Close Quarters - OOC (rules included)

By Bertie Wooster, in Star Wars: Armada Off-Topic

Close Quarters

OBJECT
CQ is a turn-based strategy game for multiple players. Victory is achieved when a player gains ten victory medals. A player may gain victory medals by achieving objectives. The first and primary objective in this game is this: Gain one victory medal for destroying a squadron unit, two victory medals for destroying a ship unit.

If a player's fleet has no ships remaining, that player is eliminated from the game.

PLAYER
Each player controls ships and squadrons. The ships and squadrons are those found in a normal game of Armada. Upgrades are used but their abilities are not the same as in Armada.

TURN
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any messages from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases:
1. Construct Units/buy upgrades

2. Combat

3. Jump
Each phase occurs simultaneously among players.

MAP
The map is map up of hexes. Ships/squadrons may travel to other hexes; how far they travel depends on their speed. A ship with a speed of 1, for example, can travel to an adjacent hex.
FLEET BUILDING
Each player must submit a fleet that is equal to or less than 300 points.
Example below:

Close Quarters Fleet
Author: Bertie Wooster

Faction: Galactic Empire
Points: 298/300

Gladiator I-Class Star Destroyer (56 points)
- Ruthless Strategists ( 4 points)
= 60 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Proximity Mines ( 4 points)
= 124 total ship cost

Arquitens-class Light Cruiser (54 points)
= 54 total ship cost

3 TIE Fighters ( 60 points)
= 60 total squadron cost

Squadrons have a speed of 3, and their HP is 3.
Small ships have a speed of 2, and their HP is 4.
Medium ships have a speed of 1, and their HP is 5.
Large ships have a speed of 1, and their HP is 6.

PHASE ONE: CONSTRUCT UNITS/PURCHASE UPGRADES
Credits are the currency of the game, representing resources for production. Each fleet will receive 10 credits per turn.
A fleet can produce up to its credit value of units each turn.
For Example: A fleet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship). 10/30 of an X-Wing unit, 10/44 of a CR90A, or 10/110 of an ISD1.

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ships/squadrons must be produced within the player's original territory.
Upgrades may be purchased and equipped in phase one of the same turn.

Any unspent Credits at the end of the turn are lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits cannot be saved for future turns. If not used in a turn credits are lost.
PHASE TWO: COMBAT
A player may issue orders to five units per turn.
For auto-resolve purposes, the GM will roll 1d6 for every number appropriate for the unit's attack range.

For example: An Imperial unit of TIE fighters encounters a Rebel unit of a CR90A at distance 0. The Imperial fleet would roll 2d6, and the Rebel fleet 2d6. Every result of 4+ will inflict 1 point of damage on the enemy.

The force that inflicts the greater amount of damage on the enemy is victorious, the opposing fleet must retreat. (If both forces inflict equal damage, then the smaller force must retreat.) The combat is concluded, and the defeated force MUST retreat the next turn (assuming it hasn't already moved this turn). If the unit cannot retreat because it is blocked, the unit will lose 1 HP.
When a unit retreats, it must jump 1 hex backwards (towards its own board edge). If you have a preference for which hex you'd rather retreat to, put it in your combat orders.
In order to perform an attack, your unit must have line of sight and range to the enemy unit you are targeting.

PHASE THREE: JUMP
A player may issue orders to up to five units per turn. Those units may combat and jump, in that order.
Medium and Large ships may jump 1 hex per turn. Small ships may jump 2 hexes per turn. Squadrons may jump 3 hexes per turn.
RETREAT
A unit must always retreat towards its controlling player's side of the board.
Terrain has no effect on retreat moves; you may retreat into or through terrain.

A unit may not retreat onto, or through, a hex already containing another unit (regardless if friend or foe).
If a unit cannot retreat, is forced to retreat off the limits of the battlefield; that unit will lose 1 HP instead.

FLEET SIZE
You may not send more than one friendly unit to the same hex, even when retreating.

STANDING ORDERS
A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will roll as normal, but only inflict damage on the enemy on a roll of 5+. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate.

MULTIPLE FLEETS IN ONE LOCATION
Multiple Players may not have fleets in the same location for more than one turn.

In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleet. Battles will continue until only one force remains in the location.
Edited by Bertie Wooster

DEPLOYING FLEETS

When deploying your fleet, deploy in your "original territory," as represented by the colored sections.

F3AazBV.jpg

RANGE AND DISTANCE

Before you give orders to shoot an enemy unit, check your attack range.

