[2007.02.12]
[v4.1]

FTCamp0.2: Campaign Round (Engage Orders)

This page covers the Engage Orders Rules.

0: Content

I: Summary (top)

The Engage Orders Phase is where groups attempt to out manoeuvre each other to gain the upper hand in a battle, avoid fighting at all or even attempt to retreat.

The Engage Orders Phase only occurs when there are Opposing Groups able to scan each other as described in the Fleet Orders Section. Even then, actual Engage Orders are only issued if opposing groups occupy the same map hex.

If there is an opposed hex, each player involved has several options for each group. These affect it's chance of engaging in a battle or escaping. Also, these choices will have a direct affect on the Battle (if there is one), commonly in the form of delaying units from arriving on table.

Unless a player objects, work through each contested hex one by one. If a player feels the outcome of one hex will affect another, then you must perform all the following steps in parallel for all the contested hexes.

Note, read this entire page. The consequences of some decisions are discussed later in this section.

1: Perform Special Acts (top)

Most Special Actions are directly related to Craft Systems (listed in the Systems Compendium). The relevant system must be operational.

The other special action was to trigger a Command Bubble in the Fleet Orders Phase. If the Interceptor was successful, then they placed a Marker on the hex with the Invader(s).

1.0: Dispatch Groups

If a Command Bubble was triggered, and the interception was successful, you must decide what other Groups assigned to the specific Command HQ/Outpost to Dispatch to aid the Intercepting Group.

Each Group may only be dispatched to one interception.

These dispatched groups will arrive as reserves (see later for explanation).

1.1: Sensors, Stealth and ECM

The affects of sensors are discussed in the Fleet Orders Phase, however, you must tell your opponent what sensors you have for them to give the correct information.

Similarly for ECM and Stealth.

1.2: Weasel Systems

These may be activated, causing the craft to alter it's class (only increase). There is no way to detect a weasel system from distance (unlike ECM and stealth that can be bi-passed with better sensors).

You must choose a specific setting for each weasel system, and this cannot be changed until the next campaign round. (ie. if the craft is bought to battle it's signature cannot change from the revealled sensor information).

1.3: Decoys

Decoys are by far the most useful additional system to Groups wishing to escape.

Before the Long Range Scans are revealled, you may elect to lauch any number of decoys from all groups present.

You must form the launched decoys into groups OR add them to exisiting groups. Each decoy must also be configured.

Groups consisting entirely of decoys are revealled as a normal group - opposing players are none the wiser. Decoys added to groups simply add their signature to the scan. Groups of Decoys are treated as a separate group, they will be issued an Engage Order.

Decoys may only represent ships, they cannot mimic Statics (see Scanning for more details on decoys), (see Engage-Battle Fluff for how I see everything 'working').

2: Reveal Long Range Scans (top)

Given all the special actions taken, reveal all the appropriate information to all other players present. (Note, it is possible for multiple players to be involved in the same contested hex).

Details of Scanning are included above and in the Fleet Orders Section.

3: Issue Orders (top)

There are three Engage Orders, with sub-options, that define the result of opposing groups in the same hex.

3.1: Who is given Orders

3.1.1: 90% of the time

Statics are not given Engage Orders, ever. The only way for a static to retreat is if a (prepared) Tug (if civilian) is given the retreat order.

Groups on Support Fleet Order are not given orders, they follow the order of the group they are assigned to. This has very important implications for bringing groups to battles (see later).

Groups of decoys are issued orders, to opposing players they are normal groups.

3.1.2: Exceptions - Tugging

If a group is wholly or in part being tugged to battle and the tug is in that group, use the normal rules.

If the tug is in another group then there are complications. There are two possibilities: the tug's group is supporting the group with the craft being tugged OR it too is making an engage roll.

Obviously, the order of the tug affects the order of the group(s) being tugged. If the tug retreats, the tugged craft must go with it. Hopefully common sense will prevail where this is concerned.

Importantly, the group being tugged MUST take the Tugs thrust into account when calculating the groups engage roll.

