ISP

ISP

Wednesday, October 18, 2017

State of the Sphere: Inner Sphere in Flames

Note - Whilst this is an SotS post, it isn't one of my normal "this is where we are/recap of the previous year" like I normally throw up at the beginning of a new year. I want this post to serve as a sounding board of ideas for an Inner Sphere in Flames/5th Succession War/Wars of Reaving grand campaign, that we've been meaning to do for like a decade. And I'll be picking on a couple factions/players whilst doing so, NOT because I strongly dislike those factions/players, but because they're the people I've had the most conversations with and the factions that we've talked the most about.

Format
This is where I've struggled the most. How do we run a massive multiplayer offline strategic wargame involving so many factions and players? We have all of the current line of core rulebooks, from the mano y mano A Time of War RPG all the way up to Interstellar Operations and the Campaign Operations book. ISO and CO have great ideas for abstract systems to represent forces in play, but whilst that is great for covering huge swaths of territorial conflict, that's just AccounTech, not BattleTech. But that's what being a Khan or House Lord really is - accounting, crunching numbers on a spreadsheet, weighing losses against the investment, etc. Tracking the minutiae of factory production and knowing how much you need in taxes to pay for a new company of FNR-5 Fafnirs is super important! If, you know, you're into that kind of thing.

Most of my players are not. Now, in my "professional" life, I'm constantly working spreadsheets and tracking logistics. That's old hat for me, and if I have to do it in my gaming, I'm not terribly sad about it. But my players are here to play, to conquer planets, to crush all opposition. Alpha Strike is a nice step in the right direction for a middle ground between the abstract ISO system and standard BattleTech play, since it's not feasible to play campaigns spanning thousands of planets one lance/3 hours of gaming at a time. The older MechForce idea is pretty sound too, wherein players tally up victories for their faction played in a certain period of time, and then translate them into X planets taken by that faction, but it maybe oversimplifies what we want to do.

GameMastering
In addition to the format of how battles are fought, there are a myriad of little additional things that can balance a war between six-planet Word of Blake and 2000-planet Federated Suns. Well, those 52 Divisions, Hidden Worlds, and WarShip fleet really already do that, but I mean more along the lines of intangibles, like anti-HPG electronic warfare, ROM operations, the classic ComStar "let's just kill all of their scientists" schtick, etc. Every major and minor power has some kind of intelligence apparatus for screwing with their friends and foes. And, in addition to that, each power has internal divisions. As opposed to Divisions, like military formations.

The Federated Suns, to continue with our examples here, isn't a monolithic organization. Sure, Victor "won" the Civil War and all is love, peace, & chicken grease on New Avalon with Yvonne in charge, right? Riiiight. There's also a bridge on Tharkad I'd like to sell you... Fact is, reading stuff like "En Passant" or pretty much any Hasek-heavy book, reveals that the noble families that produce the March Lords have their own schemes brewing. I'll get into this a little bit more below, and I'll use some Jihad examples, but suffices to say that the FS isn't alone in this. Free Worlds League? Divisive as hell. Draconis Combine? Do the "Black Dragons" ring any bells? Lyran Alliance? Well, Skye, Duke of Tamar, Democracy NOW!, I could go on all day with Lyran divisions.

With all of this, any massive campaign almost begs for a neutral, "has zero love for any faction" GameMaster to handle internal strife, external operations, and monthly/quarterly/yearly "time bombs" that hit factions. Except, well, that person a) has to have an encyclopedic BattleTech knowledge without any attachment and b) has to have the time to set everything up.

Clearly, I have the knowledge, but I am, unfortunately, biased as heck. I would love to use a lot of the canon happenings from '67 - '85 in the campaign, pursuant to what players are actually doing in between the turns/where their movements differ from canon, and hit all factions fairly hard, but at the same time, I want to play my Wolf Galaxies. Having the Word of Blake player, as one of the core kickers of the 5th SW be the GM would work great, but would require a lot more study and time investment on their part, and would take a bit of their enjoyment of BattleTech away.

