Orbital Battle
Copyright 2002 by Mike Fischer
Last revised: 10/15/2004
I. Introduction
Orbital Battle is a wargame set in space. Two rival empires fight for control of the
eight planets in a solar system, using land, air, and space units. What sets this game apart
from similar wargames is that the planets move in their orbits, changing the game map
every turn.
This two-player game comes with counters and map sheets.
You'll also need some of my M8 map tiles (see Section III).
All you provide is a six-sided die, and pencils and paper for some very simple record-keeping.
II. Game Terms and Concepts
This rule book uses the following terms:
- Build point - a point of industrial capacity.
Build points are created by controlled planets and by Factories,
and can be spent on new units and structures.
- Contested - a contested planet is one with land units from both sides on it.
- Controlled - a player controls a planet when he/she has at least one land unit
on that planet, and the other player has no land units there.
- Player 1 - each turn, players alternate going first. Whoever moved first at the
start of the current turn is considered Player 1, and the other player is Player 2.
- Vacant - a planet is vacant when no units or structures are on it.
III. Setting Up the Game
The game uses two map systems: the Solar System map, and eight planet maps.
The Solar System map is made of one "Orb2Map1" tile and six "Orb2Map2" tiles,
and shows a star and seven colored planetary orbits.
Each planet is represented by a single counter on the Solar System map,
and by a larger-scale map on one of the Planet map sheets.
Each planet has three starports, an armory, and three resource clusters.
The symbols for these features are color-coded, to help you remember which planet map goes
with which planet in its orbit.
- Starports are facilites to let spaceships land and take off.
Most land units cannot land on a planet except through a starport.
Starports appear as colored bull's-eyes.
- Armories are training bases where new land units are built.
Armories appear as yellow sergeant's stripes.
- Resource clusters are sources of raw materials. Factories built next to them
generate the build points you need to buy land units, spaceships, and structures.
Resource clusters appear as turquoise triangles.
The planets are made up of map tiles from my M8 map system, with map symbols added from the
page of symbols that comes with this game, as follows:
Planet 1 | Planet 2 |
- Map 054 (desert)
- Starports in hexes 0401, 0204, 0604
- Resource clusters in 0202, 0505, 0601
- Armory in 0403
|
- Map 065 (island)
- Starports in hexes 0201, 0104, 0703
- Resource clusters in 0402, 0601, 0405
- Armory in 0102 (becomes land)
|
Planet 3 | Planet 4 |
- Map 011 (forest)
- Starports in hexes 0400, 0103, 0605
- Resource clusters in 0302, 0404, 0603
- Armory in 0601
|
- Map 047 (grass)
- Starports in hexes 0300, 0104, 0604
- Resource clusters in 0501, 0505, 0203
- Armory in 0403
|
Planet 5 | Planet 6 |
- Map 034 (grass)
- Starports in hexes 0003, 0600, 0606
- Resource clusters in 0201, 0405, 0702
- Armory in 0403
- Bridges in hexes 0203, 0501
|
- Map 009 (grass)
- Starports in hexes 0102, 0405, 0701
- Resource clusters in 0401, 0305, 0704
- Armory in 0503
|
Planet 7 | Planet 8 |
- Map 081 (lunar)
- Starports in hexes 0201, 0205, 0703
- Resource clusters in 0102, 0504, 0601
- Armory in 0402
|
- Map 083 (lunar)
- Starports in hexes 0101, 0701, 0406
- Resource clusters in 0204, 0401, 0503
- Armory in 0605
- All 7 hexes of the big crater count as being inside it.
|
- Grass and Desert (treat them the same) have no effect on movement or combat.
Bridges that don't connect to roads are treated as grass.
- Forest costs 2 move units for land units to enter.
- Hills give land units +1 range when attacking.
- Swamps cannot be entered by Mech Inf, Armor, or Artillery.
- Craters and Depressions (treat them the same) hinder movement,
but are easy to defend. A unit entering a crater must stop, no matter how many move units
it has left. In combat, a defender in a crater adds 1 to his die roll,
unless the attacker is in the same crater. Only land units are affected by craters.
- Rivers and Water (treat them the same) cannot be entered by land units.
- Roads enable land units to move faster. Two adjacent road hexes
count as one move unit.
