Author Topic: (Research) IO - Inner Sphere at War Q & A  (Read 2888 times)

The Purist

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(Research) IO - Inner Sphere at War Q & A
« on: 28 September 2018, 08:56:17 »
ISaW Campaign Game Questions

After the review of the rules down in the Strategic Operations Forum it was suggested that a list of questions raised in that discussion, plus any additional that can be thought up, should be posted in order to form both clarifications and potential errata for the game.

There are quite a few, so,… here we go

Some acronyms (I’ll add as required):

FRU/D/N – fractions round up/down/normally
CC – Combat Command
CU – Combat Unit
MC - Mercenary Command
DR – a roll requiring 2 six sided dice
dr – a roll requiring a single six sided die


Inner Sphere at War


#1 General Question on Fractions: if a rule does not state whether fraction should be FRU or FRD should fractions be FRN?

#2 General Question on Map Key: The map keys are contradictory to the definitions found on page 348 in regards to District and Regional Capital symbols. We have assumed that ‘Regional Capitals’ are now redefined (ie: Robinson or Dieron) and centers such as Vega or Stewart are now considered ‘District Capitals’.

Page 345; Sequence of Play: Clarification.

“Each Game Turn is broken down into four Sub-Turns. Each Sub-Turn represents approximately one week of in-universe time. Sub-Turns are used primarily in the Military and Movement Phases to track actions that require closer focus than the standard Game Turn allows…”

#3 Are the Sub-Turns mentioned above meant to be used as an “impulse” movement tool as a means to insert reinforcements into the ACS eight (8') game turn month?

Example #1 - a Combat Command (CC) is ordered to move from Caph (hex 2224) to Outreach (hex 2324). It will use one of four allowed IMP in the ISaW monthly turn to move one interstellar hex. The second IMP would normally be used to move to the Outreach system within the hex but as combat has been triggered in ACS, deployment would seem to be necessary. Does this mean the command will arrive on the SSRM on Turn 3 of the ACS eight game turn month as a reinforcement, where it then begins moving within the rules set for ACS?

Example # 2 At the same time another CC in Irian (hex 2422) is also ordered to move to Outreach. It uses two of four IMP to reach the Outreach hex. Its third IMP would have been be used to move to the system in the hex if the hex was friendly but as combat has been initiated it would then have enter the SSRM as a reinforcement, deploying on turn 5 of the 8 turn ACS month.

Example #3 Two opposing commands both pass through an interstellar hex while expending the same IMP. Would this trigger a potential Naval Battle as both commands jump into the same system in a hex (even if just passing through), presuming they both show up at the same Zenith or Nadir point?

(**NB - This question was triggered by the text found on page 350 in the second paragraph of the “Order Writing Phase” introduction: “…it falls to the gamemaster to call for any required dice rolls outside of combat, and to declare whether or not the players’ forces encounter each other in transit - or on the battlefield.)

#4 Or do all CCs arrive at their target hexes at the same time regardless of the number of IMP used within the ISaW turn. Play within the ACS eight turn month would them commence on Turn one (1) with deployment?

Page 347, Faction Abilities and Flaws; Parliamentary Chaos: Clarification.

The second half of the paragraph states that if a Faction that roles 1 – 3 on supply issues it will suffer from “Supply Problems” with a +1 modifier to morale checks and -1 modifier to initiative.

#5 Is this a different ‘Supply Problems’ to that found under Faction Traits (+1 RP supply costs)? Or, does a Faction that suffers “Supply Problems” as a trait get penalized twice (+2 RP to supply costs) under “Parliamentary Chaos” with the additional modifiers to moral and initiative?

#6 If the dr is 4-6 the rule states that all forces identified as in combat receive one extra RP. Is this RP added to the Factions RP Pool for units entering combat that turn? Or, is the additional RP added for units paying Combat Supply from the previous turn?

(**NB - We have not penalized the FWL twice but simply added the modifiers as applicable based on the dr. We also assume the +1 RP is for units that must pay combat supply in the current turn).

