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Traveller» Forums » General

Subject: Best version of space combat rules rss

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Dave Nellis
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Is there a version of this game that's generally considered to have better 'space combat than others'? I'm comparing different space combat systems that I can steal for the engine in a video game. Most are too detailed for my taste. The closest one I've found so far to being satisfying is Battlefleet Gothic. What I've read so far about this one seems like it could be perfect, but it will be a project between Classic, GURPs, etc.

Thanks!
 
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Paul Dale
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I'm quite a fan of the original three books space combat. Ranges are greatly simplified and a map isn't even required most of the time.

Mayday goes beyond that to vector movement without being too difficult.

High Guard has a good system for fleets.

I've not tried the current Mongoose space combat rules yet but they seem pretty straightforward too.

- Pauli
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William Hostman
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Gaming in Greater Anchorage area, Alaska since 1978. Looking for Indy-willing RPG players in Eagle River (or willing to drive to Eagle River). Geekmail me if interested.
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Shatner wrote:
Is there a version of this game that's generally considered to have better 'space combat than others'? I'm comparing different space combat systems that I can steal for the engine in a video game. Most are too detailed for my taste. The closest one I've found so far to being satisfying is Battlefleet Gothic. What I've read so far about this one seems like it could be perfect, but it will be a project between Classic, GURPs, etc.

Thanks!


Let's list them, first:
CT Bk2 (Except Starter Traveller) - vector movement, bk2 designs*, minis on table. Damage erodes function, essentially knocking out x tons per hit, where x varies by system hit

Mayday - As CT Bk2, except counters on map. Options for use of Bk5.

Starter Traveller - range band movement, bk 2 designs* & combat

CT Bk5 - abstract combat, Bk5 designs*, no mapping (too abstracted); hits reduce function levels (1 hit does X damage, where X is a rating and tonnage affected varies by size of ship). Several more weapons systems introduced over Bk2.

MegaTraveller - square grid map, MT Designs* †, Bk5 style combat resolution, including damage

TNE - Abstract combat, uses BL/FF&S designs, hits progressively damage affected systems.

Brilliant Lances - hexgrid, otherwise as TNE. BL ship design rules* included, FF&S rules compatible.

Battle Rider - large scale simplification of BL.

T4 - Abstracted combat system, T4* and FF&S designs. Damage reduces ratings.

T4 - abstracted force-point system - used in subordinate products for resolving fleet level actions "off camera"

T20 - Hexgrid combat system, T20*‡ and Bk5 designs, Vector movment. Damage to hull is cumulative hit points, damage to systems reduces rating.

GT - Hexgrid combat, hit points by system, vector movement. GT design system.

MGT (Mongoose Traveller) playtest - hexgrid or minis combat, hits do damage as in Bk2, but may also knock out system, crew need to make rolls, tracking of crew stations, vector movement implied but not presented, power allocation each turn. MGT design system*; Bk2 designs quickly convert.

MGT Release - MGT Design system* range tracking only, implied vector but not in practice, Damage knocks out systems hit and may cumulatively destry them

Power Projection (either) - Bk5 designs requiring conversions, vector movement, cumulative hit points triggering system knockout checks at specific thresholds. Adventure Class Ships (sub-1000Td) below resolution of system.

Traveller Hero - Hex based, standard hero vehicle combat.

* indicates design system in that ruleset
† MT design system provides the same ratings as bk 5, but by different means. Bk5 designs can be used without significant changes, if you know how to read Bk5 ratings.
‡ T20 design system is a variant of Bk5. Compatible, but some ratings need to be calculated to use Bk5 designs

As to what is best
IMO, Bk2/mayday for tactical play (Realistic and simple), MGT Playtest for RPG. (Combined with mayday movement, it was simple, fun, player-involving, and non-abstract.

MT ship combat sucks. The non-vector movement tied to a rehash of Bk5 combat was very unsatisfying to most.

TNE and BL are very gritty, slow to play, and while incorporating a lot of "reality rules," they only provide a veneer of same. the primary thruster listed is unrealistic (too low a power draw for the thrust provided, too low fuel draw as well). The weapons are the same range as Bk5.

BR - too abstract for most; best use is for playing large fleet battles.
T4 abstracted system is a wargame adaptation from (IIRC) 5FW.

T4 Core is about as tactically exciting as Bk5. But with more details to the ships, and more annoyingly intricate ship designs.

T20 is a good system, but it's d20 mechanics for combat. Ships from Bk5 are ratings compatible and 98% design compatible, but since characters are not, and T20 has several figured stats...

GT: I don't play it. (I have it, tho'.) Character and ship incompatible. Pretty much GURPS standards throughout, except design system.

HT: Haven't had a chance to play it, and now it's OOP.

PPE/PPF - it's essentially a Full Thrust variant. If you ike Full Thrust, you'll probably like it. (I like FT, but dislike PP, in part because the conversion is for fleet battles, and I run PC scale stuff.)

not discussed, because they are strategic level: Fifth Frontier War, Imperium, Dark Nebula, Invasion Earth, and Imperium 3rd Millenium.
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Dave Nellis
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You sir, are my hero!
 
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