Surface
Combat
Pre-release Data - Quicksilver
Combat
Round Sequence
The sequence
of a Surface Combat "Round" is listed below. Note that there can be
(and usually is) more than one Combat Round per Game Turn on a given
planet.
- Special Operations
take place [You guys will love this part, but I'm not ready to
go into that right now. Sorry.]
- Determine
Actual Initiative Value (AIV) for all units
- All units
take action in (AIV) sequence
1.
Unit Initiative
Every
Unit adds the result of its own individual die roll to its Initiative
Value to determine its Actual Initiative Value (AIV) for that Round
(only). Units fire sequentially in AIV order for that Round of Surface
Combat.
2.
Taking Action
When
a unit's turn to act comes it will either be "Active" or "Disrupted."
If it's Active, it fires at an enemy target. If it's Disrupted,
it makes a Morale Check.
2A.
Morale Check
As
a result of that Morale Check, if it recovers to Active status,
that unit fires at an enemy target that round. If it stays Disrupted,
there is no additional effect. If it Routs, it is removed from combat
for the remainder of the turn; it can no longer fire or be fired
upon and will have to check for Rally/Disintegration at the conclusion
of the battle.
Routed
units no longer participate in combat that turn, neither firing
nor as targets. Their fate is determined after the battle to see
whether they Rally or Disintegrate.
A
note about numbers: You'll see a lot of numbers here. Because
all of this needs to be playtested, these numbers are relative,
not absolute. They have been provided to illustrate the relationship
between aspect values. They're not "written in stone" as the final
values!
2B.
Selecting a Target
The
target shot at is determined randomly. Each enemy unit has a certain
chance to be the target of an enemy Grunt's attack based on a Lottery
System. Thus, each enemy unit has a number of ping-pong balls' chance
(i.e., its "Target Priority Value") to be selected as the target
unit for a particular shot.
For
example: Most Grunts have a Target Priority Value of 2. Rebels,
Partisans, and most Special Forces have a Target Priority Value
of 1.
A
Grunt's Target Priority Value is increased by one (+1) if it is
a Space Marine or Mobile Infantry Grunt (or has Powered Armor),
+2 for Armor, and +4 for Battleoids.
Thus
a Space Marine Grunt with Powered Armor would have a Target Priority
Value of 4 (2 for being a Grunt +1 for being a Space Marine, and
+1 for having Powered Armor).
The
number of ping-pong balls a particular enemy unit has in the Target
Selection Lottery is increased by:
- 1x its Target
Priority Value if it has fired during the current Battle Round
(i.e., "stuck its head out")
- 1x its Target
Priority Value if it is a Mobile unit conducting a Maneuver Battle
Plan
- 2x its Target
Priority Value if it has "dropped" on an enemy target during a
Vertical Envelopment
So,
if a Battleoid equipped Grunt dropped into battle during this, the
first Round of combat that turn, it would have 18 ping-pong balls
in the Target Selection Lottery (2 for being a Grunt +4 for being
a Battleoid, x3 for dropping from a transport into battle).
Designers
Note: This formula simulates the proper amount of "exposure"
to troops that are "risked" either by their very size, the nature
of their role(s) on the battlefield, and the additional risk that
certain maneuvers expose them to.
2C.
Firing at the Selected Target
After
the Target Unit is determined, we determine if and how many times
the Target Unit is hit comparing the Firing Unit's Accuracy Value
to the Defending Unit's Evade Value.
2D.
Dodging the Bullet
Each
"hit" is then checked to see if it is "shaken off" or "deflected"
(i.e., negated) by the Target Unit. (Yes, this can be thought of
as the target unit's "saving throw.") The Attacker's Attack Strength
is compared to the Defender's Armor Value to resolve this calculation.
2E.
Taking the Bullet
For
each "hit" that gets through (i.e., that is not shaken off or deflected),
one point of damage is inflicted upon the Target unit and it becomes
disrupted. If the unit is already disrupted, there is no additional
effect. When a unit takes its last point of damage, it is destroyed.
3.
Another Round of Surface Combat?
Surface
Combat continues for as many rounds as determined by each side's
Pre-Battle Plans. Increasing Battle Intensity and selecting more
daring maneuvers will tend to increase the number of Rounds of Battle
fought that Game Turn.