The compromise there, and one Sean and I have talked about at length, is having a GM group of three or four people that can work on "storyline progression" as well as to coordinate, and approve or veto in-universe happenings.

Ie, places where a sourcebook is fuzzy or an operation needs to be carried out in secret - my Draconis Combine is going to launch a DEST operation against Jesse's Ghost Bears before a planned assault by my allied Nova Cats. Maybe we're going to sabotage a factory or assassinate a unit commander to cause a disruption to aid the assault. So, everyone in the committee is aware of what is going to happen, except for Jesse, and any rolls associated with this will be done in front of the committee so if it fails but the plot isn't uncovered, Jesse is none the wiser other than -something- happened. That works great for all the little in-fighting and back biting and internal strife. Continuing that, my Draconis Combine may or may not suffer a Black Dragon uprising on Dieron. So, without me around, one of the committee members rolls to see what happens. Of course, this requires that we build some catch-all random occurrence tables, but that is totally do-able. And every committee member would need a solid knowledge base to start from, requiring a little bit of study.

Metagaming
Is impossible to not do. One of the benefits to a vibrant universe is that so much of the backstory is filled in for you and you're not spinning much out of whole cloth to play. However, the downside to that, is if you're playing in a previous time to the most current (3068 vs 3150), you have "future knowledge" of many things, such as me knowing where all of the Word of Blake Hidden Worlds are, that is tempting to use in-game.

To go back to the Federated Suns - one of Sean's first orders of business is to create an "Outback March" and funnel resources that direction to bring the Suns' least cared for worlds up to snuff. This will help prevent the breakaway of Filtvelt and Malgrotta, which happens during the Jihad. So that is metagaming. But, it's also super logical - why would you not create the March and work towards making sure your people can at least read? Also, there's the mystery of Panpour (consensus is that they are either trying to rebuild a Texas-class WarShip, or build a new one from scratch, TPTB killed the plot thread before it went anywhere) and the whole issue with the black boxes, that have basically been written out of universe, or strongly de-emphasized over the years. Black boxes, though, only really aid military commands since they can't transmit much data in one shot, and don't lend too strong of an advantage to the FS (or the DC and LA, who also have some). Neither does the creation of a new March, really, but that one comes with some consequences - in "En Passant," noted above, the Sandoval family is not the strongest supporters of Victor, and by extension, the seat of government on New Avalon, even if Tancred is married to Yvonne. And the Haseks are the Haseks. So, as he and I have discussed, making a new March is a great idea, but at the same time, it also puts an upstart in the March Lord position alongside families that have supported the FS for centuries in the Sandovals and Haseks, inevitably leading to intrigue. And that's awesome. Because, at it's core, BattleTech is all about hitting the table top with your 'Mechs and doing a frighten, but the BattleTech UNIVERSE is a living, breathing, dynamic thing, populated by so much gray, you'd think colorblindness is a rampant trait. Any campaign that isn't just AccounTech needs to take that into consideration. We are all the "good guys" from our point of view, even the Word of Blake or the Clans.

Speaking of the Clans, there's another metagaming situation afoot. Operation: Ice Storm is the invasion of the Clan Jade Falcon and Clan Wolf occupation zones by the Ice Hellions and the Hells Horses respectively. Except, that'll be changing to the Cloud Cobras and the Blood Spirits. The former because they're tired of being in the Star Adder's shadow and the latter because it's their only long-term hope for survival. That's less metagaming (knowing the outcome of the Wars of Reaving) and more because I have an Iota Galaxy Blood Spirit cluster that I'd always planned on bringing to the Inner Sphere. The bigger metagaming, though, is that for it to logically work, a couple of things need to be moved up on the time table, and I'm loathe to "rewrite" history. But it only takes a tweak or two and suddenly, you can have a new invasion kick off as the Wars of Reaving hit full swing. Of course, me, as a Wolf player, knowing what is coming, could quickly send Galaxies worth of troops to the Periphery side of the Occupation Zone to stop that from even happening, but I'm actively looking forward to a mini-WoR campaign for the Spirits and Cobras to establish a foothold, with my weak-ass Omegas back there.