3.2: The Orders

Certain conditions prevent the issuing of one or two of the three possible orders. The Fleet Order given is the most common restriction.

Each player must give each valid group an order. This is done in secret simultaneously.

3.2.1: Retreat (RT)

The Group is attempting to flee. In the next Fleet Orders Phase the group must be given a Move Order, and it must move away from the currently contested hex.

To make escape easier a group my subdivide into at most three (3) parts, this gives a +0/+1/+2 bonus to the Engage Roll respectively. (Note, the maximum is three parts no matter the size of the group. Supporting Groups do not get to divide).

A group supporting a retreating unit must also retreat. The supporting group is especially vulnerable, as the main group is attempting to distract the opposing forces while the support escapes. (If caught, the supporting group is penalised).

Restrictions on Retreat Order:

3.2.2: StandOff (SF)

The Group is attempting to maintain a standoff position, neither being too agressive or being pushed away; the group will gain a superior position from which is can decide whether to get involved. Useful if you wish to wait for other groups to arrive, be a problem to the system without direct military confrontation or see what other players do.

A group on StandOff orders can gain no bonuses.

Groups that make a StandOff order and are un-engaged may be bought in as reserves for another battle. (See allocating groups).

Restrictions on StandOff Order:

3.2.3: Engage (EE)

The aggressive order, though groups on standoff orders have the choice to attack, groups on engage orders must attack if they suceed.

Engaging groups may gain a bonus by splitting. They may split as defined in the following table, each split (that is the number of subdivisions minus one) gains a +1 bonus to your Engage Roll. Which subdivision setups on table is determined randomly (take this into account when deciding splits).

Group Size Maximum Number of Subdivisions
Task Force2
Combat Group3
Battle Group4
War Group5
Armada6

If splitting, it is important to explicitly specify which craft are in which group - this will affect the Battles Phase if the engage is successful.

Restrictions on Engage Order:

Exception, Hold-Maintain Order: a group being resupplied, repaired, rebuilt etc. may opt to complete the Order at a penalty to any Battle that may ensue. All Groups involved must be in the same Orbit-Sector.

4: Engage Rolls (top)

Once all the players have issued their engage orders, as well as recording any splits and/or special actions or effects; they are ready to make the Engage Rolls. All orders are revealled simultaneously by all players involved (like the Fleet Orders Phase).

Despite the best plans, luck and fortune can strike. To that end there is a random element to the Engage Orders Phase.

For each valid group (ie. those issued with orders), roll two (2) d6 and take the highest (do not add them together). Add any bonuses to the highest dice, then add the minimum thrust of the group.

Note, the minimum thurst may be zero - statics do not roll, but battle damage may mean a craft in the group has no main drive. The crippled craft may be abandoned if the owner wants.

Each Group should now have an Engage Order (with any split information etc.) and an Engage Value.

5: Allocate Groups to Orbit-Sectors (top)

5.1: What are Orbits and Sectors

Each Hex is divided into several Orbits, each consisting of a number of Sectors. (The division is as expected, the orbits are rings of fixed width and centre, the sectors align as segments of the rings).

The Orbit-Sectors define regions of space where groups will meet.

Deep Space, Dust Clouds, etc (ie. no system) have four Orbits, the inner two each have six Sectors and the outer two have twelve.

Hexes with Systems have three Orbits, the inner two have six sectors and the outer has twelve. One of the Inner Orbit Sectors must be designated as the location of the 'system' - this will permanently identify the location of the systems local government.

The

There is a lot of scope here to micro manage systems. Each system could have an individual number of orbits (perhaps based on its Summation Value (=Ore+Bio+Gal+PL)). I've left such detail from these rules. This will add complications to landing troops etc. if you start including specific planets into the Orbit-Sectors.

5.2: Statics

Statics are an exception to nearly every rule. They are a pain to include in such a campaign. Either you micro manage each system (a lot of work and book keeping) or the rules make an abstraction about how statics would work - the favoured approach.

