FFW doing it my way

collins355

Emperor Mongoose
Have commenced solo game of GDW's Fifth Frontier War. Using a couple of house rules to assist getting a better challenge and avoid the need for pre-plotted orders.

SEtup with Imperial forces ready to meet (actually run from!) the five Zhodani assault fleets and four Outworld Coalition ally fleets.
 

Attachments

  • IMG_20251111_123506723.jpg
    IMG_20251111_123506723.jpg
    1.8 MB · Views: 17
Not perfectly!

Instead of pre-plotting a number of turns based on the admiral's number, I'm taking that number and using it as a "target number" to roll against to "activate" a fleet/admiral. (Many modern wargames use such a mechanic to activate units)
 
That doesn't solve the problem of comm lag.

The point is you do not know where the enemy is when you recieve intel on theri past position, and you don't know where they are going to be. where they are going to be.

Which modern games model a 2 to six week comm lag with an activation roll?
 
If you want to model it (and let's be honest, that's gonna be hard), the side on offense has to pre-plot their movement, and at each encounter they'd have to roll on a chart that basically says - 'engage, stooge around, or withdraw'. And the defenders would do the same, except their withdrawl would be to random locations, based on how the commander thinks it should happen.

Defenders would have already planned on where to go in case of a fighting withdrawl. While you CAN say that a defender would engage only if forces were roughly equal, you also have to allow for the human condition of a commander thinking he's seeing a window of opportunity or something along those lines. It's how command works in reality - the local commander will make decisions based on his standing orders as well as his analysis of the situation in front of him. Heck, some might go blindly charging into terrible odds because they have to die for the Imperium or something silly like that.

You'd also have to set up nodal command points and plot out, for each fleet, what they were to do for X turns before information could flow back to the command staff and they could make a decision and get the commands back to the fleets. Pincer movements taking advantage of new information can easily blow up in your face if the enemy retreats or reinforces a location and changes the expected odds, not to mention you could waste weeks of preparation by emerging in a system w/o any real enemy presence to crush.

Most people really don't get the communication lag concept today since we really don't have it. There is a Starfire novel called Insurrection where the information about an insurrection on the frontier first shows up back on Terra. As usual someone says "we'll crush them with XX", and then someone points out that the information is already 4 months old. So there's gonna be a lot of random rolling and commanders will say "let's reinforce XX fleet" and that part of the line of battle gets reinforcements which may, or may not, turn the tide of battle.

Your attacker is obviously going to have it easier in planning, as they will set out their goals in advance with plans for fleets to link up or reduce nodal fleets/planets. Defenders have to react w/o much planning and fall back along pre-determined routes - but as defenders they typically enjoy certain advantages as well. Like all battles, eventually the success of the attacker means their lines of communication and supply get extended and the defenders get shorter, so things can easily flip at certain battles.

I think because you have so much randomness tossed in a strategic war of this kind is not very fun. If you played some of the early computer games like SSI's Star Fleet game (i forget the name), but you plotted out 32 impulses of play, and you put in about when you expected to fire your weapons, which meant you were looking into the crystal ball thinking where the enemy is going to be in XX turns. At the end you got to see where your ship was in relation to the enemy and then you repeated it. It wasn't a very fun game, though it was a closer simulator of having to think ahead and make decisions like you are wanting to do for your FFW game.
 
FFW as written doesn't fully model comm lag and lack of intel anyway
- firstly, both players have full view of the board and can see where enemy fleets are at all times (which is wholly unrealistic if we're being pedantic);
- secondly, a significant number of admirals in the countermix are allowed to react in advance of where comm lag would strictly let them (for example Duke Norris can react instantly)

One could envisage a much stricter play model that used double-blind mechanisms, two or maybe three complete gameboards and sets of counters and a referee to hew more closely to the "communication at the speed of travel" restrictions of the OTU and deny the players intel. I don't have the luxury of any of those things, and I suspect most people who might even vaguely consider playing FFW don't either.

Instead I'm just trying out this activation mechanic as a solo option, in the full knowledge it isn't perfect.

I'd of course welcome suggestions of a better mechanic.
 
To be fair, there's an unseen flow of information (at one week per jump... but not one week per hex) from non-fleet assets such as individual spy ships and commercial traffic, and I would expect that all sides are using intensive modelling to inform their movements.

(Norris' perk is mostly to model him taking charge and essentially being the centre of action... and maybe a degree of reckless competency and luck?)
 
FFW as written doesn't fully model comm lag and lack of intel anyway
- firstly, both players have full view of the board and can see where enemy fleets are at all times (which is wholly unrealistic if we're being pedantic);
- secondly, a significant number of admirals in the countermix are allowed to react in advance of where comm lag would strictly let them (for example Duke Norris can react instantly)

One could envisage a much stricter play model that used double-blind mechanisms, two or maybe three complete gameboards and sets of counters and a referee to hew more closely to the "communication at the speed of travel" restrictions of the OTU and deny the players intel. I don't have the luxury of any of those things, and I suspect most people who might even vaguely consider playing FFW don't either.

Instead I'm just trying out this activation mechanic as a solo option, in the full knowledge it isn't perfect.

I'd of course welcome suggestions of a better mechanic.
Yeah, Battleship-style gaming is only fun at small scale. Best way to do the wargame is to do the semi-random die roll for each encounter to see how the commander on the scene would react (for both sides).

But it's a game, so if you aren't having fun then what's the point?
 
FFW as written doesn't fully model comm lag and lack of intel anyway
I agree, the god's eye view that the players have would be absent from the participants.
- firstly, both players have full view of the board and can see where enemy fleets are at all times (which is wholly unrealistic if we're being pedantic);
Yup, I have often pondered secret movement and an information wave front for each fleet move, but it gets really complicated.
- secondly, a significant number of admirals in the countermix are allowed to react in advance of where comm lag would strictly let them (for example Duke Norris can react instantly)
I don't mind individual admirals being able to react to a changing situation faster, bu they should not be aware of anything beyond the information wavefront their scouts and couriers can bring them.
One could envisage a much stricter play model that used double-blind mechanisms, two or maybe three complete gameboards and sets of counters and a referee to hew more closely to the "communication at the speed of travel" restrictions of the OTU and deny the players intel. I don't have the luxury of any of those things, and I suspect most people who might even vaguely consider playing FFW don't either.
It cries out for a computer game...
Instead I'm just trying out this activation mechanic as a solo option, in the full knowledge it isn't perfect.
I am looking forward to seeing how it plays out. Please keep us updated.
I'd of course welcome suggestions of a better mechanic.
Moving blank counters is the only one I can think of, while ther are other fog of war mechnisms there are none that I know of that simulate a commlag that varies between a week and several months.
 
I've already (re)learned a few things - like don't attack Louzy with a substandard Zhodani fleet.

The Louzy SDB force chewed up a whole Zhodani colonial fleet and spat it out. Had to divert a second fleet from its mission to rescue the survivors and finally squash those pesky SDBs. Then had to battle 20,000 battalions of the Louzy ground forces! And all for 8 measly VPs!
 
Back
Top