FOG2 Scenario Rules

Scenario

Number of Sides: 2 - The Green team and the Blue Team.

Number of Players: 10 per side in the initial sign up. One player is required for each ship. Fighters and PF's may require extra players at moderator discretion.

Map: 42 x 45 hex rectangular map (1 x 1.5 map sheets) surrounded by a tournament barrier

Initial Setup: The Green team will setup in the 01xx to 03xx hex rows. The Blue team will setup in the 40xx to 42xx hex rows.

Officers and Crew: Legendary Officers & Crew Quality will be randomly assigned by the moderator in secret after ship selection but before Commanders Options selection.

Victory Conditions: Standard victory conditions are being used to determine the winner but both sides must bring a minimum of 1425 BPV to the battle (including scout EPV adjustments and drone upgrades).

Rules in Force

Full SFB non-optional rules including full EW. (NOTE: This means no hidden mines).

Extra foggy Tac-Intel will be in use but at 50% effectiveness (i.e. range is doubled for tacint purposes). All actions will be immediately visible to all units (e.g. tractoring, transporter actions, shield dropping, weapons fire etc) but ship identity will be hidden (e.g. number of heavy weapons, shield strength etc).

FOG version 2 communication rules

Battle Force Selection Criteria

Each side is to assemble a battle force within the following rules:

Size: 1500 BPV. There must be 10 ships minimum (not fighters or PF's). There is no maximum number of ships which can be brought to the battle, but each ship must have a separate player.

Races available: Federation, Klingon, Romulan, Kzinti, Gorn, Tholian (but not Neo-Tholian), Hydran, Lyran, ISC, Seltorian, Carnivon, Paravian

Ships may be chosen from: BS, AM, C1-3, R1-7, J, K, M, Y1

Fleet to obey S8.0 (AM99 version) with the following additional restrictions:

Scenario Rationale

These comments explain how this, somewhat strange, scenario was arrived at.

As Fog of War #1 was winding down a group of players of that game were invited to discuss the next Fog of War scenario based on their experience. What worked, what didn't and how to fix it was discussed and this scenario and the Fog of War #2 rules grew out of those discussions (as well as other discussions on the Fog of War egroups list and the Fog of War thread at ADB's discussion board).

The most significant decisions revolved around what races to allow and how to apportion them to each side. Fog of War #1 was an Alliance vs Coalition battle, with a dynamic which forced the Coalition to adopt a majority Klingon fleet in order to be flexible enough to battle any of the possible Alliance fleets. It was decided to avoid such a Rock-Paper-Scissors dynamic in Fog of War #2. The moderator also wished to limit ATUs (fighters and drones) to preserve his sanity.

These two considerations, RPS and ATUs, resulted in the adoption of the '2 ships per race, 6 races represented' rule. This rule allows each side exactly the same race choices, completely avoiding RPS. It also subtly limits ATUs because no carriers larger than escort carriers may appear (except Hydrans and the odd unescorted carriers such as the various survey cruisers) and limits Kzinti and Klingon drone heavy fleets.

The small fixed map is a concession to the PBEM nature of the game. It encourages combat and engagement rather than the swapping of range 30 photon salvos - leading to a quicker end. Even so the game is expected to last over 2 years.

Most of the other rules are to exclude items or ships which don't work well with 4 impulse breaks (SFG's, webcasters, Andromedans), reduce moderator workload (visible mines), or just because they are fun (Extra foggy tacint, LO's and Crew quality).

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Page maintained by David 'CatWhoLeaps' Crew
Last Updated 25th March 2001