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Thread: Galactic Overlord 7- Enhanced Graphics Edition (Part 2)

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    Galactic Overlord 7- Enhanced Graphics Edition (Part 2)

    Previous thread is nearing 500 so I'll start Turn #5 fresh.

    Galactic Overlord
    A New Forum Game from
    Jamski Productions

    Overview

    Galactic Overlord is a game of space strategy and warfare for any number of players. It is turn based and builds on the success of the well-known Paper-Stone-Scissorstm system. Each player is the ruler of a faction determined to bring the whole galaxy under their domination using every means at their disposal until they are the sole survivor and the almighty Galactic Overlord!

    Setting up the Game

    Each player starts the game with three Bases. A Base is a planet, hollowed out asteroid, huge space station or any other large structure capable of supporting life and industry. Each player also starts the game with 2 Counter-espionage options. Each of these options is capable of immunising the player that uses it against any enemy spy action for one turn. Each player also starts the game with 32 Build Points, or BPs. As long as the player has at least one base still in operation he receives an additional 5 BPs each turn per home base, and 2 BPs each turn per captured base. The player's BPs can be used to build Ships or more Bases according to the following table:

    Spending BPs

    Self-built bases 1 through 6 cost 16BP each.
    Self-built bases 7 through 12 cost 24BP each.
    Self-built bases 13 through 18 cost 32BP each and so on.

    Code:
    Frigate......1 BP     
    Cruiser......2 BPs
    Battleship...3 BPs
    Dreadnaught..4 BPs
    Titan........5 BPs
    The more expensive the Ship, the more Bases are required to build one:

    Code:
    Frigate......1 home Base     
    Cruiser......2 home Bases
    Battleship...3 home Bases
    Dreadnaught..4 home Bases
    Titan........5 home Bases
    ***NOTE - Only self-built bases count towards maximum hull sizes***

    Each Ship built can be armed as you wish with Lasers, Fighters or Torpedoes with each weapon taking up one unit of space from the Ship's total. A ship may only carry one kind of weapon.

    Code:
    Frigate......1 unit of space/2 hit point     
    Cruiser......2 units of space/4 hit points
    Battleship...3 units of space/6 hit points
    Dreadnaught..4 units of space/8 hit points
    Titan........5 units of space/10 hit points
    EXAMPLE : A Battleship might have 3xLasers (Laserbattleship), a Cruiser 2xTorpedoes(Torpedocruiser) and a Frigate 1xFighters (Carrierfrigate).

    BP's may be stockpiled for use later during the game.

    Playing the Game - Orders

    This part of the game is similar to Nuclear Wartm. Each player sends his orders to the GM who processes them all together once they are received.

    Normal Orders (you may make all three of these orders in conjunction with the orders in the next section)
    • Build Ships/Bases : You may spend your BPs or stockpile them for later. Ships built that turn may be used for attack and defence, Bases built may be destroyed that turn. Damaged Ships may be fully repaired for a cost of 1 BP (Now you see why big ships are good)
      ***NOTE - You need to already have bases built for them to count for hull size allowance.***
    • Use Counter-espionage : You may use one Counter-espionage order per turn, to a total of two, to protect your orders from enemy spies’ interference. Once used up, this option cannot be rebuilt.
    • Use Spies : If you have a Spy you may stop one of your opponents orders that turn being executed. The Spy is lost. Spy affects Attack!, Rebuild Generator and Train Spy. You cannot build a spy and use a spy in the same turn.


    Special Orders (you can choose only one of these per turn)
    • Attack! : This starts a fight between your fleet and that of an opponent. You must choose which ships to send, and which to leave at home in case you yourself are attacked that turn. See Combat for more.
    • Raise Shields! : This protects your Bases and Ships from all attacks that turn, and also stops any spies. Any opposing fleet that attacks you will take twelve Hits (distributed as per combat damage) while you remain snug and secure. The generator is exhausted by this use and must be rebuilt.
    • Build Generator : Rebuilds a shield generator. Up to three shields can be stockpiled for later use.
    • Train Spy : Trains and inserts a new Spy for your cause. Up to three spies can be stockpiled for later use. You cannot train a spy and use a spy in the same turn.


