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(TFT) Can you read this?



Okay, prepping for GameStorm in Portland in mid-March... a hopeful
prep for Origins at the first of June.
Trying to pull together different play-test stuff into some kind of
gestalt... at least the notes.
What I'm thinking to try and "show off" is a scenario where the
players are attempting to fight their way out of a melee to get into a
short road race to reach a mass combat before it ends badly for their
side.
It's a very rough outline but it is an outline and I'm curious if it's
readable to anybody but me at this stage.
Any thoughts would be GREATLY appreciated y'all!



QUICK REFERENCE PAGES


1 Page is 10 inches from top to bottom (north to south) by 8 inches
from side to side (east to west).
1 Melee-hex is 1 inch from side to opposite side on the Page and 1
1/4b from e vertex to w vertex.
1 Melee-hex represent a distance of 1.3m (4.3ft.) from the north
hex-side to the south hex-side.
10 Melee-hexes cross a Page from top to bottom.
4 Pages top to bottom by 5 pages side to side equal 1 large table-map
(3.3 feet by 3.3 feet).
4 Pages top to bottom is 40 Melee-hexes across.
1 Vehicle-hex is 4 Melee-hexes across from top to bottom.
1 Mass-hex is 40 meters across and roughly 40 Melee hexes across from
east vertex to west vertex.
There are about 40 Mass-hexes per mile from north to south.
5 Mass-hexes across (n/s) is 1 furlong (or stadia), or an eighth of a mile.
There are about 10 miles per Strategy-hex or 400 Mass-hexes on the Strategy Map.
There are 1200 Mass-hexes per Campaign-square.



Melee Combat Turn Sequence

1 Roll For Initiative
2 Renewables
3 Movement
4 Actions
5 End Of Turn Effects

Melee combat between small groups of Figures takes place on the
hex-grid set to a scale of 1.3m (4.3 feet) across each hex with each
turn covering about 5 seconds of time.
MA 10 is roughly 6mph or about 2 Leagues per hour which is twice the
historical value for walking travel in Leagues.

Melee Combat Actions

Disengaged
1 Move more than half MA to full MA and do nothing else.
2 Move up to half MA and;
 a Charge
 b Throw
 c Dodge
 d Tackle
3 Move up to 2 hexes and Ready Weapon.
4 Move 1 hex and;
 a Attack
 b Use
 c Disbelieve
5 Stand up

Engaged
1 Shift 1 hex and;
 a Attack
 b Defend
 c Ready Weapon
 d Tackle
 e Use
 f Disbelieve
 g Disengage

Hand to Hand
1 HtH Attack
2 HtH Ready Weapon
3 HtH Use
4 Pin
5 HtH Disengage



Vehicle Combat Turn Sequence

1 Acceleration & Deceleration
2 Movement
 a Maneuvers & Control
 b Crashes & Collisions
3 Attacks
 a Targeting
 b Hit determination
 c Damage & Location
 d Area of Effect weapons

Vehicle Combat takes place on the hex-grid set to a scale of about
17.3 feet (~5.3m, 4 Melee-hexes) across each hex with a turn covering
about 1 second and each phase taking about a tenth of a second of
time.
Cars typically move in increments of 10mph and cover 1 hex per each
10mph of speed per turn.
Each 10mph of movement equals a Melee MA of 20.
A Melee MA 10 moves half a Vehicle-hex in 1 Vehicle-turn in a full move.

Vehicle Combat Actions

1 Drift
Move 4 sq forward and shift 1 or 2 sq left or right

2 Swerve
Move 4 sq forward and fix a rear corner then move diagonally opposite
corner 1 or 2 sq

3 Pivot
Can only be performed at 10mph
Move 2 sq forward and fix a rear corner then turn any amount

4 Reverse
Can only be performed at 10 to 20mph; must pause 1 turn between
forward and reverse; can preform all maneuvers

5 Attack
See the Rules section on Vehicles

6 Use
See the Item or Spell that allows this Action for specific details



Mass Combat Turn Sequence

1 Attacker Movement phase
2 Attacker Combat phase
   a Defender missile fire
   b Attacker missile fire
   c Attacker melee
   d Defender melee
3 Defender Movement phase
4 Defender Combat phase
   a Attacker missile fire
   b Defender missile fire
   c Defender melee
   d Attacker melee
5 End of Turn phase