Page 347, Faction Abilities and Flaws; Supply Problems: Clarification

#7 The second sentence states that +1 RP is to be paid per “Formation”. As supplies are paid by CCs should “Formation” be replaced with “Combat Command”

(**NB – we have assumed the reference is to CCs)

*****

Page 351, Infrastructure: Clarification

#8 Is a Faction permitted to expand the number of Regional Capitals above those noted in the Era starting setup rule?

IE: Could the Federated Suns upgrade Kathil (hex 2730) to the Regional Capital of the Capellan March if New Syrtis is still functioning in that role?

Page 351, Supply: Clarification.

#9 If a Faction’s RP pool has sufficient points, must all CCs be supplied or can the players choose to leave some CCs unsupplied voluntarily?

Page 351, Supply and RP Deficit: Clarification.

#10 If the RP pool is insufficient to meet all supply needs must the available supplies be used until exhausted or are the players permitted to use all/some/none of those available RPs as they see fit? 

#11 If a CC is/was in combat or executes any order that states “…must pay Combat supply costs next turn…” (ie: Assault Move, Planetary Raid, Patrol, etc.) is the player forced to use available supply on Combat Supply first (until it is exhausted) or may he/she choose to leave CCs unsupplied regardless of RP availability?

Page 351, Broken Supply Lines and Page 363, Interstellar Hex Control: Clarification

#12 How should an interstellar hex with systems controlled by two or more players be treated if the starting map has an existing border between systems?

For example; hex 2225 contains Terra, New Earth, Rigel Kentares, Caph, Keid, New Home, Sirius and Procyon. The Faction that controls the most systems in this hex in this case is the Capellan Confederation so as per the rule on page 363, House Liao controls the hex (perhaps not Terra for obvious reasons).

#13 If the border defines control for ‘at-start’ purposes, how is hex control to be determined after the game starts if two or more Factions are at war?

#14 In the case of a border hex where both sides control an equal number of planets in the hex at game start, how is control determined? See hex 2316 (Giasar and Megrez) on the LC/FWL border.

Page 352 Mercenary Supply and Hiring: Clarification.

#15 Is the Combat supply cost for Mercenary Commands based on ‘base supply’ for the command (5.5 x 4 = 22 RP) or on the 2x RP cost for mercenary upkeep ((5.5 x 2) x 4 = 44 RP)?

Page 352, Mercenary Retention DR: Clarification

#16 Should a player choose to not provide any RPs for Mercenary Retention, would the negative modifiers be such that this would result in an automatic departure of 100% of the mercenary commands currently serving that Faction (except on a DR of 12)?

Page 351 Broken Supply Lines and Page 352, Supplying Mercenaries: Clarification



#17 If an otherwise supplied mercenary command suffers from Broken Supply lines this means that the minimum amount of RPs paid to obtain the ‘retention DR’ TN of 8 for all mercenary commands has not been met. Assuming no additional RPs were paid to obtain positive modifiers to the ‘Mercenary Retention DR’ the entire mercenary force is now undersupplied with a retention TN of 9+ (depending on how many mercenary commands have broken supplies the TN may be higher). A Retention DR of 5 (ex) would mean the loss of 40% of all mercenary commands serving with that Faction.

Is this interpretation of rule correct?

#18 Or should the retention DR be modified as necessary only for those commands affected by “Broken Supply Line"? If only unsupplied Merc Commands are effected, would zero supply RPs being received result in the automatic departure of the mercenary command(s)?

Page 352, Hiring Mercenaries

#19 As above, should the cost for hiring new mercenary commands be based on the base supply cost (5.5 RP x 4 = 22 RP) or modified mercenary upkeep cost of 11 RP (11 x 4 = 44 RP)?

*****


…to be continued…
« Last Edit: 15 November 2018, 16:19:34 by Xotl »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

Welshman

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #1 on: 03 October 2018, 17:20:01 »
We'll start really easy.

