I've thinking, and wanted to bring up the issue of morale and how it relates to starship combat. This was brought on by a discussion elsewhere (http://www.star-ranger.com/forum/viewtopic.php?f=2&t=9626 ). I have also been playtesting a scenario that I submitted for publication.
The issue is basically at what point are ship captains liable to stop obeying orders and put self-preservation above continuing to fight? In the scenario I was playtesting, 7 of 10 Klingon ships died, with the remaining 3 ships had substantial damage. I had the Klingons break off of their attack runs when they took 50% casualties, and 2 more ships died during the pursuit phase. While I did include a provision in the victory conditions a rise in the victory level if they achieved 2 objectives, the game was winnable achieving only one. I was trying to figure a way to justify a 100% loss rate, ie, a suicide-mission vs ship self-preservation.
So at some point in the battle, what about the idea of each ship's captain having to roll to keep their morale high enough to obey orders vs breaking and running for it? I would think the dice roll should kick in at some percentage of the original force lost, but I don't where that number should be. Add a modifier if all ships with the Command Trait are lost? Also, there probably ought to be some modifier for each Empire; the Klingons might be willing to take higher losses to achieve the objective vs the Feds or Gorns, for example.
If we can come to some sort of concensus, would this be a worthy addition to a future rules edition? I suspect it will be moot, unless we can get ADB to agree to this (I have no idea what their opinion of this subject would be), but I thought it might make for some interesting discussion.
***edited to clarify it's ship captains who might stop obeying orders and run for it. ***
The issue is basically at what point are ship captains liable to stop obeying orders and put self-preservation above continuing to fight? In the scenario I was playtesting, 7 of 10 Klingon ships died, with the remaining 3 ships had substantial damage. I had the Klingons break off of their attack runs when they took 50% casualties, and 2 more ships died during the pursuit phase. While I did include a provision in the victory conditions a rise in the victory level if they achieved 2 objectives, the game was winnable achieving only one. I was trying to figure a way to justify a 100% loss rate, ie, a suicide-mission vs ship self-preservation.
So at some point in the battle, what about the idea of each ship's captain having to roll to keep their morale high enough to obey orders vs breaking and running for it? I would think the dice roll should kick in at some percentage of the original force lost, but I don't where that number should be. Add a modifier if all ships with the Command Trait are lost? Also, there probably ought to be some modifier for each Empire; the Klingons might be willing to take higher losses to achieve the objective vs the Feds or Gorns, for example.
If we can come to some sort of concensus, would this be a worthy addition to a future rules edition? I suspect it will be moot, unless we can get ADB to agree to this (I have no idea what their opinion of this subject would be), but I thought it might make for some interesting discussion.
***edited to clarify it's ship captains who might stop obeying orders and run for it. ***