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hdbbstephen
United States
Joined 20/02/14
Last Visit 12/09/14
54 Posts
Posted on 24 March 2014 at 14:38:31 GMT
jsmcgary and I are putting together a campaign for 6mm FWC and Full Thrust space combat.

Here is the initial draft of our backstory:

The Invasion of New Eire
A Future War Commander/Full Thrust Campaign




New Eire (Standard earth like iron/silicate planet)
Radius: 6929.06km (1.09xEarth)
Land Area: 235,000,000 km2 (1.58xEarth)
Gravity: 10.60m/s2 (1.08xEarth)
Day Length: 31.05 Hours
Year Length: 388.19 Local Days (502.22 Earth Days/1.38 Earth Years)
Climate: Cool (Min -51 oF / Max 88 oF / Avg 61 oF)


New Eire (Lacaille III) is a human colony planet. New Eire was first surveyed in 2481 (RSS Frontier entered the system on June 8, 2481 at 21:57GMT) by the Royal Survey Service of the Star Empire of Freesland (SEF). A fairly Earth-like world that has 2 small moons (Liath & Beag) and is third from Lacaille at 1.18AU. Lacaille I (.37 AU orbit) & Lacaille II (.49 AU orbit) being rocky and airless. Just beyond the orbit (1.3 AU) of New Eire is a thick asteroid belt and there is a gas giant (Lacaille IV) orbiting at 6.1 AU. Lacaille is a G-type main-sequence star.

The initial survey showed that the planet had large deposits of Deuterium and Tritium (materials needed for fusion reactors), the asteroid belt was also found to have large deposits of Helium-3. These resources alone made the system attractive for colonization. The close relative proximity, and density, of the system’s asteroid belt to New Eire also made it attractive for orbital mining and production.

Once the colony was established the large and abundant sea life found in the Great Ocean proved to be valuable on the exotic food market. This potential for rapid economic growth led to a larger than normal immigration and infrastructure development for a newly established colony.

New Eire
New Eire was officially colonized on April 29, 2483, 11:53GMT. This is celebrated as Landing Day by the colony and marks the Eire New Year. There are two major population centers (the capital of New Dublin & the city of Sandstone Point) and a number of smaller cities spread across the planetary surface. There are two space ports. The first is in New Dublin and serves as the major passenger hub for the colony. Over 90% of all people arriving and departing New Eire pass through McGregor Spaceport. The second space port is located in Port Eire and serves as the main cargo port for the colony. The current colony population stands at just over 10.68 million.

On August 5th, 2514 at 14:17GMT System Control aboard HMSS Realta detected an unidentified fleet make FTL translation on the system periphery on a bearing from the Unexplored Regions. The fleet made a near perfect FTL translation on a least time bearing for New Eire with the planet on a direct line from the translation point. At first it made no move in system, just maintained its position relative to the planet.
System Control immediately attempted to establish contact with the fleet. After no response was received from the fleet Arch Duke Jonathan McGregor (Planetary Governor General) and Allison O’Neal (Planetary Council Chair) placed the New Eire Defense Forces and elements of the Imperial Navy stationed in system on alert. They also dispatched two courier ships. One towards the Canum system (sector Capital, 13.4Ly distant) and the other towards the Luvi system (home of the Imperial Navy Station HMSS Hammerford, 16.2Ly distant).

Once the courier ships began moving out system the unknown fleet began moving in system. A single transmission was received by System Control. The transmission consisted of a single humanoid xenomorph species looking directly into the camera. After a few seconds the “alien” said a single word in Standard English… “Surrender.” The transmission ended immediately.

Though system control continued to re-establish contact the order was given to place all military forces in system on high alert. Commodore Detrich, Commander of Task Force 114 and the senior naval officer in New Eire, was given orders to intercept the unknown and attempt to prevent the fleet from moving further in system. System Control continued providing updates to the courier ships as they moved out system and prepared for the FTL jumps.

Unknown to the New Eireans the fleet was an invasion force from the Eldritch, a previously encountered alien species with advanced technology. It is likely that the same resources that attracted the human colonists brought the Eldritch.

We will be working on some more details tomorrow, and will get the basic campaign rules and scenario tree posted then.