Mass combat takes place on the hex-grid set to a scale of about 40m
(~31 Melee-hexes) across each hex and each turn covering about 2
minutes (24 Melee-turns, 1/30 of 1 hour) of time.
A Melee MA 10 moves about 8 Mass-hexes in 1 Mass-turn in a full move.
10mph is 16 Mass-hexes per Mass-turn.
5 Mass-hexes across are a furlong (1/8 mile).
There are about 40 Mass-hexes per mile (4 Pages n/s by 5 Pages e/w per
square mile).
Roughly 1000 (961) Figures can fit into 1 Mass-hex at a separation of
1 Figure per Melee-hex (1b by 1b square) in 31 ranks and 31 files.
1 Mass-hex is about 39 Melee-hexes from vertex to opposite vertex (1 1/4b).



Mass Combat Actions

1 Rally
see People Morale
2 Cover (Prep) fire
Melee

3 Move
See People Movement

4 Attack
Melee

5 Charge
Melee

6 Use
see specific Item for specifics



Strategic Map
For very large Mass combats it can be helpful to keep a larger scale
map for a full overview and quick resolution of combats well away from
the immediate location of the party.
Generally, increasing the scale by 1 order of magnitude from the Mass
combat scale is convenient.
With 1 mile equaling about 40 Mass-hexes across, the same 40 hexes
would represent 10 miles across on a Strategic Map.
At 10mph it would take 1 hour to cross a 40 by 40 hex (4 by 5 10b by
8b Pages) Strategic Map (30 Mass-turns)
20mph 30min across Strat-map (15 Mass-turns)
30mph 22.5min across Strat-map (~11 Mass-turns)
40mph 15min across Strat-map (7.5 Mass-turns)
50mph 13.125min across Strat-map (~6.5 Mass-turns)
60mph 11.25min across Strat-map (~5.5 Mass-turns)
80mph 7.5min across Strat-map (~4 Mass-turns)
100mph ~6.5min across Strat-map (~3 Mass-turns)
160mph ~4min across Strat-map (2 Mass-turns)



Game-world Turn Sequence

1 Advance Calendar
2 Adjust Party
3 Check Random Events
 a Resolve Random Events
4 Resolve Actions
5 End of Day
6 Night

Game-world Actions take place on the Campaign Map with each square of
travel representing about 30 miles (~50km) and Action times lasting 1
or more hours, with a turn representing a day.
A Melee MA 10 takes a minimum of 5 hours to cross 1 Campaign-square.
10mph takes a minimum of 3 hours to cross 1 Campaign-square.
60mph takes a minimum of 30 minuets to cross 1 Campaign-square.
100mph takes a minimum of 18 minuets to cross 1 Campaign-square.
The Campaign Map is three Pages 10 inches n/s (top to bottom) by 24
inches e/w (side to side).
There are 40 quarter inch squares n/s by 96 quarter inch squares e/w
for a total of 3840 squares.
30 miles squared is 900 square miles.
3840 squares times 900 square miles is 3,456,000 square miles a
problem because approaching half the map is ocean, Canada, or Mexico.
The actual area of the united states is around 3,800,000 square miles
with major bodies of water.
However, 96 squares at 30 miles across is 2880 miles... much more
reasonable in scale.
I think the Road War 2000 guys used some road distances rather than
crow fly in building... still, it's the map I'm working with and it's
good enough for government work I suppose.



Game-world Actions

Scout
Generally explore the current square; results depend on the Terrain of
the square

R & R
Repair Vehicles and Rest Figures

Cache equipment
Add or remove Items from a Cache

Loot
Search for useable Items

Recruit people
Try to contact survivors in this square and convince them to join the cause

Inspect Vehicles
Look for serviceable Vehicles

Fortify
Improve the Buildings and Defenses around a Camp

Use facilities
See the Rule section on Places Cities for specific details

Move
See the Rule section on Places Movement for specific details
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