- Resource Clusters have the same effect on movement as Swamps.
- Starports and Armories all give a +1 bonus to the defender's combat
roll for units in the same hexes as these map features.
Put the red planet counter on the Solar System map, on the red orbit, at the "top" corner.
Green goes on the top-right corner of its orbit, Magenta in the bottom-right, and so on,
going clockwise. Blue 7 goes at the top of its orbit, and Blue 8 at the bottom.
Roll a die. Whoever rolls the higher number gets first choice of a planet to be his/her home
world. The other player picks a vacant planet, and will move first when the game begins.
Each player starts the game with 50 build points. He/she can spend these points on any units
or structures that will fit on or around his/her homeworld, or save the points for later.
Use pencil and paper to keep count of your build points as you earn and spend them.
IV. The Units
Every unit has three numbers on it. The first number is that unit's Attack rating, the middle
number is the Defense rating, and the third is its Speed rating.
Below these numbers is a symbol showing what kind of unit it is, with its unit number below
this. The unit number helps you tell one unit from another.
Counter | Unit | Qty | Cost | Attack | Defense | Move | Description |
 | Army | 10 | 2 | 2 | 2 | 1 | The basic land unit. Like almost all land units, it cannot land on a planet except through a Starport. |
 | Mechanized Infantry | 3 | 3 | 2 | 2 | 3 | A unit of infantry that can move very fast. |
 | Marines | 6 | 3 | 2 | 1 | 1 | Marines can land anywhere on a planet; they do not require Starports. |
 | Armor | 2 | 4 | 3 | 3 | 2 | Tough, fast land units. |
 | Artillery | 2 | 3 | 2 | 1 | 1 | See the "Artillery" section of the rules for Land Units. |
 | Air Force | 2 | 3 | 2 | 1 | 5 | See the "Air Force" section of the rules for Land Units. |
 | Militia | 6 | 1 | 1 | 1 | 1 | Militia are weak, inexpensive land units that cannot leave their home planet. |
 | Transport | 6 | 3 | 0 | 1 | 2 | See the "Transports" section of the rules for Spaceships, and the "Loading and Unloading Transports" section of the rules for Land Units. |
 | Destroyer | 6 | 4 | 2 | 1 | 4 | Small, fast spaceship |
 | Light Cruiser | 2 | 6 | 3 | 2 | 3 | Medium spaceship |
 | Missile Cruiser | 1 | 8 | 3 | 2 | 3 | See the "Missile Cruiser" section of the rules for Spaceships. |
 | Heavy Cruiser | 2 | 8 | 4 | 3 | 3 | Heavy medium spaceship |
 | Battle-Cruiser | 1 | 10 | 5 | 4 | 3 | Fast big spaceship |
 | Battleship | 2 | 12 | 6 | 6 | 2 | Heavy big spaceship |
 | Planet Defense | 4 | 8 | 4 | 3 | 0 | Must be next to a Starport. See the "Planet Defense" section of the rules for Structures. |
 | Factory | 16 | 5 | 0 | 1 | 0 | Must be next to a Resource Cluster. See the "Factory" section of the rules for Structures. |
V. Playing the Game
Each game turn includes the following phases, in order:
- Orbit Phase: on the Solar System map, move each planet one hex clockwise,
following the colored path of its orbit. If a planet moves into a hex with a ship in it,
move the ship into the next hex in that planet's orbit.
If that hex is occupied, move that ship one hex (ship owner's choice, and not along the
planet's orbit unless there is no room elsewhere)
to make room for the ship that "got in the planet's way."
- Factory Phase: each player counts his/her controlled planets,
plus his/her Factories, and adds this number to his/her build points.
- Build Phase: each player can spend build points to buy as many new
units and structures as he/she can afford.
New land units must be placed on or next to an Armory on a controlled planet.
New space units are placed on the Solar System map, next to a controlled planet.
New structures must go on a Planet map.
- Loading/Unloading Phase: each transport next to a planet may load up to three
friendly land units that are in or next to a Starport on that planet.
Each loaded transport next to a planet may unload up to three land units onto that planet.
If the land units require a Starport, then they must be placed in or next to a Starport
with no enemy units in or next to it.
- Player 1 Space Movement Phase: player 1 moves his/her space units.
