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RE: [FT] How to PBEM?

From: "Bell, Brian K" <Brian_Bell@d...>
Date: Wed, 6 Dec 2000 13:24:26 -0500
Subject: RE: [FT] How to PBEM?

I have run a couple of games.

The biggest change I make is to alter the game sequence.
1) Secondary Fighter Movement
2) Missile/Fighter Combat
3) Ship Combat
4) Ship Movement
5) Write Orders:
   - DCP
   - Fighter Orders 
     - Secondary Fighter Movement
     - Movement Orders (Move to x,y; move x" on course 
       of y; intercept x; screen x; shadow x; protect
       ships within x") 		       
   - Missile Orders
   - Ship Orders
   - Scans

I usually limit the options for fighters as listed above
and do not accept conditional orders (if such and such,
then do this). Because the turn starts with secondary
fighter movement, it is not needed. Unless stated other-
wise, fighters will protect friendly shipping from 
fighters before other priorities (if within secondary
movement range). This gives defensive fighters a slight
edge, but it does not seem to skew the game balance.

This also allows for 1 set of orders per turn rather than
several (fighters, ship movement, secondary fighters,
ship combat, repair).

I have done both simultaneous fire and random sequence
fire (each ship assigned a numeric value and fire is in
that sequence). 

On a future PBEM, I plan to try group phase fire. Each
phase a player may fire upto 250 mass of ships.
All fire within a phase is simultaneous. Successive
phases are conducted unitl all ships have fired (or
declined to fire).

-----
Brian Bell
bkb@beol.net	  
-----

> -----Original Message-----
> From: Dean Gundberg [SMTP:Dean.Gundberg@noridian.com]
> Sent: Wednesday, December 06, 2000 11:55 AM
> To:	gzg-l@csua.berkeley.edu
> Subject:	RE: [FT] How to PBEM?
> 
> > I've never played Full Thrust by e-mail.  What sort of rule
> > modifications do you need to make for PBEM?  Moving the ships
> > around using plotted moves seems easy enough, but how do
> > you handle fighters and fire combat? Does someone have a website
> > that lists these rule modifications?
> 
> I've run a couple and have plans for more, but no time right now.
> They have their own websites and rule mods and turn formats are
listed.
> Deneb Clash: http://www.cs.colorado.edu/~seidl/deneb/
> Vanguard Cruise: http://www.cs.colorado.edu/~seidl/vanguard/
> 
> Each GM does things a bit differently but the basic modification I
used
> was
> simultaneous fire and damage though I have played in games where
firing
> order is sent in with the orders.
> 
> Fighters are a special case and though to do.  I just allowed 3 types
of
> orders, Move to point x,y, intercept fighter group A or ship, or
screen
> ship
> C.  Even then  there was a lot of interpretation needed on some orders
so
> I'm not planning any fighter heavy PBeM games in the future.
> 
> Dean Gundberg
> 
> Starship Combat News
> The latest information on Space Games and Miniatures
> http://star_ranger.homestead.com/
> star_ranger@my-deja.com
From - Wed Dec 06 17:42:16 2000
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References: <OFAD6A7799.2955E49A-ON862569AD.004EE8D9@uneb.edu>
Subject: Re: Are decals possible? Re: Cammo Web Site
Date: Wed, 6 Dec 2000 18:46:22 -0000
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----- Original Message -----
From: <devans@uneb.edu>

> At first, I thought this was one that had been mentioned before, but I
> erred. Most kewl, and some of the pics are near good enough that
someone
> could cut-and-paste, and, with the right printer, make cammo decals
for
> DSII vehicles. I wonder if anyone's listening? ;->=
>
> The_Beast
>

Have you tried www.3vwargames.co.uk ?
Dunno if any of them would fit on a DS2 figure though, but hey, let's
face
it: those yellow & black stripes will look great on any spaceship!
From - Wed Dec 06 17:42:16 2000
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On Wed, 06 December 2000, Greg Wong wrote:

> I've never played Full Thrust by e-mail.  What sort of rule
> modifications do you need to make for PBEM?  Moving the ships
> around using plotted moves seems easy enough, but how do
> you handle fighters and fire combat? Does someone have a website
> that lists these rule modifications?

It's basically up to the referee, but there are essentially two ways of
doing i
t:

1) Each side prioritizes the order in which ships fire and gives a set
of rules
 for targets.
2) Each side lists the target for their ships and combat/damage is
applied simu
ltaneously.

Personally, I don't like simultaneous damage. I find that with
simultaneous dam
age you lose a lot of the strategy in FT (which is otherwise a pretty
basic gam
e). Simultaneous damage IS the easiest way to handle PBEM games, though.

When I ran my scenario, I had players assign target priority rules and
the orde
r in which their ships would fire. I didn't use fighters.

Allan Goodall - agoodall@canada.com
__________________________________________________________
Get your FREE personalized e-mail at http://www.canada.com
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From: "Jeremy Sadler" <webmaster@stargrunt.com>
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Subject: Bridge Crew URL
Date: Thu, 7 Dec 2000 06:50:16 +1100
Organization: stargrunt.com
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For those who missed the URL in the original post:

http://www.mithrilsoftware.com/bcrew.html

Regards,

Jeremy Sadler
stargrunt.com webmaster
http://www.stargrunt.com

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