ACES MegaMap --------------------- Last updated: Nov 17, 1997 ===== ACES MegaMap: There are 10 strategic zones in the ACES MegaMap: 3 Alliance Zones, which are staging areas 4 Map Regions, which are combat areas 3 Coalition Zones, which are staging areas Movement is continuous among adjacent strategic zones, along the connecting lines. When moving from a staging area into a map region, a unit must enter on the near half of the map region, along the near edge. When moving from one map region to another map region, it is a continuous transition from the last hex of one to the first (adjacent) hex on the other. Overview Diagram: [view with a non-proportional font] /-----------------\ /-- AZ1 - AZ2 - AZ3 --\ | / \ / \ / \ | | MR1 - MR2 - MR3 - MR4 | | \ / \ / \ / | \-- CZ1 - CZ2 - CZ3 --/ \-----------------/ Each staging area can hold a pool of units. No combat or enemy presence is possible in a staging area (except for spies, which are abstract in this game). Each map region is made up of a 5x5 grid of standard SFB maps. When moving from one map to another map, it is a continuous transition from the last hex of one to the first (adjacent) hex of the other. Map Regions: -- 5x5 maps labeled A-Y across/down the square, so that middle map is M -- no floating maps, the entire set of map regions is treated as a fixed map -- asteroids are in MR1, only in the farthest maps along the far (West) side (A,F,K,P,U), and off to the West of the scenario area -- exact hexes learned when you get there -- EM energy's equivalent speed points are added to speed when rolling for damage for moving through asteroid hexes while EM'ing (official erratum) -- no AFC imparts a +1 die roll penalty for asteroid damage (in the PFC rules, but not asteroid rules) -- any friendly unit can be followed through asteroids by those rules -- each asteroid hex of or between 2 units produces 1 ECM for weapons fire and systems use between them, but does not break lock-ons -- a straight line from center-of-hex to center-of-hex, with ANY crossed hex (even just a little bit) being considered "between" the units -- a nebula is in MR4, only in the farthest maps along the far (East) side (E,J,O,T,Y), and off to the East of the scenario area -- exact hexes learned when you get there -- in the nebula (a turbulent cloud of electrically charged gasses), each unit will drift one hex in a random direction on impulses 5, 15, and 26 -- non-seeking-weapon-units also have a 1/3 chance to be rotated one hexside either direction -- note that if you have a hidden unit near the edge of the nebula, it might just throw you out into open space, and you're no longer hidden (if you are thrown out and are not detected, you might be able to get back in and re-acquire hidden status) -- one objective (worth victory points) is in each map region -- it is known by both sides that there is exactly one per map region -- can learn value of objective and how to achieve it by collecting sufficient scientific information points on anything other than friendly and enemy units (you'll be able to estimate how close you are as you collect info) -- the values of these objectives are all in the range 50 to 150 Expanded Diagram: [view with a non-proportional font] /-----------\/-----------\/-----------\ | || || | | AZ1 || AZ2 || AZ3 | | || || | \-----------/\-----------/\-----------/ /-----------\/-----------\/-----------\/-----------\ /^\ | A B C D E || A B C D E || A B C D E || A B C D E | | | F /---\ J || F /---\ J || F G H I J || F /---\ J | North | K |MR1| O || K |MR2| O || K L M N O || K |MR4| O | | | P \---/ T || P \---/ T || P Q R S T || P \---/ T | | | U V W X Y || U V W X Y || U V W X Y || U V W X Y | \-----------/\-----------/\-----------/\-----------/ /-----------\/-----------\/-----------\ | || || | | CZ1 || CZ2 || CZ3 | | || || | \-----------/\-----------/\-----------/ A hex location is of the form ZM-CCRR/H, where Z is the strategic zone identifier (Map Region implied, so just 1-4), M is the map identifier within a map region (A-Y), CCRR is the normal column and row location on a map, and H is the heading of the unit (A-F). If a unit is in a staging area, it's location is simply of the form ZZZ (AZ1, CZ3, etc.). The moderator will provide long-range ranges, so everyone doesn't have to sit there counting hexes forever. All units can communicate freely across all strategic zones with any unit, but of course, no response is required. This subspace communication is simulated by email among the players. (There are MANY dimensions to subspace, so secure subspace communications are not difficult to achieve.) Detailed Diagram: Notes: The following 3 diagram portions have overlap with each other. Each box labeled with a letter is one standard SFB map, each of which is 42 hexes across and 30 hexes tall. This view is relatively to scale, so it can be used to estimate distances. [view with a non-proportional font] /----------------------------------\/----------------- | || | AZ1 || AZ2 | || \----------------------------------/\----------------- |1:A---+--B---+--C---+--D---+--E---||2:A---+--B---+--C---+--D---+--E---| |*** | | | | || | | | | | |--F---+--G---+--H---+--I---+--J---||--F---+--G---+--H---+--I---+--J---| |*** | | | | || | | | | | |--K---+--L---+--M---+--N---+--O---||--K---+--L---+--M---+--N---+--O---| |*** | | | | || | | | | | |--P---+--Q---+--R---+--S---+--T---||--P---+--Q---+--R---+--S---+--T---| |*** | | | | || | | | | | |--U---+--V---+--W---+--X---+--Y---||--U---+--V---+--W---+--X---+--Y---| |*** | | | | || | | | | | |------+------+------+------+------||------+------+------+------+------| /----------------------------------\/----------------- | || | CZ1 || CZ2 | || \----------------------------------/\----------------- -----------------\/----------------------------------\/----------------- || || AZ1 || AZ2 || AZ3 || || -----------------/\----------------------------------/\----------------- |2:A---+--B---+--C---+--D---+--E---||3:A---+--B---+--C---+--D---+--E---| | | | | | || | | | | | |--F---+--G---+--H---+--I---+--J---||--F---+--G---+--H---+--I---+--J---| | | | | | || | | | | | |--K---+--L---+--M---+--N---+--O---||--K---+--L---+--M---+--N---+--O---| | | | | | || | | | | | |--P---+--Q---+--R---+--S---+--T---||--P---+--Q---+--R---+--S---+--T---| | | | | | || | | | | | |--U---+--V---+--W---+--X---+--Y---||--U---+--V---+--W---+--X---+--Y---| | | | | | || | | | | | |------+------+------+------+------||------+------+------+------+------| -----------------\/----------------------------------\/----------------- || || CZ1 || CZ2 || CZ3 || || -----------------/\----------------------------------/\----------------- -----------------\/----------------------------------\ || | AZ2 || AZ3 | || | -----------------/\----------------------------------/ |3:A---+--B---+--C---+--D---+--E---||4:A---+--B---+--C---+--D---+--E---| | | | | | || | | | | ***| |--F---+--G---+--H---+--I---+--J---||--F---+--G---+--H---+--I---+--J---| | | | | | || | | | | ***| |--K---+--L---+--M---+--N---+--O---||--K---+--L---+--M---+--N---+--O---| | | | | | || | | | * | ***| |--P---+--Q---+--R---+--S---+--T---||--P---+--Q---+--R---+--S---+--T---| | | | | | || | | | | ***| |--U---+--V---+--W---+--X---+--Y---||--U---+--V---+--W---+--X---+--Y---| | | | | | || | | | | ***| |------+------+------+------+------||------+------+------+------+------| -----------------\/----------------------------------\ || | CZ2 || CZ3 | || | -----------------/\----------------------------------/