    Alliances

    You may want to organise joint attacks on an opponent with an ally. In this case you must agree on an Order of Battle between the allies. If two different opponents attack at the same time without informing the GM of their alliance, then the defender must fight them consecutively, fighting first against the one who posted their orders last.

    It is possible that when a player is attacked by two non-allied fleets at the same time that he loses both battles. In this case both attackers gain a base. Allied fleets that attack together must decide who is to get the captured base.

    The GM applies hits to allied fleets in the same way as to a normal fleet. This means that if one ally has smaller ships than his partner, he will take the bulk of the casualties. War is hell.

    If not otherwise specified, multiple bases captured by an alliance will be divided up evenly between the fleets that actually arrived. Odd bases will be assigned to the members of an alliance that sent their orders first. Players may choose to redistribute them afterwards if they wish.

    Transferring Ships & Bases:

    In some situations, players may wish to transfer ships or bases among themselves. Trading ships in not allowed. Trading bases is allowed.

    Shields:

    It is possible for a player to send out a fleet and have it run into a shield or lose the battle, while his home bases are simultaneously captured. In this situation, the fleet remains independent, but will lose all stockpiled shields, spies, and BPs, and will lose 10% (rounded down) of it’s original numbers every turn due to lack of supply. Thus, such a fleet would be advised to capture or negotiate for a base ASAP.

    The GM

    The GM will report each turn on the activities of each player. He will keep their orders secret, but will reveal their bases, the size and breakdown of their navy and their current BPs.

    Winning the Game

    You win the game by destroying all the bases and fleets of your opponents to become the Galactic Overlordtm!!!

    Note: Co-operative victories are not permitted.

    Playing the Game - Combat
    Combat Version 1.3

    Combat is a simple, and yet complex, Paper-Stone-Scissorstm system :

    Code:
    Lasers    - beat - Fighters
    Fighters  - beat - Torpedoes
    Torpedoes - beat - Lasers
    If your weapon beats the other fleet's weapon, your raw attack strength against them is doubled, cumulative with all other modifiers.

    Every player must also specify an "Order of Battle" every turn, whether attacking, or expecting to be attacked. Failure to do so results in a random OOB. This is simple to do though. The OOB is divided into two groups of three weapons each. You must have 2 of each type in any order.

    EXAMPLE 1: Lasers-Fighters-Torpedoes-Laser-Torpedoes-Fighters (LFTLTF)
    EXAMPLE 2: Lasers-Torpedoes-Laser-Torpedoes-Fighters-Fighters (LTLTFF)

    These can be further refined by different tactics.
    Tactics 1 - Range:
    You may instruct your captains to try to engage at different ranges.
    • Close In - Lasers from both fleets count an extra x2. If both fleets Close In then this stacks to a x4. This negates Back Off.
    • Back Off - Lasers from both fleets count an extra x0.5 penalty. This is negated by Close In. If both players Back Off this stacks to x0.25.

    Default is no special orders.

    Tactics 2 - Formation:
    You may instruct your captains to engage using different formations.
    • Bunch Together - Your ships huddle together to protect each other from Fighters, but are more vulnerable to the large explosions of Torpedoes. Attacks with Fighters against Bunched Together fleets are at x0.5, while Torpedoes get x2.
    • Spread Out - Your ships spread out, making the fleet hard to target with Torpedoes, while leaving individual ships vulnerable to Fighters. Attacks with Fighters against Spread Out fleets are at x2, while Torpedoes get x0.5

    Default is no special orders. These orders can be used even when sending out a single ship.

    Tactics 3 – Miscellaneous:
    [*]The attacking player may decide to attack to the death. In that case, proceed as normal, but repeat the combat until one side or the other is completely destroyed.[*]You may set different OOBs for different enemies, if you wish, but always send a default OOB in, to cover any situation not specially mentioned.

