simple strategic campaign for FT
From: GBailey@a...
Date: Wed, 15 Sep 1999 13:33:04 EDT
Subject: simple strategic campaign for FT
>What? You mean you don't like the Starfire system/interception scale
>movement rules? Shame on you! <G>
Not if I want it simple. And his (also Imperial Starfire's) is not
simple.
Here's my version:
It takes one strategic turn to make a move. The maximum distance is 2
strategic hexes in a move, 1 hex in an intercept move. Each strategic
hex
represents 0-3 star systems. An assumption: only one important location
in a hex. Enemy forces in the same strategic hex can combat each other.
partial sequence of my strategic game's turn:
** Movement Phase **
plot action (Move, Intercept, Hold, Repair, Explore)
determine strategic initiative (just like in FT, except use 2D6)
conduct plotted Move actions
conduct Intercept actions
combat
Intercepts are one ship at a time in initiative order, and only to an
adjacent hex containing enemy forces. (I added an optional rule for
admirals, which can make a 2 hex intercept, borrowing from Fifth
Frontier War's 0-plotting-factor admirals).
If you want a campaign to set up FT battles then a strategic turn
should not take longer to do than a FT battle, IMHO.
It seems some people go down to an operational level when setting
up a strategic campaign.
Glen
(the rest of the post I replied to)
>> How about dirt simple:
>> It takes one stratigic move to reach the EOS (Edge of System) to Jump
>> from any point in the system.
>> It takes one stratigic move to reach any planet from any other planet
>> in the system.
>> Battles are fought in Tacitical time, there is no relationship
between
>> stratigic and tacitical time.
>
>What? You mean you don't like the Starfire system/interception scale
>movement rules? Shame on you! <G>
>
>Oerjan Ohlson
>oerjan.ohlson@telia.com