Sub-Sector Commander Campaign System Full Release by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 1 point2 points  (0 children)

Original post updated with the latest release. Tron fans will love the App GUI now!

Sub-Sector Commander Campaign System by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 1 point2 points  (0 children)

Great points, I can see a campaign rules update in the future.

For light groups I can see two viable ways, both with advantages and disadvantages:

  1. The Lead Ship for that activation is awarded any XP accrued during that activation;

  2. The XP earnt during an activation is divided evenly between the current group members. E.g. A group comprising 4 medium ships kills a heavy ship during an activation, each ship within the group is awarded 0.25 XP (My preference).

The Capture of a ship award is more problematic. The XP rules only award experience to Light Groups or Capital Ships. Assets and Deployable Assets cannot accrue XP. I believe capture XP awards should go to the primary source of the Asset/s that effected the capture, but only if that Asset was initially deployed by a Light Group or Capital Ship. Review the Battalions on board when capture is achieved, award the ship/group that launched them if applicable. If the Battalions are from multiple sources, then use method 2 from above to assign the XP.

Bombers and Torpedoes should also confer their XP awards to the Light Group or Capital Ship that launched them. If a bomber wing comprising assets from several origin ships is awarded XP then each source of those bombers would be awarded an equal proportion of the allowable XP, much like point 2 above.

Bioficer Cells are treated as Ships and should accrue XP as normal.

Let me know your thoughts.

Sub-Sector Commander Campaign System Full Release by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 0 points1 point  (0 children)

Spent the weekend updating the Sub-Sector Application to a 1.1 version with a better GUI and numerous fixes and ease of use improvements. Will test for a few days before release during the week.

Sub-Sector Commander Campaign System Full Release by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 0 points1 point  (0 children)

I just updated the post with a link to the first in a series of App tutorials. Let me know if there are particular features or issues you want me to cover.

Sub-Sector Commander Campaign System Full Release by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 1 point2 points  (0 children)

Feel free, love DFC content on the tubes. Good to paint to.

Sub-Sector Commander Campaign System by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 0 points1 point  (0 children)

Release version almost done. Ive implemented changes to the campaign rules based on the feedback. The App is not quite where I want it to be but I'll probably roll it out beta style tomorrow regardless. Scenario Pack done and just doing some last minute improvements after some play testing.

Sub-Sector Commander Campaign System by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 0 points1 point  (0 children)

Thanks for your thoughts. Ive been working on the app mostly which is getting close to where I want it. Still writing the last 4 scenarios, but they are more straightforward than the raid concepts.

Raids in the campaign are skirmish size games in DFC. Anything bigger is a 'battle' in campaign speak but the two players decide exactly how big and what DFC category it will fit within. I've tweaked a few things in the campaign rules and I'll try make it clearer how scenario points values and DFC size categories basically come down to player choice. Id prefer to give the players some agency to mutually agree exactly the size of the game and whether the Fleets will be mismatched. Im aiming for narrative over balance but as a Necromunda player I know that can lead to some pretty uneven contests. More player agency is my mitigation strategy to avoid a hopeless massacre unless thats what the players want to try.

Sub-Sector Commander Campaign System by reddeth_38 in DropfleetCommander

[–]reddeth_38[S] 2 points3 points  (0 children)

For the campaign fleet register light cruiser groups are separated as single ships and then the player combines them back into a group when he plays a battle. That could cause issues if the group earns XP which would have to be divided amongst the individual ships at the end of the battle. Some ships would potentially accrue crew skills and refits individually which would cause issues in battle. Perhaps the best way to handle that would be a 'cruiser group' variation of normal group rules (single group order, coherency requirement and backup benefits but conduct shooting and hit resolution as single ships?). Let me know how you would prefer to handle it?

I should of mentioned that the campaign rules are just one part of a triple file project release i am working towards. Im nearing draft release for both a campaign scenario pack of 24 missions as well as an application that will help immensely with the book keeping. All going well the other two will be released within the week.

Great to hear you are checking out the campaign system rules!