4.
Routed Units' Rally or Disintegration
After
all the rounds of combat have been concluded, all Disrupted units
automatically recover and become Active. Routed units are more problematic.
They might either Rally (based on their Rally Value) or Disintegrate
(i.e., become destroyed).
All
units that don't Disintegrate recover from all their damage (i.e.,
are rest to 0 damage). Exception: Ground forces that are besieged
recover only one Damage Point.
5.
Winners & Losers
If
one side has all its units either routed or eliminated, it loses
the battle (big time). Otherwise, victory in that turn's combat
will be judged on the basis of the ratio of the relative losses
to both sides. The ratios required for a certain level of victory/defeat
are determined by the Leaders' Ability ratings and their respective
selections on the Combat Matrix.
5A.
Retreat & Advance after Combat
After
all the Rounds of Surface Combat are over, "territory" might change
hands. Here we consider the following factors:
- Each side's
Battle Plan
- Who had the
Strategic Initiative
- The Battle
Casualty Ratio
- The Surviving
Strength Ratio
- The planet's
environmental aspects and the nature of the Races fighting on
that planet
- A die roll
5B.
Off-World Escape of Defeated Forces
If
one side has been defeated and runs out of territory to lose, its
ground forces there flee and attempt to fall back to their Reserves.
Irregular forces don't attempt to flee; they just disappear automatically.
Each
fleeing regular unit (Grunt or Special Forces) rolls for its life
individually and has a chance to survive (i.e., retreat back to
their Reserves). These chances are halved if the planet is blockaded.
Units that don't survive this retreat are destroyed.
6.
Collateral Damage
After
all the Rounds of combat, collateral damaged is assessed to the
location where the main fighting took place. For every shot fired
the Collateral Damage Count increases.
Each
point of Collateral Damage is then assigned to one of the categories
below:
- Military
Installations: planetary shields, missile and fighter bases, orbital
platforms, etc.
- Economic
Targets: buildings, dominant economic activities, and infrastructure
- Civilian
Population: destroyed Population Points
- Environmental
Damage: "reverse" terraforming, added clean-up cost before progressive
Environmental Sector spending can resume
- No Effect
For
each point of accumulated, unassigned Collateral Damage, a lottery
is held to see where it lands. The number of chances each of these
five categories has to receive each individual point of Collateral
Damage is shown on the table below:
Attack
Type |
Military
|
Economy
|
Civil
|
Environment
|
N/E
|
Standard
|
1
|
1
|
1
|
1
|
2
|
*Collateral
Damage = Low |
|
|
|
|
+1
|
*Collateral
Damage = Average;
Target Type Priority |
+1
or |
+1
or |
+1
or |
+1 |
|
*Collateral
Damage = High
Target Type Priority (as above) and |
|
|
|
|
-1 |
*Nuclear
Attack Authorization |
+1 |
|
+1 |
+1 |
|
*Biological
Attack Authorization |
|
|
+2 |
+1 |
|
*Chemical
Attack Authorization |
|
|
|
|
-1 |
*Only
use the setting of the player with the Strategic Initiative. |
Damage
done to specific sectors is applied similarly to how Planetary Bombardment
works from space, but with an emphasis on the specific location
where the battle took place that turn.
Grunt
Ratings
Every
type of Grunt has ratings for its:
- Initiative
Value
- Target Priority
- Number of
Attacks per Round
- Accuracy
- Evasion
- Attack Strength
- Armor
- Hits
- Morale
- Etc. [Information
withheld]
Designer's
Note: By spreading out the "factors" that constitute Ground
Combat among several specific categories, we've opened up
the way for a lot of possible "technological nodes" in this
area. We're doing this sort of thing with every aspect of
MOO3. Prescient players will be able to deduce from this approach
the potential enormity of the "technology tree" in the game.
It's staggering.
Furthermore,
that Grunt's Troop Type (Rebel, Militia, Space Marine, Armor,
Battleoid, etc.) and experience level (recruit, trained, veteran,
crack, and so forth) modify these ratings.
|
Next
In Surface Combat: Surrender & the Honors of War and
Ground Combat Logistics
|