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Biegel
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Posted: 16 May 2008 at 7:27pm | IP Logged Quote Biegel

 Has anyone developed a format to play a version of GE in which crew invasions could be the version and method to win? I am saying that someone create a version of the game that the crew be the central way to win. I think it would be nessasary to create special deck stocking rules to allow this to be another version of play that wasn't just building a fleet to blow the other guy out of exsistance. There are many crew cards that could be very effective and make for interesting play if another version of play was set up. I know that the Indirgans were a race that used boarding parties and there was a game set up for that . I was wondering if anyone elaberated on that game or created their own version?

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Aramax
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Posted: 17 May 2008 at 2:14pm | IP Logged Quote Aramax

Very good Idea ,let me give it some thought.......
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Gekonauak
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Posted: 19 May 2008 at 8:23am | IP Logged Quote Gekonauak

yeah, you could always try to take over the other guys ships, by sending crew over. strength of crew greater than the strength of the opponent ship makes that ship unable to block their SHQ.
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Biegel
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Posted: 19 May 2008 at 3:07pm | IP Logged Quote Biegel

I know you can use crew to take over an oppanants ship. I was looking for alternate formats ,Deck stocking rules-to make the game more set to useing crew. Instead of giant decks denoted to a large fleet lets have a format that is denoted to crew attacks. I just think this would be an interesting alternative play. I was looking for input from all the salty ole space dogs that linger here abouts in this sector of cyber space. An alternate ratio denoted to crew in the deck stocking rules would be interesting. Say Anyone........



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Gekonauak
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Posted: 19 May 2008 at 3:30pm | IP Logged Quote Gekonauak

Gekonauak wrote:
yeah, you could always try to take over the other guys ships, by sending crew over. strength of crew greater than the strength of the opponent ship makes that ship unable to block their SHQ.


you do know that this is an alternate format, right?

Normally you cannot take over an opponent's ship with crew.
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Biegel
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Posted: 19 May 2008 at 4:30pm | IP Logged Quote Biegel

I can't think of it right now but I seem to remember a couple of cards that allow you to take control temperaraly. That was what I thought you were refering to. Thats my problem. I need to get some game time.

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RobPro
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Posted: 19 May 2008 at 6:15pm | IP Logged Quote RobPro

Rogue Couple and a certain M6 comes to mind. ;)
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Biegel
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Posted: 20 May 2008 at 2:57am | IP Logged Quote Biegel

Gekonauak wrote:
yeah, you could always try to take over the other guys ships, by sending crew over. strength of crew greater than the strength of the opponent ship makes that ship unable to block their SHQ.
I would think that could work but we would have to curtail the power of some of the ships, Wouldn't we? I mean to get a crew with enough power to take a S10 would take some Fanageling.

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Gekonauak
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Posted: 20 May 2008 at 8:28am | IP Logged Quote Gekonauak

That would be the point. It is their bloody Flagship, it shouldn't be taen over easily.

Please note, according to the above "rule", it doesn't prevent them from using their ship, and you do not control their ship, just stops the ship from protecting its SHQ.

And, there probably should be something in there about opponent crew.
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Eaglepreacher
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Posted: 20 May 2008 at 2:21pm | IP Logged Quote Eaglepreacher

why do you think special rules for deck stocking is needed. 

As for taking over a ship or planet there will of course be rules.  Perhaps something like... 1 point of crew per ship/planet strength to take control.... but here's the catch  1 point needs 1 point crew, but a strength 2  needs 1+2 to be taken over totaling 3.  a strength 9 ship/planet requires 1+2+3+4+5+6+7+8+9= 45 points.... needless to say very difficult but possible.  Perhaps listing the possible combat crew, marine , spies, etc would double thier point value.

Then combat crew would have to be able to attack. 

Rules for subdueing the shipplanet... perhaps once the 45 points were reached then each turn one sudual point against the ship until it reaches zero and then it is conquered.  If at any point the attacker drop below 45, one subdual point is recovered.

