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LANCER: BATTLEGROUP - To Kill the Worthy King
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<blockquote data-quote="Tun Kai Poh" data-source="post: 8407569" data-attributes="member: 6761960"><p><strong><span style="font-size: 18px">The Gyre</span></strong></p><p></p><p><span style="font-size: 15px">In Lancer: Battlegroup, we do not track the position of units on a grid or hex map. The distances between ships is usually immense - in the tens of thousands of kilometers, or even hundreds of thousands. The time it takes to fight is great as well: it can take hours or even days for missile volleys to travel these distances, or for superheavy spinal guns to finish charging.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">Because of this, distance and time are abstracted in this game: Distance is measured on <strong>the gyre</strong> and time is measured in rounds.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">[ATTACH=full]144377[/ATTACH]</span></p><p></p><p>The gyre is a representation of the battle space, without using exact measurements of distance. As the fleets maneuver in 3d space, angling for the best engagement vectors, attempting to bring their weapons into optimal range, the actual effective ranges between player battlegroups is measured by the range bands marked on the gyre.</p><p></p><p>It's best if you think about the enemy fleet being at Range 0, the center of the gyre. Player battlegroups move (using Maneuvers or Tactics) from one range band to another, and they can try to approach the enemy separately, each employing their own tricks and abilities. The abstracted enemy position at the gyre center never changes; instead, when enemy flagships move in the fiction, they are represented in the game by forced movement abilities that shift player battlegroups to different range bands. And players have ways to counter forced movement, too. This makes tracking positions much easier, especially for the GM, who is juggling multiple NPC battlegroups!</p><p></p><p>Weapon systems will each have ranges (like 5-3, or 4-1 or 2-0) indicating which range bands they can be used in. Powerful long-spool spinal guns like the Spinal Petajoule Kinetic are best fired at longer distances, like sniper rifles. Rapid-firing mass accelerators and shotgun-like conical kinetic projectors are only effective at shorter ranges.</p><p></p><p>As for smaller craft, like corvettes, destroyers, fighters and mechs, these have an effective range (usually 3-0 or 2-0) in which they operate. Their movement is not individually tracked, but they are assumed to be in constant motion between their carrier and enemy targets. During each round, waves of these attack craft are rearming at their carriers, launching, making their hours-long journeys to their targets, disgorging their deadly ordnance, then turning back to their carriers once more.</p><p></p><p>And yes, this flips the modern carrier warfare paradigm! In Battlegroup, powerful capital ship weapons can reach across a hundred thousand kilometers long before fighters and bombers are even in range. So carriers are now shorter-ranged compared with battleships. Carriers can swarm enemies up close with strike craft, but the battleship, with its superheavy weaponry, is truly the titanic queen of the gyre.</p><p></p><p><span style="font-size: 15px">[ATTACH=full]144379[/ATTACH]</span></p><p></p><p><em>Art-in-progress preview by Utopie Selective.</em></p><p></p><p>Now that we understand a bit better, next, we're going to move into Round 1 proper, as the first shots are fired...</p></blockquote><p></p>
[QUOTE="Tun Kai Poh, post: 8407569, member: 6761960"] [B][SIZE=5]The Gyre[/SIZE][/B] [SIZE=4]In Lancer: Battlegroup, we do not track the position of units on a grid or hex map. The distances between ships is usually immense - in the tens of thousands of kilometers, or even hundreds of thousands. The time it takes to fight is great as well: it can take hours or even days for missile volleys to travel these distances, or for superheavy spinal guns to finish charging. Because of this, distance and time are abstracted in this game: Distance is measured on [B]the gyre[/B] and time is measured in rounds. [ATTACH type="full" alt="Screenshot_20210925-181448_Drive.jpg"]144377[/ATTACH][/SIZE] The gyre is a representation of the battle space, without using exact measurements of distance. As the fleets maneuver in 3d space, angling for the best engagement vectors, attempting to bring their weapons into optimal range, the actual effective ranges between player battlegroups is measured by the range bands marked on the gyre. It's best if you think about the enemy fleet being at Range 0, the center of the gyre. Player battlegroups move (using Maneuvers or Tactics) from one range band to another, and they can try to approach the enemy separately, each employing their own tricks and abilities. The abstracted enemy position at the gyre center never changes; instead, when enemy flagships move in the fiction, they are represented in the game by forced movement abilities that shift player battlegroups to different range bands. And players have ways to counter forced movement, too. This makes tracking positions much easier, especially for the GM, who is juggling multiple NPC battlegroups! Weapon systems will each have ranges (like 5-3, or 4-1 or 2-0) indicating which range bands they can be used in. Powerful long-spool spinal guns like the Spinal Petajoule Kinetic are best fired at longer distances, like sniper rifles. Rapid-firing mass accelerators and shotgun-like conical kinetic projectors are only effective at shorter ranges. As for smaller craft, like corvettes, destroyers, fighters and mechs, these have an effective range (usually 3-0 or 2-0) in which they operate. Their movement is not individually tracked, but they are assumed to be in constant motion between their carrier and enemy targets. During each round, waves of these attack craft are rearming at their carriers, launching, making their hours-long journeys to their targets, disgorging their deadly ordnance, then turning back to their carriers once more. And yes, this flips the modern carrier warfare paradigm! In Battlegroup, powerful capital ship weapons can reach across a hundred thousand kilometers long before fighters and bombers are even in range. So carriers are now shorter-ranged compared with battleships. Carriers can swarm enemies up close with strike craft, but the battleship, with its superheavy weaponry, is truly the titanic queen of the gyre. [SIZE=4][ATTACH type="full" alt="20210922_123229.jpg"]144379[/ATTACH][/SIZE] [I]Art-in-progress preview by Utopie Selective.[/I] Now that we understand a bit better, next, we're going to move into Round 1 proper, as the first shots are fired... [/QUOTE]
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