- Player 1 Space Combat Phase: Player 1's ships attack. This includes planet defenses.
- Player 1 Bombardment Phase: player 1 attacks player 2's land units from space.
- Player 2 Space Movement Phase: player 2 moves his/her space units.
- Player 2 Space Combat Phase: Player 2's ships attack. This includes planet defenses.
- Player 2 Bombardment Phase: player 2 attacks player 1's land units from space.
- Player 1 Land Movement Phase: player 1 moves his/her land units.
- Player 1 Land Combat Phase: player 1 land units attack.
- Player 2 Land Movement Phase: player 2 moves his/her land units.
- Player 2 Land Combat Phase: player 2 land units attack.
- Victory Phase: if one player controls six planets, he/she is the winner.
VI. Spaceships
Spaceships come in varying sizes and combat abilities.
They move and fight on the Solar System map.
Their main purpose is to fight other spaceships, but they can also bombard enemy land units.
- Spaceship Movement
A spaceship can move as many hexes per turn as its Speed rating, or a lesser number of hexes,
or not at all. Movement can be in any direction.
The facing of the spaceship's counter on the map does not matter.
Ships can move through friendly spaceship counters while moving, but not through or onto enemy
ships, planets, or the sun. Two or more ships cannot occupy the same hex at the end of a turn.
Ships cannot enter half-hexes at the edge of the solar-system map.
- Zones of Control
Unlike land units, spaceships do not have zones of control. Moving next to an enemy
spaceship does not end your ship's move for that turn.
- Missile Cruiser
A missile cruiser is a special medium-sized spaceship that can attack enemies
from two hexes away, as well as adjacent ones.
When attacking from two hexes away, the missile cruiser ignores any combat result that
destroys it or makes it retreat, unless its target is a missile cruiser.
Missile cruisers cannot bombard land forces from two hexes away.
When attacking adjacent foes, treat the missile cruiser like other spaceships.
- Bombarding Land Units from Space
A spaceship next to a planet can attack enemy land units, as long as it did not attack any
enemy spaceships during the Combat phase.
Treat this like land combat, except that the spaceships attack at -2 on their die roll, and
any terrain bonuses for the land unit are ignored.
Spaceships in bombarding actions ignore any combat result that destroys them or makes them
retreat, unless the defender is a Planet Defense.
If a spaceship bombards a Factory, the structure is automatically destroyed.
- Transports
Transports can load land units into themselves, carry them across space, and unload them on
another planet. Units loaded in a transport are stacked under that transport's counter and move
with the transport. Land units cannot move from one Transport to another in space.
Details on loading and unloading land units are in the section on Land Units.
VII. Land Units
- Land Unit Movement
A land unit can move as many hexes per turn as its Speed rating, or a lesser number of hexes,
or not at all, subject to the terrain it enters. Movement can be in any direction.
The facing of the unit 's counter on the map does not matter.
Land units can move through friendly unit counters while moving, but not through or onto enemy
units. Two or more units cannot occupy the same hex at the end of a turn.
Land units cannot enter half-hexes at the edge of a planet map.
- Zones of Control
All land units control access to the hexes next to them. If a land unit moves next to an
enemy land unit, that unit's move is done for this turn, even if it has move units remaining.
- Loading and Unloading Transports
To load land units onto a friendly transport, the following conditions must be met:
- The transport must be adjacent to the planet where the land units are.
- The land units must be in or next to a Starport with no enemy units in it.
- The transport must have room for the land units. A transport can carry up to 3 land units.
If these conditions are met, take the land units' counters off the Planet map and
stack them under the transport's counter on the Solar System map.
They will move with the transport until unloaded.
To unload land units from a transport, the following conditions must be met:
- The transport must be adjacent to the planet where the land units want to land.
- If the land units are not Marines, they must be unloaded into or next to a Starport
with no enemy units in it. Marines can set down in any empty hex on the edge of a planet,
as long as no enemy land units are next to that hex.
If these conditions are met, remove the land units' counters from under the transport and
put them in the desired locations on the Planet map.
They can move and attack normally when that player's land-unit move phase comes around.
A transport cannot load and unload in the same turn.
- Artillery
Artillery is a special land unit that can attack enemies from two hexes away,
as well as adjacent ones.