For subdueing a planet. about the same.  except a ship my do an orbital bombardment.  A T5 takes 5 points of phaser/hvy weapons damage to take a subdual point, but the planet loses the ability to produce 1 point .

Does this sound like something to pursue?

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Gekonauak
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Posted: 21 May 2008 at 9:02am | IP Logged Quote Gekonauak

Personally, I think that is a bit excessive. that is 5 strength 9 crew to take over one location.

Nor, does that address the issue that you cannot protect your locations with your own crew.

Edited by Gekonauak on 21 May 2008 at 9:03am
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Eaglepreacher
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Posted: 21 May 2008 at 2:22pm | IP Logged Quote Eaglepreacher

excessive????  Since the Batleships normal crew complement is probably 200 plus people, I don't think it unreasonable to have 5 strength 9 trying to take it over.  Obviously the battleship would have its own higher strength personel lets say an average of strength 3 which means my 600 points versus your 45, does that still sound unreasonable.

Which is why I suggested making a list for combat personnel, eg a marine would be worth 8, a C8 first seargant worth 16. If two of your strength 9 were on the list you drop the number needed down to 3.

You say excessive, but how many battleships during the last several hundred years have been taken over?  not too many I would think.

addressing the issue.... well I could put the whole idea on the table given a week or two, but as I said...Is this something to pursue.

The strength nine would be near impossible to take, isn't that a point.  but 1 strength 9 non combat crew could take over an S3 ship and a combat C9 could take over an S5 by themselves in 5 turns.

To address the using your own crew this could be the solution... your crews points deduct from thiers.

Other points of suggestion if this is a course to pursue, I would suggest that the player of a ship may permanently lose one structure off his ship to kill the current ship strength from the opponent.  Logic is that I blow the hatches to kill some of his crew.  The opponent must lose crew up to the strength of the ship.  eg my S9 blows the hatch and is permanently reduced to S8, but opponent must lose 9 points of crew.  if all he has is 6 c4 marines then 4+4+4 must be lost.  And if the ship is captured, then it should only be capapble of repairing shields.

Many more ideas about this and the why's but it could take awhilw to hammer out.   But the whole point system for crew and how lond it takes to capture a ship is so the smaller ships are more easier to take over while the larger ships should be harder and the opponet would think hard abouttaking over the big boys. 

The same goes for planets, larger planets more population, more needed to take control,   and planetary bombardment doesn't look good on the resume of conquerors.

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Gekonauak
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Posted: 21 May 2008 at 3:40pm | IP Logged Quote Gekonauak

Eaglepreacher wrote:

excessive????  Since the Batleships normal crew complement is probably 200 plus people, I don't think it unreasonable to have 5 strength 9 trying to take it over. 



Okay, similar to the 200 crew on the battleship, the invading force would have extra crew as well. If we are going to have "imaginary crew" (not represented by actual cards), I would give them to both forces.

Eaglepreacher wrote:
To address the using your own crew this could be the solution... your crews points deduct from thiers.


That was what I was thinking.


Eaglepreacher wrote:
the opponet would think hard abouttaking over the big boys.

600 points of crew? Egads, do you want nothing but crew stocked int he deck? Even if you double the strength of "combat capable crew" you would still need a lot of crew to take over any ship. Especially with the ability to defend (subtracting opponent crew from the total. You wouldn't even think about trying to take over one of the big boys.

As to whether or not "rules" should be created by someone for this type of scenario, I'd leave it up to you guys. It would be something different.

Edited by Gekonauak on 21 May 2008 at 3:46pm
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Gekonauak
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Posted: 21 May 2008 at 3:45pm | IP Logged Quote Gekonauak

What I propose is something far simpler. You need to exceed the strength of the ship to take over the ship. 10 points of crew to take over a strength 9 ship.

Remember you would still subtract the opponent crew points. So, if he had a strength 8 crew, i would need 18 points. (or, just kill his crew).