B3Xvfv7.jpg

A ship on top of the debris field (where the 0 is located), in the above example, will be at distance 0 of an enemy unit that is also on that same debris field. If the enemy unit is on the 1 hex, that enemy is at distance 1, etc.

Let's say this ship's dice pool is 7, 7, 3, 2, 2. It can roll 7 dice at an enemy unit at distance 0, 7 dice at an enemy unit at distance 1, 3 dice at an enemy unit at distance 2, 2 dice at an enemy unit at distance 3, and 2 dice at an enemy unit at distance 4.

E7H6wdL.jpg

The above example shows how to measure range when an enemy unit is not on a straight line with your unit.

LINE OF SIGHT

A ship must have line of sight to attack an enemy unit. Line of sight can be blocked by terrain and ship/squadron units (friendly or enemy).

VVoWbwZ.jpg

In the above picture, a friendly unit is trying to draw line of sight to an enemy unit. If the enemy unit were on hex 1, the attacker has line of sight. In example 2, line of sight grazes the edge but is not blocked by the terrain; he is still able to shoot. In example 3, line of sight is clearly blocked by the terrain. In example 4, line of sight also goes through terrain and is blocked.

MOVEMENT

How you do your spreadsheet is up to you, but it must be clear to me what hex each unit is on, at the beginning and end of the turn.

cTGrMnH.jpg

For example:
Jump:
CR90A from G5 to F4.
X-Wing from E2 to B2.

TERRAIN

There are several types of terrain in Close Quarters.

N4CDfkM.jpg

Debris Field: Blocks line of sight. If a unit moves onto a debris field during the jump phase, it must end its movement there. While attacking an enemy unit on a debris field, reduce battle dice by 1.

Asteroid: Blocks line of sight. While attacking an enemy unit on an asteroid, reduce battle dice by 1, unless you are also on an asteroid.

Station: Blocks line of sight. While a unit is on the station, it cannot attack or be attacked. A unit can must leave the station 1 turn after it arrives.

Edited by Bertie Wooster

SHIPS AND SQUADRONS

Ship and squadron cost (in credits) is in parentheses. The numbers after the colon represent dice pools. Squadrons will only attack at distance 0, smalls attack at distance 0-2, mediums attack at distance 0-3, larges attack at distance 0-4. So the ISD, for example, attacks with 4 dice at distance 0-1, 2 dice at distance 2, and 1 die at distances 3-4.

GSD-I (56): 4, 3, 0, 0, 0
Arquitens LC (54): 2, 2, 2, 0, 0
Vic-I (73): 4, 3, 1, 1, 0
Vic-II (85): 3, 3, 2, 1, 0
Interdictor (90): 2, 2, 1, 1, 0
ISD-I (110): 4, 4, 2, 1, 1
ISD-II (120): 3, 3, 3, 2, 1
TIE Fighters (20): 2, 0, 0, 0, 0
CR90A (44): 2, 2, 1, 0, 0
CR90B (39): 2, 1, 1, 0, 0
MC30c Torpedo Frigate (63) : 4, 3, 1, 0, 0
Assault Frigate Mark II B (72): 2, 2, 2, 1, 0
Assault Frigate Mark II A (81): 2, 2, 2, 2, 0
MC75 Ordnance Cruiser (100): 4, 4, 1, 1, 1
MC80 Command Cruiser (106): 3, 3, 2, 2, 1
X-Wings (20): 2, 0, 0, 0, 0
UPGRADES
Upgrade cost (in credits) is in parentheses. In order to equip an upgrade, a ship must have the slot for it (think Armada). Unique upgrades can only be equipped on one ship in your fleet. If you wish to equip an upgrade later in the game, you may do so in the "Construct units" phase. Only one upgrade per ship is allowed; if you want a second upgrade you will have to discard the first one. Discarded cards are still associated with that ship for the rest of the game. "You" on upgrades refers to the ship it is equipped to. A "Friendly" ship or squadron is a ship or squadron belonging to your fleet (This does not change even if you and another player have no-shoot orders).
Grav Shift Reroute (Experimental Retrofit, unique) (2)
When submitting a fleet list, you may discard this card to choose one terrain hex and move that piece of terrain distance 1 in any direction. If more than one player uses this upgrade on the same hex and moves it in another direction, the terrain will not move.
Jaina's Light (CR90 Title, unique) (2)
Do not reduce your attack dice when attacking an enemy on an asteroid or debris field.
Ruthless Strategists (Weapons Team) (4)
In your orders, you may choose to deal 1 damage to a friendly squadron at distance 0-1 of you, then 1 damage to an enemy squadron at distance 1 of you.
Proximity Mines (Offensive Retrofit) (4)
When submitting a fleet list, you may discard this card to place one proximity mine anywhere in the play area. When a ship ends its movement at distance 0 of this mine, the mod will roll 2 dice as an attack against the ship. Ships may attack this mine at distance 0-1 with 1 die (it has 1 HP).
SUBMITTING ORDERS
Please submit orders within 48 after the beginning of the previous turn. If you have multiple ships or squadrons of the same type, please name them (for example below, the TIE Fighters are named TIE/F A, TIE/F B, etc.)
Game begin example:
TURN 1
SHIPS/SQUADRONS
HP STARTING LOCATIONS ENDING LOCATIONS
1 ArqLC 4 G10
1 GSD-1 (Ruthless Strategists equipped) 4 G11
1 ISD-II (Proximity Mines equipped) 6 G12
1 TIE/F A 3 H10
1 TIE/F B 3 H11
1 TIE/F C 3 H12
BUILD, SHOOT AND MOVE ORDERS
(Write your orders in this space - add lines as needed)