General Question on Fractions: if a rule does not state whether fraction should be FRU or FRD should fractions be FRN?

In BattleTech, unless it says otherwise, you always go with the "Worst" rounding. In this case, that would be Round Down.
-Joel BC-
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"Some closets will never contain Narnia, no matter how many times we open the door." - Weirdo, in relation to the power of hope.

Welshman

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #2 on: 03 October 2018, 17:24:35 »
General Question on Map Key: The map keys are contradictory to the definitions found on page 348 in regards to District and Regional Capital symbols. We have assumed that ‘Regional Capitals’ are now redefined (ie: Robinson or Dieron) and centers such as Vega or Stewart are now considered ‘District Capitals’.

This is a great example of why we always ask for all page references. Something to remember is that, as a writer, we don't tend to think of the stuff we write in the format of the book. To me, ISW is a massive word document, not a distinct series of pages. Also, any artwork, maps, etc. were added in later. As the writer I just gave guidance on what it should look like, often with really badly done PowerPoint images.

With that said, which Map Keys are you referring to?
-Joel BC-
Catalyst Freelancer (Inactive)

"Some closets will never contain Narnia, no matter how many times we open the door." - Weirdo, in relation to the power of hope.

Welshman

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #3 on: 03 October 2018, 18:49:01 »
Page 347, Faction Abilities and Flaws; Supply Problems: Clarification

The second sentence states that +1 RP is to be paid per “Formation”. As supplies are paid by CCs should “Formation” be replaced with “Combat Command”

Errata- On page 347, under Supply Problems
Change "Formation" to "Combat Command"

Quote
Page 351, Infrastructure: Clarification

Is a Faction permitted to expand the number of Regional Capitals above those noted in the Era starting setup rule?

IE: Could the Federated Suns upgrade Kathil (hex 2730) to the Regional Capital of the Capellan March if New Syrtis is still functioning in that role?


No. A Regional Capital may only be created if the faction loses it's existing Regional Capital. Further, if a Regional Capital is captured, it does not become a Regional Capital for the capturing faction (e.g. When the DC captured Robinson (any of the times), it did not become a Regional Capital for the DC).

Specific Errata on this will be needed.

I am also considering adding in a new world category, "Trade Center". This would be something close to a minor industrial world and allow players to upgrade worlds, without having to build factories or Capitals. This is not official yet. If you wanted to use it as a house rule, it's your game. We'd love to hear your experiences.



 

-Joel BC-
Catalyst Freelancer (Inactive)

"Some closets will never contain Narnia, no matter how many times we open the door." - Weirdo, in relation to the power of hope.

The Purist

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #4 on: 04 October 2018, 09:13:25 »
This is a great example of why we always ask for all page references. Something to remember is that, as a writer, we don't tend to think of the stuff we write in the format of the book. To me, ISW is a massive word document, not a distinct series of pages. Also, any artwork, maps, etc. were added in later. As the writer I just gave guidance on what it should look like, often with really badly done PowerPoint images.

With that said, which Map Keys are you referring to?

Apologies for the confusion. I am referring to the map keys on the published hex maps of the Inner Sphere. See the legend in the top right corner of the 3025 hex map.  A Regional Capital would be Vega,  rather than Dieron, for example. 

To be honest the answer to this (and some other) questions may seem obvious but the question is being raised to head off the "rules lawyers" out there.    ;)
« Last Edit: 12 October 2018, 23:28:56 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

Welshman

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #5 on: 04 October 2018, 10:30:15 »
General Question on Map Key: The map keys are contradictory to the definitions found on page 348 in regards to District and Regional Capital symbols. We have assumed that ‘Regional Capitals’ are now redefined (ie: Robinson or Dieron) and centers such as Vega or Stewart are now considered ‘District Capitals’.

ISW "Regional Capital", in the IO, maps to "District Capital" on the Inner Sphere Maps.

