GCW Combat v3.0At the heart of this system is simplicity and familiarity. I'm using the same game mechanics that any tabletop board game would use as well as other features that the Star Wars TCG also used to create a smoother and higher functioning combat model that is bound to be more fun than burdensome.
Behold, the Hexagrid:
"X marks the spot", which could be either the Planet itself or the Capitol, since this grid could in theory be used for both Space and Ground battles. Red Zones are where opposing forces will either exit hyperspace or land troops, while Blue Zones are where home defense forces can position themselves.
Okay, now what?
ORDER OF BATTLEAll players must follow this order of battle to a tee. Based on the observations from the mock, it seems that in a desire to give players bigger fleets, we've invariably created a new demon: length of the battle. In order to reduce battle length, I propose we all strictly follow this order of battle:
1. Deploy Phase --> Attackers exits hyperspace. Reinforcements are called in. Defender posts locations.
2. Maneuver Phase --> Attackers can move their units around, move into Low Orbit, create Formations, etc. Reinforcements exit hyperspace in the Red Zones.
3. Battle Phase --> Attackers shoot first, Defenders bat last.
4. Damage Phase --> Destroyed units are cleared out.
5. Power Phase --> The winner is chosen by calculating total Power. Loser must retreat from Space, and cannot return until the Logistics Phase (the final phase) is over.
6. Siege Phase --> If the attacker won, then he can reposition his units in Low Orbit to enforce a blockade. Grid spaces are held by exerting Power over it. During this phase, orbital bombardments and troop landings also occur.
7. Assault Phase --> Invasion forces land troops and begin assault.
8. Casualty Phase --> Killed units are removed.
9. Victory Phase --> Invasion forces can win if any of the following conditions are met: "Conquest" (the Capitol is cleared of defending forces), "Domination" (your total Power is more than triple the defender's), or "Surrender" (defending forces can surrender only after an Assault has taken place).
10. Logistics Phase --> After the battle is over, it takes 3 days for the system to convert to the winner's full control. During this phase, new system defenses can be brought in to solidify control. After this phase is over, the system is open again for movement and future battles.
Okay, so the Order of Battle is pretty cut and dry. There are no time limits, rather as soon as a phase is completed, players can move onto the next phase at their convenience. We can get away with this because there are only two combat posts you really need to concern yourself with: Space Battle and Ground Assault.
Below is a sample spec listing. I'm taking the familiar GCW specs but replacing know features with Attack Rating and Durability. Attack Rating is the total damage output of a starship multiplied by x4. Durability is Shields + Armor. That's it! No more Hull, no more Systems. Starfighters and Aux get similar treatment. Their attack ratings are their damage outputs x2.
ISDAttack Rating: 4320
Durability: 4800
UCR: 3
Docking Bay: 150m
Tractor Beams: 1000m
Unit Capacity:
6 TIE Squadrons
6 AUX Groups
10 Landing Barges
1000 Infantry Squads
20 GAV Groups
Special Features:
Dual Shield Domes -- Can be individually targeted by SF and AUX (DUR:120/UCR: 3, each). If destroyed, the ISD suffers a -240 Durability hit.
Battlefield Dominance -- During the Power Phase, this unit may add its Durability to its Attack Rating when calculating total Power.
VSDAttack Rating: 3840
Durability: 2700
UCR: 3
Docking Bay: 100m
Tractor Beams: 500m
Unit Capacity:
2 TIE Squadrons
2 AUX Groups
2 Landing Barges
200 Infantry Squads
4 GAV Groups
Special Features:
Assault Bombardment -- 50% of this unit's Attack Rating can be applied towards Orbital Bombardment; the other 50% is applied when calculating total Ground Power.
CRAKAttack Rating: 800
Durability: 1050
UCR: 6
Docking Bay: 12 External Racks
Tractor Beams: 200m
Unit Capacity:
1 TIE Squadron
Special Features:
Flank Position -- During the Maneuver Phase, this unit may be assigned to a Star Destroyer for defensive purposes. If so, any attacks made upon that Star Destroyer must first be made on this unit. (Restrictions: No more than 2 Carracks can be assigned to any 1 Star Destroyer).
