William Cooper - 08:58pm Jan 23, 2001 PST (#1990 of 2007) Developing Victory in the Galaxy for GMT: soon to be in playtesting. Saratoga/Brandywine GM @ WBC. . Preparing a full example of play for Summer Storm, which might thereby be more readily sold. Victory in the Galaxy This game is about ready to go out to playtesters. Those of you with whom I’ve been in contact for this project will be contacted directly (and soon), but I thought I’d post a more detailed description of the game, and put out a second call for playtesters. VitG is loosely modeled, I’d say, on European/colonial trades wars in the 17th-18th century; that is, the goal is not conquest (except of scattered colonies and bases) but of control of shipping lanes, denoted by Space Sectors. The game system is based on that of Victory in the Pacific, but is adjusted to fit the universe of this game and the technicalities of space combat. Each player, representing one of the polities represented in Galaxy: The Dark Ages, scores points by gaining control of sectors originally enemy-controlled or neutral. At the end of the each turn, control points are awarded, and each scenario (“war”) ends when certain levels of control are reached, or after a certain specified period of time. Each power has a variety of ships in a number of classes available to achieve its ends. Ship classes range from Dreadnaught down to podship; Cruisers, fighters, and other assorted craft complete the TO&E. Ground units are armies, corps, divisions, garrisons, and “Jump Legions”; only the latter may invade, while the others defend, bases and worlds. The Sequence of Play is rather intuitive; players place reinforcements, then may redeploy their ships and ground units throughout their own space (each turn represents one month). Each power also has a number of Task Forces available, allowing greater concentrations of force. Fighter squadrons may be carried by larger ships. Then, during the movement sequence, players move in a series of impulses. Impulse control is determined by competitive die roll; the winner moves a number of ships or TFs equal to the difference, while the loser moves one-half the difference. Movement is mandatory; ties end the turn except during the first impulse of a turn. Ships move either as Patrollers—they can establish control of a Sector—or Raiders—which cannot control but can deny control of Sectors. Ships which move too far from friendly Space roll to determine if they remain Patrollers or become Raiders. Combat has a fine tactical feel, requiring players to deploy their ships in either the Forward Battle Line or in the Screen, and place their fighters either in Cover/Flanking (“CAP”) or Strike mode. Fighter combat is resolved first, with Strike Fighters combating Cover Fighters, then (perhaps) penetrating to face flak; survivors then attack their target ships. Following fighter combat, ships in the Forward Battle Line trade shots. Combat is simple. Each ship rolls a number of dice equal to its attack rating, against an appropritate “To Hit” number—determined by weapons class and target type. Each hit then rolls for damage against a target’s defense value. Rolls higher than this value score damage, while 10s destroy the ship. Ground combat requires Jump Legions to land and establish a beachhead. Each beachhead is attacked by a ground-unit at the base, and then the Legion responds. After space combat is resolved (and it may take a number of rounds), control of the sector is determined, and points are scored. The game has a number of details which flesh out the internal consistency of the imaginary world. Bases can repair only a limited number of ships, different powers have different capabilities depending on their cultures, and other such details help make the game more ‘realistic.’ Each scenario is designed to last 2-4 hours; the game plays quickly. Right now, it’s designed for two players, but it is anticipated that modules will follow along, expanding the area of the Galaxy covered, the races included, and the options available. New playtesters are more than welcome; those of you who previously volunteered should look for an email in the next few days. Please use my email linked through my name above. B