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Battleforce Player Aid

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Zematus737:
After the 3rd or 4th complete reading of Interstellar Operations, when it was in SO and now- reviewing Battleforce 2- and after the necessity of having to dig for these time and time again, I outline many of the rules I had trouble remembering.  Hopefully these will encourage others to give Battleforce a try and ease the intimidation the introduction of this scale of play can have.  Included are many modifications that, I believe, improve scalability and over all fun in Aero use with the ACS system combined with the tactical forms over the ground map.  I hope you all enjoy the work that went into this.

Zematus737:
The Planetary Map movement of the Combat Units do not translate well by their simple MV division of 4.  To retain the fractional parts I simply use dice to represent or track their movement.  I do not use anything representative on the ACS level except for movement if the scale doesn't include multiple regiments.  Meaning, I move figures up there and do combat on lower scales.  PCM's and further reductions are used.  The dice represent movement in parts, as I said, to retain fractional portions.  1:Arrived, 2-5 movement points, 6:Stand by.  So an Aerospace fighter, having a movement of 6, having started on the map, would enter a hex with it's first movement as a 2, having started on Standy by with 3 remaining movement points required before it is able to shift into an adjacent hex.  He has 5 mv remaining.  He could shift on the 5 and turn the die to 1 again with the remaining MV on the new hex.  He may partial move by remaining on Stand by once the side of 5 is reached and leave open all the adjacent hexes for his next movement by placing the die on 6 as a reminder that movement for that hex is complete.  In other words, each hex costs 4 for movement, with the option to add additional modifiers for terrain as they are shown on the Planetary Map key.  Another example with an Assault Mech with a MV of 4 would require all of it's MV to move 1 hex at a time from Stand by or to remain on the same hex on Stand by.  So, like climbing in the lower scales, movement points are recorded and transfer over to the next movement phase.  This house rule brings Planetary Maps, such as are found in the Touring the Stars or Turning Points series, into a more manageable scope and have them play friendly with ACS scale turns in space occurring every 7th turn.  All other rules can be kept intact if higher scale play is desired without bringing out terrain maps for SBF scale play from confrontations in the PCM map when forces come within range of each other.  That's 2 zooms with space to go further down for higher priority targets, such as the defense of a factory, airfield or city.  This is its own thing.  It might as well be called something else like Scaled ACS. When I complete Aero ACS aids I will explain the relationship of each scale further.  I found no other way to meld all the scales so the time frames and scope link together and give ISaW room to begin small and grow from there in a campaign setting.

Zematus737:
Adjustments and clarifications made under Battlefield Intelligence to Player Aid file.

Zematus737:
Added this line, CF/AF LowAlt facing: divide by 7, round down, min 1 TWpg84 to Player Aid file.

Expanded Force Gen with general information and turn orders for BF and adv. BF. 

Working on typing out Combat Player aid and 'Scaled ACS' document that shows how to bring flights down from ACS maps to the Low Alt map with velocity conversions. 

Zematus737:
Here is a rough draft of the entire idea as it has evolved over time.  My EHS and God permitting, I'll get the remaining two done in a few weeks.  *file removed

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