Orders example:

TURN 3
SHIPS/SQUADRONS
HP STARTING LOCATIONS
ENDING LOCATIONS
1 ArqLC 3 C10 D10
1 GSD-I (Ruthless Strategists equipped) 2 D10 E11
1 ISD-II (Proximity Mines discarded) 5 E12 E12
1 TIE/F A 2 E11 E14
1 TIE/F B 3 F12 F12
1 TIE/F C 3 H12 F11
1 TIE/F D 3 I12 I12
BUILD, SHOOT AND MOVE ORDERS
(Write your orders in this space - add lines as needed)
Build 10/54 ArqLC on I15.
ArqLC: Shoot B11. Jump to D10.
GSD-I: Ruthless Strategists on friendly TIE/F A at E11, enemy X-Wing at E11. Jump to E11.
ISD-II: Shoot B11.
TIE/F A: Shoot E11. Jump to E14.
TIE/F D : Jump to F11.
Edited by Bertie Wooster
1 hour ago, Bertie Wooster said:

FLEET BUILDING

Medium ships have a speed of 1, and their HP is 5.
Large ships have a speed of 1, and their HP is 5.

What are the benefits that make a large ship worth spending more credits on than a medium? Presumably it has to do with dice pools. Is there a maximum amount of dice that can be rolled by one side in an attack?

1 hour ago, Bertie Wooster said:

PHASE TWO: COMBAT

For example: An Imperial unit of TIE fighters encounters a Rebel unit of a CR90A at distance 0. The Imperial fleet would roll 3d6, and the Rebel fleet 2d6. Every result of 4+ will inflict 1 point of damage on the enemy.

If a TIE has the potential to do more damage than a CR90 at close range, why would anybody buy CR90s? I realize you haven't posted all the rules yet, of course, but still. . . Is there a difference between attack and move range? I.e. a TIE can move 3 but only attack 0, while a CR90 csn only move 2 but attack 4?

17 minutes ago, GhostofNobodyInParticular said:

What are the benefits that make a large ship worth spending more credits on than a medium? Presumably it has to do with dice pools. Is there a maximum amount of dice that can be rolled by one side in an attack?

If a TIE has the potential to do more damage than a CR90 at close range, why would anybody buy CR90s? I realize you haven't posted all the rules yet, of course, but still. . . Is there a difference between attack and move range? I.e. a TIE can move 3 but only attack 0, while a CR90 csn only move 2 but attack 4?

I had meant to give 6 hull to large. Thanks!

Also, I haven't posted the ship / squadron dice pools because I'm still undecided on the numbers. Under my current (untested) system CR90As can shoot 2 dice at distance 0-2; and shoot 1 die at distance 3-4. TIE shoot 3 dice at distance 0, and 0 dice at distances 1-4. So if the CR90 player outsmarts the TIE player, and they never land on the same hex, that TIE can't shoot his enemy, but the CR90 can shoot the TIE.

However, the dice system seems a little unfair at the moment to me, so there will probably be some big changes coming. My current worry is ships with large distance 0-1 dice pools dominating everything. Shooting more than 4 dice seems a little absurd, even if its range is limited.

Edited by Bertie Wooster
1 hour ago, Bertie Wooster said:

I had meant to give 6 hull to large. Thanks!