    Example of full OOBs:
    Code:
    Attack: TFFLLT back off, bunch
    Defence: LFTFTL close in, default
    • Add hitpoints for fleets involved in the battle (2xBP cost of fleets)
    • Add total Fighters/Lasers/Torps in each fleet.
    • Sort fleets according to their empire's Order of Battle. Fleets with no OoB are destroyed.
    • Adjust raw fighter/laser/torp numbers.
    • The fleet with the "winning" tactic in a given round has their raw total attack strength doubled.
    • Spreading or bunching your fleet affect the opposition's raw total attack strength. Double or halve this accordingly.
    • The higher adjusted total wins. Apply Hits equal to the difference between the totals.
    • Every three rounds, tally up the hits taken by both sides, and apply them as losses, then continue on to the next three rounds, if applicable.
    • Remove destroyed ships according to the following rule. All ships of one type first, before moving to the next type, in the same order as the order of battle. Start removing frigates first, titans last. Damaged ships don’t break formation.
    • Combat continues until one fleet receives more hits than it has hitpoints, or 6 rounds of combat have taken place unless the attack ordered a fight to the death, in which case combat ends with the destruction of one fleet.
    • A destroyed fleet loses.
    • If both fleets survive, the fleet that takes the most Hits is the loser.
    • If the attacker won, he captures one base.
    • If the attacker destroyed the entire enemy fleet, he captures all his opponents bases.

      Additional rules concerning damaged ships
      Ships that have taken 1 hit of damage are repaired for free at the end of battle.
      Ships with more than 1 hit of damaged are automatically repaired for 1 BP, deducted from next turn's income.
      A player with no home bases and exactly 15 BPs as a result of such a repair may build a base using deficit spending.


    Below is the status of the galaxy from the end of turn #4.
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    Re: Galactic Overlord 7- Enhanced Graphics Edition (Part 2)

    Boring areas of the galaxy this
    turn include territories under
    the rule of the following Overlords
    ------------------------------------------------
    Dr Spike
    Skanky Burns
    Spaced Cowboy



    A couple other sectors were also on the brink of warfare, but good use of special tactics have led to them being boring also.

    First, Lord Nuclear continued on his warpath, hoping to net a third set of bases. He sent four torpedo frigates at Sandman, hoping to catch him out of town.

    As they approached the desert planet, sure enough, not a ship in sight. "Looks like they're ripe for the picking" remarked Captain Atomic. Moments later the transmission ended in static as the four small ships smashed against a shield.
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    Re: Re: Galactic Overlord 7- Enhanced Graphics Edition (Part 2)

    Additional news:

    One of Jonny's spies eluded security outside Gamecube's headquarters and succeeded in contaminating the fleet fuel reserves. Gamecube was thus forced to call off his attack on Hercules.

    As for Jonny, looks like the plan backfired, since he's getting attacked anyway, just by someone else.

    Just three battles this turn, the outcome of one of which is very clear. Lots of close-in laser action makes the other two a bit harder to call.

    Details in a few hours when I get up.
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    Skanky Burns
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    Hooray for me not getting killed this round!
    I'm building a wagon! On some other part of the internets, obviously (but not that other site).

  5. #5
    Atragon
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    This could get ugly.

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    This will get ugly! After all, it is Galactic Overlord...
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

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    Atragon
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    But not Nuclear War...

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    First battle! Things get ugly for Atragon (once again!) as his small defensive fleet is chewed up by another Ljube/Scot invasion. The ships are overwhelmed more than 10 to 1 in the first round and fail to even dent the allied fleet. Paddy the Scot's war-ravaged bases are liberated.

    As for Atragon's fleet? Well, that's the next battle.
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    woo hoo
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    Death to Atragon!

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    The Atragon-Lord Nuclear battle looks to be the most exciting of the game so far. I've got some errands to run right now, should have results checked and up in a couple of hours.
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    MORON
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    Johnny, you BAKA!....you've just broken the balance of power for the next turn.....

    unless spacecowboy allies with someone else to take down herc, the rest of the players could become easy pickings...., now that atragon have clashed with lord nuclear.

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    Hercules
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    So if the next big battle is between Atragon and Lord Nuclear does that mean the last battle involves Joncha and Jonny?
    On the ISDG 2012 team at the heart of CiviLIZation

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    Stupid Atragon.