We will investigate the appropriate errata in the future.
-Joel BC-
Catalyst Freelancer (Inactive)

"Some closets will never contain Narnia, no matter how many times we open the door." - Weirdo, in relation to the power of hope.

The Purist

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #6 on: 12 October 2018, 23:31:19 »
Note: I have added question numbers to the original post in order to help focus the conversation on specific points. I'll post the next series of questions later this evening.

ISaW Q & A

Military Development Phase

Page 353, Creating Combat Commands: Clarification

#20 May a Command contain CU’s of different loyalty or experience at the time of purchase?

Page 353, Fortifications, Constructing Fortifications: Clarification

#21 Is a fortification limited to “Level-1” on the first turn of construction or may it be constructed as a maximum level fort at the time of purchase?

Example: a Standard fortress costs 50 RP to construct at Level-1 and may be upgraded for 5 RP for each additional level. Could a Faction pay 65 RP and construct the fortress as a Level-4 fortress at the time of purchase?

Page 353 and Page 322, Fortification in Combat and the Fortress Table: Clarification

The text on page 353 states that a Standard Fortress can hold one regiment (3 CUs) per level to a maximum of four regiments (or 12 CUs). A Capital Fortress may hold two regiments per level to a miximum of 10 regiments (or 30CUs). However the table on Page 322 does not reflect these limits.

#22 Should the table be modified to permit 9 CUs in a Std-3, 12 CUs in a Std-4 Fortress and the entries for the Capital Fortresses changed to read 6, 12, 18, 20, 24 and 30 CUs (Cap-1 through 5 respectively)?

Page 354, Diplomacy Phase and Treaties: Clarification

#23 As part of any Military or Economic Treaty may RPs be given to an ally similar to the way DPs are can be given in the “Technology and Research” rules found in Second Succession War?

Page 355, Military Phase, Logistics Orders, Repair Order: Clarification

#24 A CC with a ‘Repair Order’ has only 50% (FRD) of its armour and damage values (s/m/l). What happens to the unused portion of the Command if the 50% present in combat is destroyed?

Page 355, Military Phase, Movement Orders, Transport move: Clarification

 In the first paragraph of the Transport Move it states: A Command using the Transport Move order may only use the Defend combat order (see p. 357) next. However, the second paragraph then states: "If a Combat Command spends three or more Order Points on Transport Move Orders, it may not issue any Offensive Orders, regardless of their cost."

#25 Which is correct, a single Transport Move restricts a command to only the "Defend" order? Or may a CC expend up to two Transport Move Orders and still issue other 'Defensive' orders.

#25a Is there any cost other than one IMP (page 358) to move from a 'hex' to a planet within the hex?

Page 356, Military Phase, Movement Orders and Raid Orders : Clarification

#25 Must a CC issued a “Raid” Order (Offensive) also use an “Assault Move” order to avoid being limited to “Defensive Orders”?

#26 Would this then limit the range of a raid to one hex from the CCs starting hex for that turn as any “Transport Move” (move more than one hex) would prohibit ‘Offensive’ orders?

#27 Would this also mean that a CC conducting a Raid would use 2 Orders Points (Assault Move and Raid) leaving two orders points for other use (ie: Repair, Counter-Insurgency, Commerce Raid, Defend, Patrol, etc.)?

Page 355-356, Military Phase, “Offensive” Orders (general): Clarification

#28 Is it a correct interpretation that any Combat Command issued an ‘Offensive’ order that requires movement on the Interstellar map would be limited to a single hex as described under the ‘Transport’ and ‘Assault Move’ rules?

Page 356, Military Phase, Shield Order:

#29May a 'Shield' or shielded Formation move on the ACS map?

<<to be continued...>>
« Last Edit: 28 November 2018, 11:56:54 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

The Purist

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #7 on: 27 October 2018, 11:50:53 »
ISaW Q & A

Page 358, Military Actions, Training, Training Centers:

#30 Bullet one notes that Commands with fewer than 10 XP gain 2 XP at the end of a turn of training. Bullet two the notes that Commands with more than 10 XP gain an automatic -1  modifier to the training roll but it does not state if the Command gains 1 or 2 XP (as per bullet one) if training roll is successful. The assumption is 1 XP is gained. Is this correct?