Or, if you think that is too easy, double the amount needed. 18 vs. 45 is a little more feasible.
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Aramax
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Posted: 21 May 2008 at 5:52pm | IP Logged Quote Aramax

I was actually thinking about a format for no ships w/crew instead(maybe fighting over an Installation?)
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Biegel
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Posted: 22 May 2008 at 4:27am | IP Logged Quote Biegel

I was thinking-See the smoke! What if we created a standard crew for each strenght ship in a seperate deck that was created by the player as a ship came into play(was drawn from a players own standard deck.) Allow the player to then use that crew in unison (Added to hand)with that ship. If the ship was destroyed so would the crew.(If present) I say that to cover crew on away missions. This could be done with collector sleeves and a note book.Now don't all jump on me remember I am a dirty virgin to this game.Wouldn't it make for a way to set up another senario where crew could come into play and still stick to the princables of play?Remember the other players would have this at their disposal to.Sort of like Demensional Chess and always changing.

Edited by Biegel on 22 May 2008 at 4:46am


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Eaglepreacher
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Posted: 22 May 2008 at 4:14pm | IP Logged Quote Eaglepreacher

My point for the battleship was that if you would assume a battle ship has about 200 crew they would range from strength 1 up to 5 so the average would be around 3.  There fore it would have 600 points.  The 5 C9 you propose is only 45 points it wouldnt really be excessive.  of course C9 Steven seagal, C9 Chuck norris, C9 Bruce Lee, C9 Jackie Chan, and C9 Mickey mouse Nothing can stop me..

the simplicity of your C10 taking over a S9 battle ship, well I think it is too simplistic.  I mean a S1 should be easy to takeoiver compared to a S9.  Of course we could put a modifier of x2 or x3( my choice) on the ship.  Eg a s1 with a mod of x3 would need 3 point to take over and a s9 would require 27.  The modifier  would account for the ships crew knowing the lay of the corridors and any defenses that may exist.  Crew played to the ship would not receive the modifier For ex.  an S5 with a C4 Captain would be (5x3) + (4) = 19

You say you expect them to have thier own crew.  And just how did they get there, I mean if we assume the battle ship has 200 crew how many came with the c10.  I would've thought they got shot out of the sky on the way in.

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Gekonauak
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Posted: 23 May 2008 at 8:09am | IP Logged Quote Gekonauak

That is what transporters are for.

Or in true Space Opera fashion, the hostiles would "dock" to the ship they are tryng to take over.

Think of it in terms of Star Wars.

Imperial Forces would just have Vader come aboard. He would be the only one represented in the game. The other peons would just be cannon fodder.

Remember both players would be playing with crew. So, that S9 that you say is easy to take over with one S10 is not really the case (although Vader could do it). You are also subtracting out the strength of the opponent crew (represented with cards only).
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Galaktische
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Posted: 23 May 2008 at 2:24pm | IP Logged Quote Galaktische

Here is my suggestion for an addition to the regular game.

You add an extra phase after the combat step called the 'boarding phase'.  The boarding phase is composed of the following steps.

