest Experience Level.
1
Honors of War Granted but Equipment is Seized: all surrendered
Grunts return safely but become Infantry. Surrendered civilization's
Casus Belli adds +25.
2
Honors of War Granted but Equipment is Seized: all surrendered
Grunts return safely but become Infantry. Surrendered civilization's
Casus Belli adds +25.
3
Honors of War Granted but Equipment is Seized: all surrendered
Grunts return safely but become Infantry. Surrendered civilization's
Casus Belli adds +25.
4+
Honors of War Granted Unconditionally: all surrendered Grunts
return safely. Surrendered civilization's Casus Belli adds +50.
-2
if Political Ideologies are of a different Series
-1
if Political Ideologies are of the same Series but a different
Branch
-2
if both sides have a State Religion and they are of a different
Theocratic Series - OR - if the victorious side has a State Religion
and its government policy is to persecute other religions
-1
if both sides have a State Religion and they are of the same Theocratic
Series but share no Dogmas nor their Credo
-2
each if the victorious Leader is Evil or Xenophobic
-1
each if the victorious Leader is Underhanded, Ruthless, Militarist,
or Paranoid
+1
each if the victorious Leader is Average, Honorable, Diplomatic,
or Unifier
+2
each if the victorious Leader is Pacifistic, or Champion of the
Underdog
Die
rolls greater than 4 and less than ñ3 are treated as 4 and ñ3,
respectively.
Ground
Forces' Supply
Partisans,
Rebels, and Militia never need supplies. All other types of Grunts
(from Recruit through Elite and from Infantry through Battleoid)
do require logistical support to fight at full effectiveness. Supply
is only considered when a ground force is besieged (i.e., "isolated").
Magazines
as Supply Sources
To
avoid the effects of Isolation (see below), friendly Magazines on
the planet may be used to sustain friendly Grunts. Each new Magazine
has a "Supply Capacity" of 50 points. For each point of damage inflicted
on a Magazine, its Supply Capacity is reduced by 10.
Each
type of Grunt requires a certain number of magazine points for sustenance
as listed below:
7 Infantry
9 Space Marine
15 Mobile Infantry
19 Armored
25 Battleoid
Effects
of Isolation
- If an Isolated
ground force is fully supplied by magazines, there is no effect.
- If it is
90-99% supplied by magazines, all units have a maximum Number
of Attacks of 4.
- If it is
75-79% supplied by magazines, all units have a maximum Number
of Attacks of 3.
- If it is
50-74% supplied by magazines, all units have a maximum Number
of Attacks of 2 and Rally modifiers are halved (rounded up).
- If it is
20-49% supplied by magazines, all units have a maximum Number
of Attacks of 1, High Intensity combat is no longer an option,
and Rally modifiers are halved (rounded up).
- If it is
less than 20% supplied by magazines, all units have a maximum
Number of Attacks of 1, High Intensity combat is no longer an
option, plus Morale and Rally modifiers are both halved (rounded
up).
Isolated
Forces & High Intensity Battles
When
an Isolated force chooses to employ High Battle Intensity that turn,
none of the penalties for Isolation affect it that turn. However,
a number of "hits" on friendly magazines are automatically inflicted
at the conclusion of each Round of Combat that turn (due to the
rapid consumption of supplies). This number of self-inflicted magazine
hits equals:
1+ (surviving
Grunts' sustenance supply needs/80) - rounded off to the nearest
whole number.
Designer's
note: Supply is totally unnecessary as long as you're
ground forces are not isolated ("besieged"). Magazines, therefore,
are "insurance" against that contingency. For the defenders
on the ground, they had better plan on spending some time
under siege. For attackers, though, it's a more delicate matter.
If they can maintain space superiority, Magazines are unnecessary.
ButÖ if they don't bring any Magazines with them and find
themselves cut off, it will be bad, indeed, for the invaders!
|
Also
note that the "bigger" grunts eat more, proportionally. This is
deliberate. Because of their specialized needs, it is much harder
for them to live off the land. If you want to cut an enemy's Battleoids
down to size, put them under siege and starve them.
Is it me or
is there a unusually large amount of tactical consideration for
a strategy game series? Will there be a auto resolve feature to
bypass the tactical battle aspects, and will that bypass be intelligent
enough to be able to use without unnecessarily high losses?
You
never have to make any decisions about ground combat. That's what
you have army Generals for. They make all those decisions. If you
spend an Imperial Focus and want to micromanage a battle, then you
can go in and change that General's standing orders if you like
and watch the fireworks for yourself (rather than just read the
report after-the-fact).
As
for "unnecessarily high losses," who is to say that your decisions
weren't worse than the General whose orders you overrode? Variables,
such as the enemy commander, the enemy's plans, and plain old luck
during a battle might have more to say about your "high losses"
then anything else.
You
can only point things in the "right direction" (whatever you perceive
that to be) to affect how things should go, but as they say, "no
plan survives contact with the enemy."
|