When each static is placed in a system it must be assigned to a specific Orbit-Sector (eg. A-3). It cannot move to another unless tugged, which would count as a move and prevent any Hold-Specials.

The location and mass of all Statics must be revealled to all involved players, but no other information. It may be important to reveal if any of the statics are civilian, in the hope that the invader will spare the women and children.

5.3: Crippled

5.3.1: Definition of Crippled

Crippled craft are those with no FTL (either by design or battle damage), they have limited capabilities. A player may abandon any crippled vessels under non-combat situations AND rescue any crew if they have the spare capacity. During Engage situations, any crew on abandoned craft are lost.

If a group contains craft with no FTL, they cannot change Orbit-Sector without being recovered. Thus, if they were involved in an Engage Phase in a previous round and have not been recovered or repaired since, they must appear in their previous Orbit-Sector.

Note: the term Crippled is perhaps inaccurate, as it is perfectly viable to design non-FTL capable craft. However, such craft are either designed to be tugged OR are purely in-system defence for a specific Orbit-Sector.

Note: technically, Statics are crippled, but Statics are the exception to every rule.

Note, that crippled groups will be issued Engage Orders, but they must be allocated to the Orbit-Sector they are crippled in.

5.3.2: Recovering Crippled Groups Manually

Manually recovering crippled groups comes in two forms: (1) moving from Orbit-Sector to another Orbit-Sector within the same system OR (2) moving out of system.

(1): To move out of system, you must have enough non-crippled tug capcacity moved to the relevant Orbit-Sector (waiting an extra round to align for civilian tugs), the tugs may then tug the crippled group away.

(2): The group(s) containing the tugs and the crippled groups go on Hold-Tug Special, (this is to disguise what is happening during the Fleet Orders Phase). This situation is only appropriate if you wish to recover a crippled group during a prolonged invasion by an enemy.

If the above is successful through the Engage Orders Phase (if bought to battle, the Tug Group(s) must be placed in the same Orbit-Sector as the crippled groups), then at the start of the next round all involved groups can appear in any Orbit-Sector.

5.3.3: Recovering Crippled Groups Automatically

You may only recover crippled groups in this way if the hex is uncontested AND either:

(1): The recovery is a free action - this is not equivalent to manual recovery, there is no chance of interception and you may move more mass of craft than you have available tugs in one round. Move the crippled group to any Orbit-Sector.

Note: The above paragraph defines how to move, for example, a group of builders within a system with only one tug. (since each campaign round is supposed to be a month, the tug has a chance for many trips).

(2): This represents fellow vessels helping to tow the crippled craft back. The towing craft must spent the a round on Hold-Maintain while it reconfigures its FTL drive for the tow AND the subsequent round on Hold-Maintain to reset its drive.

You may only tow truely crippled craft, that is those that have an FTL drive that has been destroyed.

5.3.4: Destroyed or Non-existent Main Drive

Having no Main Drive affects your ability to out manovure your opponent, this effect is included in the Engage Roll (by adding the minimum thrust). There is no secondry penalty in the Engage Orders System.

It is assumed that exiting FTL gives an initial velocity (which can be affected while within an FTL jump). This is discussed in the Battles Section.

5.4: Allocating Groups

Beginning with the group with the lowest Engage Value, each group must be allocated to a specific Orbit-Sector (obeying the restictions of crippled groups).

Groups that have out manouvred everyone will be placed last, giving them opportunity to do as they please. This is very important for groups attempting to retreat.

Note, if you wish to use a Tug to retreat a static, the group containing the tug must be assigned to the Orbit-Sector with the static in it. If you are un-engaged the tug will retreat with the static (if it is a civilian tug, it must spend the next round preparing to tug, then it may attempt to escape again).

The placing of Groups will affect modifiers in the Battles Phase, the further the distance a reserve group must travel the later it will arrive.

6: Resolve any Conflicts (top)

There is now the issue of resolving any conflicts that arise. The set of conflicts seems large, but is fairly obvious.

The consequences of most of these conflicts and orders will be discussed in the Battles Section.