C&C welcome!
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 24 March 2014 at 15:30:25 GMT
Lookin' good! Gimme
LukeR78
United Kingdom
Joined 02/10/09
Last Visit 20/02/24
125 Posts
Posted on 24 March 2014 at 19:12:19 GMT
How did you generate the map may I ask?
jsmcgary
United States
Joined 27/10/13
Last Visit 06/09/16
31 Posts
Posted on 25 March 2014 at 02:53:42 GMT
Used this, then pasted it into word and used text boxes, symbols and lines to fill in all the details.

http://donjon.bin.sh/scifi/world/
LukeR78
United Kingdom
Joined 02/10/09
Last Visit 20/02/24
125 Posts
Posted on 25 March 2014 at 10:05:47 GMT
Very nice, I shall save that for future use. Looking forward to seeing this campaign come together.
jsmcgary
United States
Joined 27/10/13
Last Visit 06/09/16
31 Posts
Posted on 25 March 2014 at 11:13:36 GMT
We should be posting more soon. We are playing a test round today to see how things work out.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 25 March 2014 at 12:05:00 GMT
Great world generator, it also does "Traveller style" triangled maps Smile

Nice write up, good luck to the New Eirean SDBs. It's all likely to be a bit "We have engaged the enemy, send our last regards to our loved ones"...
hdbbstephen
United States
Joined 20/02/14
Last Visit 22/09/14
54 Posts
Posted on 25 March 2014 at 19:40:26 GMT
Hi all, here is a pic of the scenario tree, based on the examples given in the FWC rulebook:



The campaign rules and conditions:

The invasion of New Eire will be played out in a series of “campaign turns” based on the Full Thrust (FT) and Future War Commander (FWC) rules and scenarios.

The Human player begins with a force of 12,000 total points (FWC), with 4,000 points on the planet and 8,000 available as reinforcements. The campaign is attrition based and unit management will become a factor. When a ground unit is knocked out in ground combat the player will roll 1D6, on a 5+ the unit is not destroyed. If the unit is not destroyed the player will then roll another D6, on a 1-2 the unit is unavailable for 1 turn, 2 turns on a 3-4, 3 turns on a 5-6.

Once the attack begins the Humans will send for help, bringing two waves of starships and troop carriers on random turns: d6+3 turns for the first, d6+8 turns for the second (both counted from the beginning of the Campaign). Each wave of reinforcements will consist of 4,000 pts (FWC) of ground forces and a variable amount of starships:

Wave 1, Roll d6:
1:     4,000 pts (FT)
2:     4,500 pts (FT)
3:     5,000 pts (FT)
4:     5,500 pts (FT)
5:     6,000 pts (FT)
6:     6,500 pts (FT)

Wave 2, Roll d6:
1:     4,500 pts (FT)
2,3: 5,000 pts (FT)
4,5: 5,500 pts (FT)
6:     6,000 pts (FT)


Ground forces transport rules:

A 32 Mass Heavy Cruiser may be modified to carry infantry and light vehicles 500 pts (FWC), plus their interface equipment. In addition these cruisers are equipped with kinetic planetary assault weapons (orbital strike) replacing 2 of the Beam Batteries (see example ship on p 14 of the Full Thrust rulebook, 238 pts (FT)). Each heavy cruiser so equipped represents one possible orbital strike attack.

A 60 mass Freighter may transport 1,000 pts (FWC) of ground troops, vehicles, support weapons etc in any combination, including interface vehicles or equipment (see example ship on p 15 of the Full Thrust rulebook, 306 pts (FT))

Turn One will consist of a battle in space, the arrival of the initial Eldritch invasion fleet and their attempt to destroy the Human system defense fleet in preparation for a ground invasion.

Human forces will consist of 2,500 points (FT) of ships and a space station (counts as Light Carrier).

Eldritch forces will consist of 5,000 points (FT) of ships, including Assault Cruisers and freighters carrying 8,000 pts (FWC) of ground forces and associated landers.

Once the Eldritch have assumed control of the space around the planet the ground forces will descend to establish a beachhead (depending on casualties). The Eldritch will then schedule two waves of reinforcements, starships and ground forces to arrive on following turns. The Earliest these waves can arrive is on Turn Four, with at least two turns between waves.

Wave two, 4,000 pts (FT), carries with it 8,000 pts (FWC) of ground forces.

Wave three, 4,000 pts (FT), carries with it three heavy freighters filled with Eldritch colonists and their equipment for taking over the colony world. No combat ground units may be transported in this wave.