TIE Fighter SquadronAttack Rating: 96
Durability: 72
UCR: 8
Special Features:
TIE Swarm -- During the Maneuver Phase, this unit may form up with other TIE Squadrons and combine its Attack Rating and Durability.
Point Defense -- If assigned to CSP, this unit gets +2 UCR and adds its Attack Rating to its Durability.
TIE Bomber SquadronAttack Rating: 240
Durability: 144
UCR: 6
Hyperdrive: None
Special Features:
Bombing Run -- This unit gets a bonus attack during the Siege Phase.
TIE Interceptor SquadronAttack Rating: 192
Durability: 120
UCR: 10
Hyperdrive: None
Special Features:
First Strike -- This unit gets a bonus attack during the Maneuver Phase. If this ability is utilized, this unit may not be assigned to CSP.
Point Defense -- If assigned to CSP, this unit gets +2 UCR and adds its Attack Rating to its Durability.
TIE Avenger SquadronAttack Rating: 288
Durability: 240
UCR: 9
Hyperdrive: x1
Special Features:
Space Superiority Fighter -- This unit's Attack Rating can be applied when calculating total Space Power.
MC-80Attack Rating: 2704
Durability: 4550
UCR: 3
Docking Bay: 100m
Tractor Beams: 500m
Unit Capacity:
4 Heavy SF Squadrons
4 AUX Groups
3 Medium Transports
300 Infantry Squads
6 GAV Groups
Special Features:
Mon Calamari Shield Boost -- During the Maneuver Phase, this unit may transfer any amount of its Attack Rating to its Durability.
RAFAttack Rating: 2400
Durability: 1800
UCR: 4
Docking Bay: 6 Auxiliary Racks
Tractor Beams: None
Unit Capacity:
1 AUX Group
Special Features:
Assault Formation -- During the Maneuver Phase, this unit may lower its UCR by -1 and its base Durability by -10%, in order to increase its base Attack Rating by +10%.
NEBAttack Rating: 696
Durability: 900
UCR: 5
Docking Bay: 50m
Tractor Beams: 200m
Unit Capacity:
2 SF Squadrons
2 AUX Groups
Special Features:
Escort Operations -- When calculating total Space Power, this unit adds its Durability.
CORVAttack Rating: 240
Durability: 525
UCR: 7
Docking Bay: None
Tractor Beam: 100m
Unit Capacity:
10 Infantry Squads
Special Features:
Blockade Runner -- If this unit lost a battle and must retreat, it gets a bonus attack prior to leaving the system.
A-Wing SquadronAttack Rating: 192
Durability: 120
UCR: 10
Hyperdrive: x1
Special Features:
First Strike -- This unit gets a bonus attack during the Maneuver Phase. If this ability is utilized, this unit may not be assigned to CSP.
Point Defense -- If assigned to CSP, this unit gets +2 UCR and adds its Attack Rating to its Durability.
B-Wing SquadronAttack Rating: 408
Durability: 408
UCR: 3
Hyperdrive: x1
Special Features:
Space Superiority Fighter -- This unit's Attack Rating can be applied when calculating total Space Power.
Attack Run -- During the Maneuver Phase, this unit may enter into an Attack Run against a capital ship or battlestation. If so, it gets -1 UCR but +10% to its Attack Rating.
X-Wing SquadronAttack Rating: 240
Durability: 312
UCR: 6
Hyperdrive: x1
Special Features:
Onboard R2 Unit -- During the Maneuver Phase, the onboard R2 unit may decrease either the Attack Rating or Durability of this unit by -10% in order to increase the other by +10%.
Space Superiority Fighter -- This unit's Attack Rating can be applied when calculating total Space Power.
Attack Run -- During the Maneuver Phase, this unit may enter into an Attack Run against a capital ship or battlestation. If so, it gets -1 UCR but +10% to its Attack Rating.
Y-Wing SquadronAttack Rating: 288
Durability: 384
UCR: 4
Hyperdrive: x1
Special Features:
Onboard R2 Unit -- During the Maneuver Phase, the onboard R2 unit may decrease either the Attack Rating or Durability of this unit by -10% in order to increase the other by +10%.
Bombing Run -- This unit gets a bonus attack during the Siege Phase.
Sounds like fun, yeah?