  1. The active player may move one or more ships in his/her active fleet against an opponent's ship(s) which is/are in the opponent's active fleet - this movement is in preparation for the upcoming boarding action.
    1. The opponents ship(s) must be in a position to and be capable of protecting the opponent's sector HQ. (IE you can't board time skipped ships, nor can you board ships which are deployed to a terrain).
    2. The active player may move more than one ship against a single opponent ship.
  2. 'Close in Fire' - The active player may fire any phaser or phaser equivalent weapons at the opponent's ship(s). This weapons damage can only be used to damage shields. Excess damage is discarded and does not affect the opponent ship in any way. (The boarding player wants to capture the ship, important artifact, weapon system, Indirigan hottie, etc...).
  3. 'Return Fire' - The inactive player may return fire using only phasers or phaser equivalent weapons (heavies have trouble tracking and/or don't arm themsleves at such short distances?). The inactive player may only target the active player's ships that are moved against a particular unit. In other words, a particular unit can only target units which are moved against it.
  4. 'Transporters away' If the active player's ships are equipped with transporters and the inactive player's ship's shields are down then the active player may transport crew onto the inactive player's ship and combat will ensue as described below.
  5. 'Shuttles away' If the active player's ship(s) is/are equipped with shuttles then he/she may launch them in order to deliver crew onto the inactive player's ship(s).
    1. If the inactive player's ships have phaser like weapons that have not fired in this boarding phase then he/she may fire them at the inbound shuttles.
    2. If the damage caused by the inactive player's weapons reduces the shuttle's strength to 0 or less it is destroyed and cannot deliver any crew.
    3. If all launched shuttles are destroyed and there are no crew delivered by transporter then the boarding attempt has failed and this particular boarding instance must goto the boarding phase end step. Other boarding actions against other ships continue.
    4. If the active player succesffully conducts one or more transporter actions against the inactive player's ship  and/or successfully lands one or more shuttles onto the inactive player's ship then a boarding action must commence.
  6. 'Boarding Action' Prior to the game each player will construct a 'boarding action deck' that is seperate from his 'play' deck. The deck may consist of crew, ability, and or luck cards. All of the cards included must relate to crew combat (as an example - A5 Battlesuit, L1 Lucky Crew Action, ANY crew card). The deck is limited to a number of cards equal to the combined strength of all ships stocked in the 'play' deck. Combat crew and or equipment count as 2 cards for boarding action deck stocking purposes, all other cards count as 1.
    1. As an example, a 'play' deck with 10 strength of ships in it may stock 4 R/C4 Marines and 1 A5 Battlesuit or 10 R/C3 Science Officers.
    2. The boarding action game - Both the active and inactive player play a sub-game using only the 'boarding action deck'. They each draw a hand from the boarding action deck. The active player has a maximum hand size equal to the number of successful transporter and/or successful shuttle actions he/she carried out in steps 4 & 5 above. The inactive player has a maximum hand size equal to the current strength of their ship.
    3. Each player (starting with the active player) then takes turns playing 1 crew card until they have played all of the crew cards from their hands. They may choose to play Ability and or Luck cards as well or they may retain them in their hand. Once all crew are played to the table the combat begins.
      1. 'Combat' The active player declares one crew card attack against one or more (if the card allows multiple attacks) opponent cards. The opponent is allowed to play 1 reaction card if they choose. The results of the combat are then resolved. Combat capable crew do whatever their card describes while non-combat capable crew do 1 point of damage to any opponent crew card in the boarding action. The turn then passes to the inactive player and alternates back and forth until one side has no crew remaining. The side with crew remaining is declared the winner and will take/retain control of the ship (see below).
      2. Note, that crew in play on a ship being boarded will take part in the boarding action and will count against the inactive player's hand size. As an example, an S9 with 8 crew on board when it is boarded will force the inactive player to draw only 1 card.
    4. All cards that were placed into play from  the 'boarding action deck' are returned to the boarding action deck. The player then shufles the deck and reolves the next boarding action using the rules described above. Continue this process until no more boarding actions remain.
  7. 'Boarding Phase end step' After all boarding actions are resolved any ships which are 'moved against an opponent ship' return to their fleet.
    1. Any captured ships and any crew/equipment/etc... which were in play on that ship are kept in a seperate pile for purposes of determining the games winner.
    2. At the end of any complete turn, if one player has accumulated 50 strength worth of 'captured' cards he/she is the winner.
    3. At the end of the game all cards are returned to their owner.

That is my idea for emphasizing crew combat in 30 minutes... I'm sure it has holes but it sounds itneresting to me. It would be very slow in a multiplayer game but might work in a duel.

J--



Edited by Galaktische on 23 May 2008 at 2:29pm
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Biegel
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Posted: 24 May 2008 at 4:13am | IP Logged Quote Biegel

Agreeing with Galaktische"s Format- Reconizing the need for refinement, What say all to you all setting up some play tests. I still think a basic crew for each strenght ship in seperate folders to be added if ship is drawn sounds feasible. Please respond to the farside Planet Desolation to this ole hermit that sees no action with the exception to space penguins mateing on the metheane ice flows glowing in the pre dawn due in 3 weeks

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