3068?
Given that 1 April '68 is about five months after the Whitting Conference where the Star League is desolved, and about 10 months after Field Manual: Updates, it might seem a weird starting point. However, one of the biggest hurdles to a 5th Succession War is, well, a lack of a war. So, we start in June '67. Star League meeting comes up, everyone stays in and votes for a new First Lord and then... PeaceTech? That may be the only outcome worse than AccounTech. Having the Word occupying New Avalon (whether they stay or not...), Tharkad blockaded, the Free Worlds League and Lyran Alliance going at it, the Capellans and Feddies going at it, Luthien dealing with a three-way battle, the Clans dealing with the Homeworld stuff, it all forces players to actually play.

Players can forge their alliances, break their vows, set up coordinated strikes, or lone wolf it all they want still. Using a base chart to show "alignment," ie "we are hostile to A, neutral-hostile to B, allied to C, and neutral to D" gives a starting point. Where everyone goes beyond that is up to them. Something I would like to see (not making this official, just throwing it out there) is that Arthur Steiner-Davion, the not-dead S-D who is now known as the Master's Protege (but not, thank the Gods, Devlin Stone, Ben and Herb confirmed), be returned to the FedSuns by the Word of Blake, after they pull their forces off of New Avalon, and in exchange, he brokers a temporary cease fire with the FedSuns wherein the worlds from Acamar/Genoa inward (worlds the Word takes eventually anyway), be given to the expansion of the Blakist Protectorate, freeing FedSuns troops to push against the CapCon, or defend themselves better against a renewed Drac invasion. I'd also suggest the death of several current leaders (Teddy Kurita, Yvonne and Peter S-D, that guy from Rasalhague) during the period after the Conference, to replace them with "more suitable" candidates (Hohiro Kurita, Jackson Davion, Adam Steiner, so on) as a further universe shake up. THAT IS ALSO NOT OFFICIAL DON'T BE UPSET YVONNE FANS.

Plus, planetary campaigns - I'm still down to run a Total Chaos style fight over Tikonov between the Feds and Caps, to give one or the other ownership as we go into the April 3068 start, akin to the Total Chaos campaign I ran for the Word of Blake to conquer Outreach (which went way better for the Word than it did in canon), giving them an extra manufacturing planet and strengthening their position in the Chaos March.

Factions
Something I've said forever, but will reiterate, is that I want people to play the factions they want to play, so long as we cover all our main bases. There's no reason we can't have multiple people rocking Lyran or Feddie or Drac, so long as we don't have half the universe with no players. And people are welcome to play more than one faction as long as they aren't bordering one another, or that they are willing to pick one or the other (if playing two) if a new player would like to head one up. THAT ONLY RELATES TO A MASSIVE CAMPAIGN THOUGH. To throw that out there more - pick up games, we can all play different units of the same faction, that's fine. Just based on what we have for assembled forces right now, here is where we're sitting with players and units (* = hard dead set on using, either because it's one of my mains, or because the force belongs to that player);

IS
Capellan Confederation - Three Kingdoms Lancers (Jesse)
ComStar - None (None)
Draconis Combine - Otomo, 1st Genyosha (Fen)
Federated Suns - 1st Davion Rangers* (Sean)
Free Rasalhague Republic - None (None)
Free Worlds League - 19th Marik Militia (Tiffy)
Lyran Alliance - 4th Skye Rangers* (Mitch)
Mercenary - 26th Royal Tyran (Jer), Kuroi Kaze* (Fen), Khaos Chevaliers (None), Song's Sentinels (None)
Word of Blake - 53rd Shadow Division* (Fen), 54th Shadow Division (Rachel)

