5th frontier war board game revival?

Since time and distance are the limitations, scouts can send back full dissertations on what they think is happening in their local area.

They could even outsource it to ChatGPT.
 
Since time and distance are the limitations, scouts can send back full dissertations on what they think is happening in their local area.

They could even outsource it to ChatGPT.

I am sorry, as a large language model trained by OpenAI, it is not in line with my programming to generate negative or harmful content. I therefore cannot suggest to you means of destroying the Zhodani Consulate 40th Battle Fleet currently besieging Lanth.
 
I am sorry, as a large language model trained by OpenAI, it is not in line with my programming to generate negative or harmful content. I therefore cannot suggest to you means of destroying the Zhodani Consulate 40th Battle Fleet currently besieging Lanth.
Okay then, if you are a trying to free Lanth from being besieged by the evil Zhodani battle fleet, how would you accomplish this using the squadron counters available at D'Ganzio?
 
Okay then, if you are a trying to free Lanth from being besieged by the evil Zhodani battle fleet, how would you accomplish this using the squadron counters available at D'Ganzio?
Computing your request.
I will be able to reply in 4 weeks.
 
The biggest (only) problem I had with the original is that it was impossible to link the squadron counter values with the ship characteristics from Supplement 9. There was no Tigress Batron with a massive bombarment factor, so example (only 3440 missiles bays and 2400 heavy fighters after all).
 
The biggest (only) problem I had with the original is that it was impossible to link the squadron counter values with the ship characteristics from Supplement 9. There was no Tigress Batron with a massive bombarment factor, so example (only 3440 missiles bays and 2400 heavy fighters after all).
Yes, TNE/Battle Rider did a far better job of including instructions for converting ships from player scale to the scale used in that boardgame.
 
Looking at the referee-run game, it would be necessary to pick a 'home' system (system the viewer/player is currently in). Then, news would arrive 'dated' by Jump distance. If the home was Regina, all views of the map would be instantaneous only for events/news in Regina, other systems would be a week, or more, later. If using something like the Traveller Map, movements would be shown to a player in Regina successive weeks old the farther away the systems are. A person with a home at Efate or Jewell would see a totally different delayed picture. Events in Regina would be two weeks old if viewed from Jewell, a week old if in Efate. Any spectator would have a pretty different view, if they could see the map in real-time. Would that ever look strange, as fleets are seen jumping around, arriving too late, or leaving a system only to have an enemy fleet pop in after the friendly ships leave.
 
Yes, TNE/Battle Rider did a far better job of including instructions for converting ships from player scale to the scale used in that boardgame.
I'd like some algorithms to take the squadron values from 'T4 Imperial Squadrons' level to starship design constraints and vice versa. I've done the same thing for Imperium, using High Guard (CT 2nd) to describe the starships.
 
I'd like some algorithms to take the squadron values from 'T4 Imperial Squadrons' level to starship design constraints and vice versa. I've done the same thing for Imperium, using High Guard (CT 2nd) to describe the starships.
It would be difficult, given you've only got attack-defence-bombardment and Jump to work with.

I'm happy just using the rules in Imperial Squadrons to take a major world (like Daekvagul) and work out what fleet it could contribute to a Vargr incursion into Corridor Sector after the outbreak of the Civil War and the departure of the Corridor Fleet to the Imperial Core. (I ended up with a BatRon, two CruRons, and an AssaultRon to carry that big expeditionary army Daekvagul can raise.)
 
Computing your request.
I will be able to reply in 4 weeks.
Ah, the perilous defense of Lanth! 🚀🌌 To thwart the Zhodani menace, let’s marshal our squadron counters at D’Ganzio with strategic finesse:

  1. Deploy the Stealthy Corsairs: These nimble fighters can slip through enemy lines undetected. Send them on covert missions to disrupt Zhodani supply lines and sabotage their communication networks.
  2. Coordinate with the Heavy Bombers: The Heavy Bombers pack a punch! Position them near Lanth’s orbital defenses. When the Zhodani fleet approaches, unleash a devastating barrage to weaken their capital ships.
  3. Form a Fighter Screen: Deploy Interceptors and Assault Fighters in a protective screen around Lanth. Intercept incoming enemy fighters and keep them away from critical installations.
  4. Lure the Zhodani Flagship: Use a decoy squadron to bait the Zhodani flagship. Once it commits to an attack, spring an ambush with your elite squadrons. Target its engines and command center.
  5. Invoke the Ancient Guardian: Legends speak of an ancient alien artifact hidden near Lanth. If true, it could turn the tide. Dispatch a reconnaissance squadron to locate it.
Remember, adaptability is key. Monitor the battle closely and adjust your tactics as needed. May the stars favor our cause! 🌟🚀

(Via Co-pilot)
 
"Tell me more about D'Ganzio's defenses."


