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Re: [FT] Morale Re: [SG2] weapons

From: Ryan Gill <rmgill@m...>
Date: Sun, 23 Nov 2003 11:40:07 -0500
Subject: Re: [FT] Morale Re: [SG2] weapons

At 7:23 AM -0500 11/23/03, Imre A. Szabo wrote:
>  > This is more of an example where the Commander
>>  makes the wrong choice based on bad intel. This
>>  should be part of a set of rules where you have
>>  generic models for the stand or some other rules
>>  that allow one vessel to appear to be something
>>  else, either based on distance, ECM and bad IDs
>>  of the vessels.
>
>No, it's an example of a commander losing his nerve, which is a morale
>problem.

But in this case, it should be an example of the 
player loosing his nerve. Victory conditions and 
points for vessels destroyed or lost would affect 
the nerve of a reasonably good player. Thinking 
he had destroyed 2 CVs when it was actually a 
pair of CVLs is a prime example. "We've done 
enough damage, we're lucky their battle ships are 
elsewhere, lets not get greedy."

>
>>  Could be interesting to have a Ship contact at
>>  range and have a GM check a die result that you
>>  make based on some die results that the target
>>  makes, and have you put down an SDN figure
>>  instead of a CA figure in place of a Bogey marker.
>>
>>  We really need ECM/Sensor rules for FT.
>
>I strongly I agree with this...

I think if it could tie in with modifiers based 
on what you think you see as compared to what you 
have to fight it would be useful as well.
-- 
--
Ryan Gill	       rmgill@SPAMmindspring.com
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'60 Daimler Ferret '42 Daimler Dingo '42 Humber MkIV (1/3)
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