6.0: Statics (The Exception)

Statics (by this I means Military Static Groups or Reserve Fleet Groups consiting of civilian (and military) statics) are a consistent exception in FTCamp - this is due to the System abstraction layer. (If I ever type an FTCampv0.3 I'd remove all civilan statics and just have military ones).

Statics make no Engage Roll, and they have no Engage Order. They sit somewhere in a specific Orbit-Sector. As an abstraction, it is assumed that they will always appear in any battle in that Orbit-Sector. (This represents the fact that each O-S is infact just a strategic location, and statics will always be such locations).

For the purposes of Engage Value comparisons (see the Battles Section), Military Static Groups have an Engage Value of -1, all other statics have an Engage Value of -3.

If an enemy group appears in a Sector with a Static, there must be a battle played if the static has weapon systems (to determine damage).

Since statics are exceptions, they do not prevent uncontested Engage/Standoff groups from acting as reserves for another battle (see the Battles Section).

If an Orbit-Sector only contains statics from opposing players it must be assumed that they are beyond weapon range of eachother (since they must have been in a stalemate on a previous campaign round) and so there is not battle until a group arrives.

Note: by the above paragraph, once a group uses a Fleet Support Order on one of the invovled Statics, there is automatically a battle (if any of them are armed that is - use common sense). Since under the Battles Section, groups supporting a Static begin next to the static.

6.1: Engage Conflicts

If a group on engage is in the same Orbit-Sector as any other non-allied groups there will automatically be a Battle. (The definition of non-allied allows for back stabbing your allies - simply declair an attack against them).

Any other groups caught in the Orbit-Sector are drawn into the Battle, they didn't manouvre well enough.

6.2: StandOff Conflicts

Any group on StandOff orders in the same Orbit-Sector as non-allied groups on Retreat may choose to either attack or not. (Note, if the other groups are on StandOff orders see 6.6; if any any group is on Engage orders see paragraph 6.1).

If any standoff group decides to attack, they become like an engaging group. A battle occurs, there are special modifiers for chasing Retreat Orders.

The StandOff order is the null type order, it can gain no bonuses, the group also can't repsond to other groups as quickly if it gets out of position; but it need to retreat or fight.

6.3: All Groups on Retreat

If all groups in an Orbit-Sector are on retreat orders they all escape without interacting.

A player cannot change their mind and attack.

6.4: All Allied Groups on Engage

If an Orbit-Sector consits of only groups on engage (that are allies and have not turned on eachother or are all from one player), they may attempt to join any other battle in the System.

Each group may only join one battle as reserves. All players must make these decisions simultaneously for all such groups.

They can only do this if the group is not FTL crippled. They may effectivly move to a different Orbit-Sector, they are penalised by arriving late to the Battle, see the Battles Section for details.

6.5: Groups from a single player on StandOff

They may do as for misplaced engaging groups. They may join any battle that is begun.

Treat them as groups on engage orders as in paragraph 6.4.

6.6: Groups from multiple players on StandOff

If several groups from several players are in the same Orbit-Sector on StandOff orders then they have positioned themselves to block each other, attempting to get the upper hand.

These groups must remain where they are, they are locked in a struggle to out manouvre. (Any attempt to leave, to retreat or join another battle, would leave a fatal gap to exploit).

6.7: Groups from Patrols as reserves

As discussed earlier, if a triggered Command Bubble makes a succesful intercption, then the Engage Phase is stepped through. If a Battle is begun (by either side), the Patrol may call in reserves from the HQ/Outpost. These must all be declaired simultaneously by all players (yes the idea of Command Bubbles over lapping may seem silly now... but when two players have systems very close together).

These Patrol Reserves suffer different penalties to reserves from in system.

Patrol Reserves can only be called in if the Intercepting Group successfully intercepts AND is involved in a battle. If the Intercepting group acts as reserves for another group, the patrol reserves will suffer both penalties cummulatively. See Battles Section for details.

This page © Copyright 2006, Simon White