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RE: [OFFICIAL] another related question (was: Re: Entry speeds)

From: "Bell, Brian K" <Brian_Bell@d...>
Date: Mon, 15 May 2000 06:48:56 -0400
Subject: RE: [OFFICIAL] another related question (was: Re: Entry speeds)

I agree.
Providing some rules-of-thumb would be enough.
For scenerios the scenario should provide a range of valid velocities.
For one-off games, I would suggest:
  - Roll entrance clock point for each fleet (may be kept secret until
after
turn
    1 orders are written).
    - Another good option is to roll 1 die for clock point. One player
gets
1-6 and
      the other player gets 7-12 (avoids both players starting at same
clock
face).

  - Players may choose any speed they desire.
  - Players start within 1' of the edge of the table on that clock point
  Yet another option is to have the players set up thier fleet
formation.
Write
      orders for turn 1 and include the X,Y position of the fleet and
clock
facing
      of the fleet, and velocity.
-----
Brian Bell
bkb@beol.net
http://members.xoom.com/rlyehable/ft/	  
-----

> -----Original Message-----
> From: Andrew Martin [SMTP:Al.Bri@xtra.co.nz]
> Sent: Monday, May 15, 2000 3:58 AM
> To:	gzg-l@CSUA.Berkeley.EDU
> Subject:	Re: [OFFICIAL] another related question (was: Re: Entry
> speeds)
> 
> St^3 Jon pontificated:
> > To add an [OFFICIAL] question to Mikko's useful little poll, what do
> people think about legislating on entry speeds, directions etc. in the
> rules
> as a general principle? Should we have hard and fast rules, or
> suggestions/guidelines, or leave it open (as it is now) for each
playing
> group to decide for themselves?
> 
> I think guidelines would be best.
> 
> I dislike the tactic of moving at a very high speed, and
precalculating
> fleet position so that fleets will intersect in the middle of the
table
> and
> not even be on the table at the start of the game. It smacks too much
of
> gamesmanship, playing the rules rather than the game.
> 
> Andrew Martin
> ICQ: 26227169
> http://members.xoom.com/AndrewMartin/
> -><-


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