Also, I haven't posted the ship / squadron dice pools because I'm still undecided on the numbers. Under my current (untested) system CR90As can shoot 2 dice at distance 0-2; and shoot 1 die at distance 3-4. TIE shoot 3 dice at distance 0, and 0 dice at distances 1-4. So if the CR90 player outsmarts the TIE player, and they never land on the same hex, that TIE can't shoot his enemy, but the CR90 can shoot the TIE.

However, the dice system seems a little unfair at the moment to me, so there will probably be some big changes coming. My current worry is ships with large distance 0-1 dice pools dominating everything. Shooting more than 4 dice seems a little absurd, even if its range is limited.

Yeah, allowing a large to potentially one-shot a medium seems unbalanced, implying that at the closest range the most dice a large (and thus any) ship can have is 4. Maybe the difference could be the number of ranges for which that maximum is retained?

Range 7 Onager! Range 7 Onager! RANGE 7 ONAGER!

Added line of sight example above.

Things to do: Explain ships, upgrades, terrain, orders. Need to label the hexes too.

Interesting. Reminds me a bit of Axis and Allies: War at Sea. Sadly, I've never played, but have watched a few games online (yes I know, that's sad).

Is there a fog of war? Do we know where everyone else was last turn?

I presume that because the turns are simultaneous, we move our units based on where we think the enemy might be, and you handle all the ranges/dice rolls.

I'd love to see the ship stats (even if it's only for a few) when you are ready.

PS I've made a very similar-sounding game using the pieces and stats from the FFG game Rebellion. I've been meaning to post the rules but you know, life. This will give me some ideas 🙂

7 hours ago, FortyInRed said:

Interesting. Reminds me a bit of Axis and Allies: War at Sea. Sadly, I've never played, but have watched a few games online (yes I know, that's sad).

Is there a fog of war? Do we know where everyone else was last turn?

I presume that because the turns are simultaneous, we move our units based on where we think the enemy might be, and you handle all the ranges/dice rolls.

I'd love to see the ship stats (even if it's only for a few) when you are ready.

PS I've made a very similar-sounding game using the pieces and stats from the FFG game Rebellion. I've been meaning to post the rules but you know, life. This will give me some ideas 🙂

I've played Axis and Allies but I don't think it was that version.

Good question about the fog of war. I was leaning towards full transparency, where everyone sees everyone's troops. If I only posted hyperpings when a unit jumps, then it would be advantageous to just sit back and wait until the enemy comes to you, since you'll know his location but he won't know yours.

It was on miniature market for half off recently, and I procrastinated and missed it 😞

Here's a video intro. I think you'll see the similarities:

I've added quite a bit. Let me know if you have any questions, or if something seems too OP.

This game requires four players. I assume you three want to play, and perhaps @LTD too? (Or anyone who wishes to join) I'd prefer to wait until Warlords is over though.

Edited by Bertie Wooster
On 4/8/2020 at 10:42 AM, Bertie Wooster said:

Asteroid: Blocks line of sight. While attacking an enemy unit on an asteroid, reduce battle dice by 1, unless you are also on an asteroid.

With this wording, you can be on any asteroid. Is that intended, or do you have to be on the same asteroid?

Just now, GhostofNobodyInParticular said:

With this wording, you can be on any asteroid. Is that intended, or do you have to be on the same asteroid?

Any asteroid.

I've added an orders example. Given the total lack of GF in this game (and the fact that you can only give orders to 5 units) I think orders should go pretty quickly.

I don't plan to add anything else, but once we begin please give the rules a new read through. I've changed a few things--for example, TIE Fighters and X-Wings only roll 2 dice when attacking, not 3.

Edited by Bertie Wooster

I apologise that I have not interacted with these rules or this game idea.

In the event that there are enough players to make it work, I will join in.

Cheers!

I'm in!

Thanks for the invite @Bertie Wooster I'm going to pass for now. I'm actively trying to spend more time with my family at the moment

Okay. Looks like two spots are open then.

Im really sorry, looks like a really fun game!!! but works extra stressful right now so i don't think i will have the time for it.

Edited by Matt3412

@LTD @GhostofNobodyInParticular you are the only interested players. Would you want to do a beta game 1v1?

30 minutes ago, Bertie Wooster said:

@LTD @GhostofNobodyInParticular you are the only interested players. Would you want to do a beta game 1v1?

I'm open to doing so.

11 hours ago, GhostofNobodyInParticular said:

I'm open to doing so.

Dude, chill, it's just a game. Sheesh. Overdramatic much?

But yes, sure.

I've been fighting the urge to start a game of my own. This will no doubt help.

Ought I read the rules now?