Clans
Blood Spirit - Iota/Zeta Galaxy (None)
Cloud Cobra -  Pharaoh Keshik (None)
Diamond Shark - None (None)
Ghost Bear - 1st Bear Regulars, Tau Galaxy (Jesse)
Jade Falcon - Generic Camo, Turkina Keshik (Sean)
Nova Cat - Nekoryu Cluster (None)
Wolf - Golden Keshik*, Alpha Galaxy*, Beta Galaxy, Delta Galaxy, Omega Galaxy* (*Fen)

Periphery
Marian Hegemony - I Legio Martia Victrix (None)

WIP
Clan Diamond Beta Galaxy
Free Worlds League 1st Covenant Guard


Now, I don't expect to fill every slot, and we have players that haven't really decided where they want to go yet, but if we're all running one or two (I would give up Draconis Combine and run Marian Hegemony/Clan Wolf, for instance, using my Kuroi Kaze as a full on merc force where other players need me to be, as example), we can cover a lot of interstellar ground. Plus, I start a new unit at least once a year, if I'm not expanding current ones (I only have a 5-'Mech star for the Diamond Sharks right now), giving us even more options as we go. On the Draconis Combine front - if two people wanted to play Drac, one could go 1st Genyosha and one can go Otomo, and then use the 8th Arkab Legion or the Nova Cats Nekoryu Cluster (both are works in progress) to round out their forces as needed, or as a supplement or whatever, depending on the system we use.

Non-Canon Forces
And that is really the best part of the above - all of our mercenary forces are non-canon, giving them supreme flexibility. Sean's FedSuns unit is (per our conversations) the core of a new brigade. The Three Kingdoms Lancers don't exist in the canon CapCon. So, we can use FM:U to nail down where canon regiments are located, but our custom stuff we can place anywhere to really drive home some drama. Since I mentioned Tikonov, the Three Kingdoms Lancers could be there to aid in the Warrior House defense, where Sean's FSU is in the vanguard of the Suns' campaign to retake the world. The 19th Marik Militia can choose to have close ties with the 53rd Shadow Division, where the 26 RTM and Jer can decide to either back Tiffy's faction, or side with Mitch against her, or even pledge service to the Draconis Combine and run that power.

What that means in play is that for every non-canon unit, a world of deployment will need to be picked after a faction is decided on (if applicable) and this can plug some serious canon holes in the old defenses.




BOOM. Campaign map added. NOW, an actual 3067 map will also need to be used to track which worlds are specifically in each region BUT here's how this will break down however we do the things;

Target power has less than 10 regions = 4 victories to secure
Target power has 11-15 regions = 3 victories to secure
Target power has 16-25 regions = 2 victories to secure
Target power has 26+ regions = 1 victory to secure.

This means the powers that divide their sections the most also have fewer forces in each section versus other powers. IE, there are fewer total units in one of the Capellan Confederation's 30 subdivisions than there are in one of Clan Wolf's 5.  

3 comments:

  1. "Your thinking like we talked about spheres of influence but we use the actually breakdown of the districts in the map basically?"

    "So, each one of those districts has one main key world, and two to five supporting important world, vs the ten or twenty or thirty worlds actually in each of those districts."

    "So say planet gold controls the golden district. You conquer that and you control the golden district?"

    "Or, you have to conquer planet brass and bronze before you can fight for gold, and winning gold wins the district, but invader losing on gold allows defender to try and retake brass and bronze"

    "3 battles for control of the main world. One to two battles for the supporting worlds. Conquer all 3 at a minimum and gain the district kind of thing"

    "And if you have a ton of regiments in that area defending, you get an appropriate bonus on each planet, same if you control lots of factories there, but invader get the same bunch of regiments bonuses, and either side would get a bonus for other stuff like warships or large aerospace forces, which would translate to some boon to ground forces without actually needing to use those forces"

    "Some kind aerial bombardment for warships and aerospace I'm the area. Would be very logical to me.