When attacking from two hexes away, artillery ignores any combat result that destroys it
or makes it retreat, unless the enemy unit is artillery.
When attacking adjacent foes, treat artillery like other land units.
- Air Forces
Air forces must land in a Starport, not next to one. They cannot actually move;
once they land, they must stay in that Starport until the planet is controlled.
They can attack an enemy unit up to five hexes away from their Starport,
and then immediately return "home" if they were not destroyed.
This unit is not affected by enemy units' zones of control, and can move through
any terrain, structure, or map feature.
Once you control a planet, you may move an air force to any Starport on that planet.
- Supply Lines
Land units on a contested planet must subtract 1 from their attack rolls
if there is no friendly spaceship next to that planet.
- Attacking Structures
A land unit that attacks a structure treats an attacker-destroyed result as a "Retreat 2."
VIII. Structures
Structures are special units that improve a planet.
You must control a planet to build structures on it.
No structure can be built on a Starport, a Resource Cluster, an Armory,
or any terrain except grass, desert, forest, or roads.
Structures built on roads do not affect the road movement bonus.
Land units cannot end their move in a hex with a structure.
If a planet is conquered, all of the former owner's structures on it are automatically destroyed.
This is because the two warring empires use different technologies and cannot use each other's equipment.
- Factories must be built next to Resource Clusters (not on them).
Each factory generates one build point each turn for the player who owns it.
- Planet Defenses must be built next to a Starport.
They can shoot at spaceships adjacent to their planet during their owner's Spaceship Combat
Phase as though they were spaceships,
and all other land units on that planet get +2 on their defense rolls against bombardment.
Planet defenses ignore any combat result that makes them retreat. They cannot shoot land units.
A planet can have only one planet defense on it.
You can scrap your own structures if you wish.
You regain one build point for each structure you scrap.
This takes place during the build phase.
IX. Combat
Ranged units, such as missile cruisers, can fire through occupied hexes
to hit distant targets at no penalty.
If a missile cruiser is attacking a distant enemy spaceship, the missile cruiser
must be able to trace a line from the center of its hex to the center of the target's hex,
without passing through any part of a planet or sun hex.
Spaceship and land-unit combat are resolved identically.
The player doing the attacking chooses which units attack which enemy units.
Resolve each combat before moving on to the next.
Multiple attackers can gang up on one enemy unit,
but one attacker cannot attack more than one enemy at a time.
Add up the Attack ratings of all units doing the attacking.
Each player rolls a die; the attacker adds his total Attack ratings to his roll, and the
defender adds his unit's Defense rating. Add any terrain modifiers as well.
Compare the results:
- If the result is a tie, combat is inconclusive; nothing happens.
- If the winning total is 1 or 2 greater than the loser, the loser must retreat that many hexes.
- If the winning total is 3+ greater than the loser, the loser is destroyed.
Units that are forced to retreat can pass through friendly units while retreating.
A unit that must retreat, but cannot do so because it would end the retreat in the same hex
as another unit, or in a hex the unit cannot enter, or because it would move off the map,
is destroyed. Units that are not destroyed or forced to retreat, stay where they are after combat.
If a transport carrying land units is destroyed, the land units are also destroyed.
X. Winning the Game
When a turn ends with one player controlling six or more planets, that player wins.
XI. Designer's Notes
Most wargames in space ignore the basic fact that planets move in their orbits.
This complication is one of the key features of this game, even though the "orbits" are hexagons.
You're fighting on a map that will never be the same from turn to turn, and if you don't take
planetary motion into account when launching an invasion fleet, they may not get there on the
turn you intended, which might let the enemy reinforce his garrison.
The other key concept in the game is the mix of space battles and land battles. They affect
each other, and you have to win both kinds in order to triumph. The need to build factories and
buy more units, coupled with the need to conquer more planets, makes this a limited sort of
4X game.
If you've played EasyStar or SLOBS, the starships will look familiar.
Land units use standard military symbols. The land maps are small, but there will rarely be huge
armies on any given planet anyway. This game is a battle of small forces and single spaceships,
not humongous armies and gigantic fleets.
XII. Revision History
10/2004: major revisions -- changed from proprietary maps to M8 maps, and from
CRT-based combat to opposed rolls, plus various smaller changes to simplify play.
2002: first written.