Turn Two will consist of running Scenario One: Colonization - Recce Phase
See FWC p 45 for details, Eldritch are the Attackers, Humans are the defenders

Following turns will depend on the results of the battles, according to the Decision Tree:

Scenario One: Colonization - Recce Phase
Human Victory - proceed to Scenario 2A
Eldritch Victory - proceed to Scenario 2B

Before the start of Scenario 2 the Eldritch must decide whether they are going to establish 1 or 2 beachheads. If they choose to establish two, two separate Scenario 2 battles must be fought. The aggregate Victory Point score of the two battles will determine whether the Humans or the Eldritch are the winner of this round.

Scenario 2A: Colonization - Assault Phase
Eldritch Advantage - The Eldritch force is the attacker with only a 150% point advantage over the Human forces. Again, the victor will determine the nature of forces and deployment for the following scenario.
            Human Victory - proceed to Scenario 3A
Eldritch Victory - proceed to Scenario 3B

Scenario 2B: Colonization - Assault Phase
Eldritch Advantage - The Eldritch force is the attacker with a 200% point advantage over the Human forces.
            Human Victory - proceed to Scenario 3B
Eldritch Victory - proceed to Scenario 3C

Scenario 3A: Colonization - Breakout Phase
Human Advantage - the Human forces have been victorious in all of their ground battles so far and are taking the fight to the enemy, they attack with a 200% advantage. In this scenario the Human forces are the Attacker, the Eldritch are attempting to stop the humans from driving them back to their beachhead. Special Rule: both Attacker and Defender may use Orbital Strikes if available.

            Human Victory - proceed to Scenario 4A
Eldritch Victory - proceed to Scenario 4C

Scenario 3B: Colonization - Breakout Phase
Mixed Advantage - If the Humans lost Scenario One, then won Scenario Two they are the Attacker with only a 150% point advantage over the Defending Eldritch. If the Eldritch lost Scenario One and won Scenario Two the Eldritch are the Attacker with a 150% point advantage, and the battle takes place at one of the Human settlements (not a major city, port, or industrial site).
           
Human Attacker Victory - proceed to Scenario 4A
Eldritch Defender Victory - proceed to Scenario 4C
Human Defender Victory - proceed to Scenario 4B
Eldritch Attacker Victory - proceed to Scenario 4C

Scenario 3C: Colonization - Breakout Phase
Eldritch Advantage - The Eldritch forces have been victorious in all of their ground battles so far and are taking the fight to the enemy, they attack with a 200% advantage. In this scenario the Eldritch forces are the Attacker and attempting to breakout of their beachhead. Special Rule: both Attacker and Defender may use Orbital Strikes if available.
           
Human Victory - proceed to Scenario 4B
Eldritch Victory - proceed to Scenario 4D

After the third Scenario things will be four options and two main directions the campaign can take, that of Human dominance or Eldritch dominance. The fourth Scenario involves an attack on the Eldritch Bridgehead itself or on a Human settlement. If the Humans have more victories than the Eldritch at this point, and are victorious in the 4th scenario, the 5th and 6th scenarios will involve seeing the Humans driving the Eldritch off the colony of New Eire.

On the other hand, if the Eldritch have been victorious the battles will see the Humans being driven away from their city or base.

Before the start of any Scenario 4 option the attacking player must designate what they are attacking (i.e. the Eldritch are attacking Bandon, or the humans are attacking beachhead 1).

Scenario 4A: Colonization - Protection Phase
Major Human Advantage - Humans play the role of Attacker upon an Eldritch bridgehead at a 200% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.

- Human Victory - if there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 3B as Attacker

Scenario 4B: Colonisation - Protection Phase
Minor Human Advantage - Humans play the role of Attacker upon an Eldritch bridgehead at a 150% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.

- Human Victory - if there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 3B as Attacker

Scenario 4C: Colonisation - Protection Phase
Minor Eldritch Advantage - Eldritch are the Attacker at a 150% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.

- Human Victory - The Eldritch are driven off and the Humans begin a lightning counter-attack. If there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 5 or 6 as Attacker

Scenario 4D: Colonisation - Protection Phase
Major Eldritch Advantage - Eldritch are the Attacker at a 200% point advantage. The Eldritch may use Orbital Strikes if the assets remain in orbit.