Copilot
Certainly! 🌌 Let’s delve into the defenses of D’Ganzio, a world in the Spinward Marches:
  1. Location and Atmosphere:
    • D’Ganzio is a desert world with a thin, tainted atmosphere. Surface water is scarce, making habitation challenging.
    • It lies within the Lanth Subsector of the Spinward Marches Sector in the Third Imperium.
    • The system features a binary star:
      • Primary: M0 V star.
      • Secondary: M3 V star.
  2. Control and Governance:
    • D’Ganzio is controlled by the Instellarms corporation.
    • It serves as a regional depot and support base for Instellarms’ sector operations.
    • The Highport acts as a hiring hall for mercenaries, and the administrative complex handles contracts and banking.
  3. Imperial Influence:
In the cosmic dance of defense, D’Ganzio stands vigilant! 🚀🛡️
 
And yes I did have a note on my ToDoist to make this post today. :)
;)
But did your to-do list generate the answer without input? That would either be clever or frightening, depending on your level of concern about the Robot Revolution (coming soon to a data center near you!!)
 
But did your to-do list generate the answer without input? That would either be clever or frightening, depending on your level of concern about the Robot Revolution (coming soon to a data center near you!!)
ToDoist just stopped their integration with Alexa the other day. Previously I could add and remove things by voice, now I have to be a barbarian and pull my phone out of my pocket to check off tasks. ;)
 
I agree with Sigtrygg

Our society has become accustomed to instantaneous communications. This is very natural for humans, it allows for control and understanding. Every child clamors for 'now'. Every parent is happy they can reach out to their child anywhere, anytime.
We spent a lot of time and resources getting to that stage.

Its not something we want to willingly give up.

Most video and board games give us an omniscient view of the game. We control fleets in real time on opposite sides of the galaxy, with full knowledge of what is happening to each fleet. We control multiple individuals, and choose their reactions with full knowledge of what we are going to choose for the other one. Cheats that turn off fog of war are some of the most popular cheats in video games.

The time lag that jump rules force upon a Traveller goes against all that we've worked for, and grown accustomed to. Its not popular, for very good reason.

If we want it to be accurate, its going to be uncomfortable, and unpleasant. By definition. Trying to make it comfortable, or smooth, is literally going against the point of the jump rules. It would definitely be more popular, but it wouldnt be accurate.

Given that, i fail to see how we could have a set of rules that doesnt feel uncomfortable and annoying, without giving up one of the core assumptions of the setting.
Perhaps you could have movement as the first action of your turn, then do other things, then the other player/next player has his or her turn. You only get to move again after the other player/players have had their turns. This would be a delay of sorts. Combat can be activated when you get within so many hexes of the enemy. Fleet/Ship/Marine commanders would be able to engage in combat or retreat. The player essentially plays the role of both the overall commander of a faction and the highest ranking officer on the bridge/on the ground.
 
The problem is you can see the board and what is happening while in "reality" a sector admiral would not have this sort of god's eye view.
The Admiral's plotting factor already does what you suggest in a way.
 
The problem is you can see the board and what is happening while in "reality" a sector admiral would not have this sort of god's eye view.
The Admiral's plotting factor already does what you suggest in a way.
Perhaps hidden movement instead? I'm thinking something like "Fury of Dracula" where the vampire hunters only detect Dracula by the bats, henchman etc that he leaves behind. In this case perhaps you could only "see" the area of the board closest to your location. The complicated thing is keeping it "double blind" so both sides are hidden from each other. It's taking "battleships" to a whole new level.
 
Could go old school, and have a Referee - but we would have to be tricksy and find ways to keep them constantly engaged in the game...
Good idea. I think watching the conflict unfold would be engaging enough for me. I might have to resist commenting on players moves...."ooo, I wouldn't do that".
 
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