    Couldn't we simply regiments into the individual man in risk? So say the davions have 50 regements. That's 50 little men to spread around. Naturally most are already in place. But each turn you get x number of 1 soldiers. With bonuses for factories and what not. Or we could break it down farther so say a regiment is 5 little soldiers. That way you could kill one soldier in a battle and not lose the regiment. Makes for simplistic rebuild of units and adding new ones"

    "That's the direction I'm flowing in right now. Though, I would go a step further and say one of the infantry guys per battalion/cluster to allow force sizes and bonuses to be spread around a bit more.

    Okay, Terran system example (since Terra isn't the only world, but we'll focus there); Outreach and Hall must be captured first. Three battles on Terra for victory (loss on any allows Defender to push back and try to win the three instead) representing the Americas theatre, Euroasia theatre, and AfroAus theatre. SDS bonus - negates invader warship bonuses. Factory bonus - for theatre controlled, controlling player receives X extra -repair points, force points, force pieces- per -whatever a campaign turn would look like-

    Hm. So, maybe each "turn" would look like - A Time of War phase; this is where we do all the universal role-playing stuff, leaders dying, espionage, mercs being hired, shit like that. Nomcombat/movement phase; taking our factory outputs and shuffling battalions between districts to shore up defenses, putting resources to work improving districts or some such, however the economy and number of districts controlled matters, etc. Combat phase; exactly what it sounds like, where our attackers meet their defenders and vice versa, so it would take conceivably three turns to win a district, provided we do all planetary battles (the one to three) per turn, in either Total Warfare or Alpha Strike or whatever else scale. But wait, what about all the districts not involved in Combat? I'm glad you asked, because to avoid the Risk scenario where all of your forces are stripped from the interior like Australia, any district not in combat that turn has to roll for something else, such as a pirate raid or some other such, and every consecutive turn without anything happening puts a modifier on the roll. So you roll a pirate raid, and your in district force has to fight off some type of rag tag marauders, but the longer the game goes on, the better the chance they can make off with a portion of ypur resources."

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  2. The size of the force in an area - both as the attacker and as the defender, will lend bonuses in all fights in that area.

    So - you attack the Buckminster Military District, DC. You have 3 Robinson Rangers regiments hitting it, 1 elite, 2 vet. The DC has six regiments in that area, 1 elite SoL, 3 reg Ghost, 1 green Benjamin Regs. You hit the first support planet and gain a bonus for 3 regiments vs 2 (defender force averaged, attacking force concentrated), and a bonus for average skill rating (vet+ average vs reg+ average). Depending on the margin of your victory, and whether or not the defender retreats to preserve force at some point, may end the strike on Buckminster with your 3 RRs down to 2 (not that you lost an entire regiment, but that you have the equivalent down for that turn) vs 4 or 5 defenders (both sides now concentrated on one battle). Again, depending on how the campaign for that district goes, the defenders/attackers are either functionally wiped out (regiments will need to be rebuilt) or they retreat and reinforce another district (defender) or retreat back to the district they started in (attacker)

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  3. Force types - PC, Proxy, NPC.

    PC - Any force directly controlled by a human player, which can gain experience and special abilities for future battles. Ex - 1st Genyosha is Fen's PC force for the Draconis Combine, stationed on the Ghost Bear border.
    Proxy - Any time the player of a force uses a PC unit to represent another of that faction's force. Ex - Fen uses the 1st Genyosha to represent the 3rd Legion of Vega, which is stationed on the Outworlds Alliance border.
    NPC - Any type a force is used to represent any faction's force that the player isn't a part of. Ex - Fen uses the 1st Genyosha as a Lyran Alliance unit to fight against the Free Worlds League player.

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