- Human Victory - The Eldritch are driven off and the Humans begin a lightning counter-attack. If there is another bridgehead available to the Eldritch the following battle may be Scenario Five, if the Eldritch wish to relocate or Scenario Six if they choose to flee to orbit. If there is no other Eldritch bridgehead the following battle can only be Scenario Six - Evacuation. In both cases the Human force is the Attacker.
- Eldritch Victory - proceed to Scenario 5 or 6 as Attacker

Any battles after this point depend on how many Eldritch bridgeheads or Human Settlements remain. Scenario winners may choose to repeat Scenario 4 upon a new settlement/bridgehead (followed of course by Scenario 5 or 6) until no settlements/bridgeheads remain.
At any point during these scenarios the scheduled reinforcements for the Eldritch may arrive. If the humans have space ships they may engage in space combat to limit the reinforcements landed. The same goes for human reinforcements, when they arrive a space battle will fought to determine what reinforcements make it through to orbit. Space combat counts as a turn on the campaign timeline.

Special Rules –
1)Battle groups may only be built from the unit list initially built by the player before the start of the campaign. All 12,000 human points and 16,000 points must be selected prior to the start of the campaign.

2)At no point will army lists exceed the number of units available. Example: If the Eldritch have a 200% advantage going into a scenario, but only have enough units to have a 170% advantage they may only have that level of advantage.

3)Players must pre-determine what units are in what space transports. If the transport is destroyed in combat they lose those units. Players do not need to share the lists prior to combat, but must share after.

4)If a scenario is played more than once (i.e. scenario 4A is played twice because the Eldritch have two beachheads) it counts as a turn on the campaign timeline for the purposes of calculating reinforcement arrival.

5)In order to land reinforcements unopposed the humans must control either New Dublin or Port Eire. If they do not a scenario 2A must be fought with the humans as the attacker.
hdbbstephen
United States
Joined 20/02/14
Last Visit 22/09/14
54 Posts
Posted on 25 March 2014 at 20:01:02 GMT
And here is a pic of turn 5 of the Full Thrust game we played today:



(the cloth table-cover is from JoAnn Fabrics!)
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 26 March 2014 at 10:11:15 GMT
Hmm, from that amount of markers it looks like it's not gone well for anyone Grin

Looks like you've put plenty of though into it, hope it plays out well Smile
jsmcgary
United States
Joined 27/10/13
Last Visit 06/09/16
31 Posts
Posted on 26 March 2014 at 16:00:45 GMT
The flame markers denote those ships that have fired, the smaller explosion markers are ships that took hits in that turn. We used larger explosion markers for ship that were destroyed.

Hdbbstephen has faster and better armed ships, I had tougher ships. During the course of the battle I took 69 hits with one ship effectively destroyed as floating hulk and two ship that took enough battle damage that they were forced to leave the battle.

In return I only hit hdbbstephens ships a total of 47 times. For that I completely destroyed two ships, turned a third into a floating hulk, and destroyed the engines of his Battle Cruiser and a Destroyer forcing them out of the battle.

This was the first time we had played Full Thrust and it was a good learning game. We wanted to see how well the system would tie into the campaign. We think it will work very well.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 26 March 2014 at 16:21:33 GMT
Very cool - I really like Full Thrust, and this makes me want to get the mini's out and sort out a full scale integrated campaign. Now, if I can find time between every thing else I don't have time to do...

So, damage not quite as bad as the explosion markers suggest, but still pretty hefty. jsmcgary, you're the New Eirans, I presume?
jsmcgary
United States
Joined 27/10/13
Last Visit 06/09/16
31 Posts
Posted on 26 March 2014 at 23:21:46 GMT
Yes.

I will post a few pictures of the figures and stands after we play a round.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2177 Posts
Posted on 27 March 2014 at 14:11:24 GMT
Sorted, look forward to seeing them!
Mr. Average
United States
Joined 29/12/13
Last Visit 19/07/19
163 Posts
Posted on 27 March 2014 at 22:37:59 GMT
This looks like a really great and well-thought-out campaign! I only wish I had more regular sci fi people in my club. It's kind of stalled my own plans a number of times.

Can't wait to see more on this and your progress!
hdbbstephen
United States
Joined 20/02/14
Last Visit 22/09/14
54 Posts
Posted on 28 March 2014 at 17:11:15 GMT
I believe we are going to begin the initial space battle next week. I'll be taking lots of pics and notes. Sadly we'll continue to use counters for the fleets...

On the bright side, the new bases for my Eldritch should be arriving tomorrow or Monday.
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