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    There is one part of the rules for which I'm not clear on.

    Remove destroyed ships according to the following rule. All ships of one type first, before moving to the next type, in the same order as the order of battle. Start removing frigates first, titans last. Damaged ships don’t break formation.
    How I've been doing it so far follows a slightly modified version:
    1. Let's say a player's OoB is TFL-TFL.
    2. The player loses the first round. Hits are applied to the torpedoes.
    3. The player loses the second round. Hits are applied to the fighters.
    4. After the fighters are all destroyed, there are still more hits to be taken in the second round. Where are the hits applied to? The first type in the OoB would be Torpedoes. The first type in the OoB counting from the current round would be Lasers.

    In past cases this game where this situation has come up the answer has been the same either way or irrelevant. Either the OoB only had two weapon types in the first four slots, or the fleet in question was completely wiped.

    Will process the JonJon battle in the meantime.
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    Looks like that Jonny's got quality, while Joncha's got quantity. Quantity seems to be winning slightly.
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    Cool, still alive.

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    Round 2, it's Joncha's turn to take some minor damage as Jonny's fleet chooses the weapon of choice once again.
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    Third round both sides break out the lasers. Jonny has dreadnaughts against Jonny's battleships, but Joncha has twice as many. Two of the laser dreadnaughts bite the dust along with the damaged torpedo ship.
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    Tassadar500
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    Originally posted by Smiley
    There is one part of the rules for which I'm not clear on.



    How I've been doing it so far follows a slightly modified version:
    1. Let's say a player's OoB is TFL-TFL.
    2. The player loses the first round. Hits are applied to the torpedoes.
    3. The player loses the second round. Hits are applied to the fighters.
    4. After the fighters are all destroyed, there are still more hits to be taken in the second round. Where are the hits applied to? The first type in the OoB would be Torpedoes. The first type in the OoB counting from the current round would be Lasers.

    In past cases this game where this situation has come up the answer has been the same either way or irrelevant. Either the OoB only had two weapon types in the first four slots, or the fleet in question was completely wiped.

    Will process the JonJon battle in the meantime.
    Does this apply to Atragon or me?

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    Superior tactics continue to keep Jonny in the game against a fleet 50% larger, as his fighters score another victory against Joncha's torpedo battleships.
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    Lord Nuclear: It applies to your fleet.

    And now Round 5 of the grueling Jon-Jon battle.

    Jonny continues a string of stinging blows, this time with his lasers chewing up enemy fighters.
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  23. #23
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    Round 6: Joncha delivers a deadly blow, but Jonny's dreadnaughts hold their line. Fight to the death has finally come into play!
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    Tassadar500
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    What was my OOB, Smiley?

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    Atragon
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    Wow, this round promises to be... cataclysmic.

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    Lord Nuclear: LFT-LFT

    Atragon: If you thought this battle was cataclysmic, wait till you see yours.

    And now round seven of the longest battle to date, which is just finally winding down as Joncha sends in his lasers again. With all of Jonny's torpedo ships gone, there's nothing stopping them now. The lasers score critical hits on all of Jonny's ships.
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  27. #27
    GeoModder
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    Joncha back in the game with bases?
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  28. #28
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    Finished just in time for me to leave for work.
    If Tehben spits eggs at you, jump on them and throw them back. ~ Belgium Doesn't Exist! ~ Eventis: Catastrophic database failure free since March 19, 2012 Eventis AD&D 6th Age Campaign: Chapter 1: Into the Widlerness, Chapter 2: Brotherhood of the Wolf ~ New! Star Trek: Eventis

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    I guess it's up to you Smiley, since you are the GM. From the way you said it, I'm pretty much dead, correct?

  30. #30
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    As his ships blew up, Jonny dealt one final blow to the invasion fleet, though a minor one.

    NOTE: Earlier in the graphics, I shorted Joncha one torpedo battleship, which reappears here. The battle data was no affected.

    Lord Nuclear: Actually you live, the question is more a matter of which of your ships get trashed.
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    Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

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