#31 Neither bullet one or two addresses whether a command with *exactly* 10 XP gains 1 or 2 XP for training at a center. Should the bullet one be changed to read "Commands with 10 or fewer XP gain 2 XP instead of 1 at the end of training" (bringing it in line with the earlier rule for training not conducted at a center).

Page 358, Military Actions, Movement:

#32 must a Command land on a planet in the last hex of movement on the interstellar map (ie: 3 Transport Move orders and 4 IMP to move three hexes and then land on a planet for 6/12 RP), or may a Command remain in space (ie: 4 Transport Move orders would use 4 IMP and cost 8/16 RPs)? 

Page 359, Military Actions, Raiding; Page 367, Experience:

#33 Do Raids qualify a Command for gaining 1 XP for participating “in battle”? Or is the size of the force committed (2 CTs) considered too small to effect the entire command?

Page 359, Military Actions, Raiding Tables:

Raiding Tables

#34 The Raid Insertion Table and Raid Success Table are both missing DR result number ‘5’. Should these tables run from DR result 2 through to 14 instead of 1 through 14?

#35 Does a Command that uses a ‘Pirate Point’ (Page 358) to gain +4 on the Insertion Table need to roll for the loss of the CTs involved (ie DR 2, 3 results in total loss of CTs for Periphery and Outer Zones or a 2, 3, or 4 results in the loss of the CTs for a “near orbit” jump to a Middle Zone)?

#36 If a Commerce Raid is blocked by a patrol or other Command in the raid’s target hex does this negate the +1 to the Insertion DR for “Attacker has Active Commerce Raid”?

« Last Edit: 02 November 2018, 23:23:07 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

The Purist

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Re: (Researching) Interstellar Operations: Inner Sphere at War Q & A
« Reply #8 on: 02 November 2018, 23:21:16 »
ISaW Q & A Continued


Page 360, Military Actions, Raid Results Table, Disruption/Industrial Raid

#37The “As result #”  for DR result 2 through 8 seem to need revision. Please see the following and advise if  this interpretation is correct (or otherwise):

a.   DR 2 – “As result 2” should be removed
b.   DR 3 – “As result 3” should be changed to “As result 2”
c.   DR 4 – “As result 4” should be removed
d.   DR 5 – “As result 5 should be changed to “As result 4”
e.   DR 6 – “As result 6 should be changed to “As result 5”
f.   DR 7 -  “As result 7” should be changed to “As result 6”
g.   DR 8 – “As result 8” should be changed to “As result 7”
 
#38 Please confirm if “DR result 1” and “Less than 1” are correct as these affects are far better for the attacker than more ‘successful’ Disruption/Industrial Raids? For example, a barely successful raid on Tikonov (result 'Less than 1')would result in the loss of 80 RP for a minimum of two turns.

Page 365, End Phase, Repair

#39 Paragraph five of this rule section states that “Commands that have been destroyed may not be repaired.” Should ‘Commands” be replaced by “Combat Units”? Or may destroyed CUs be rebuilt as long as a Command has 1 armour point remaining?

Page 368, End Phase, Garrisons

#40 What loyalty rating and morale level should garrisons have when first deployed? Or is this intended as a GM/Group decision?

#41 Is the repair rate/RP expenditure for rebuilding Basic and Detailed Garrisons the same as that used for Fixed Garrisons?
« Last Edit: 28 November 2018, 11:54:03 by The Purist »
Words ought to be a little wild for they are the assault of thought upon the unthinking - John Maynard Keynes.

"...Remember also the two "prime directives" in playing BattleTech:
1. HAVE FUN
2. DON'T LET YOURSELF GET SO CAUGHT UP IN THE RULES THAT YOU STOP HAVING FUN"
Page 168 - Reunification War

 

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