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[GZG] Re: Gzg-l Digest, Vol 8, Issue 41,FT Scenarios

From: "mrwalsh" <mrwalsh@a...>
Date: Thu, 12 Jan 2006 22:13:18 +0800
Subject: [GZG] Re: Gzg-l Digest, Vol 8, Issue 41,FT Scenarios

Hi Jon

The BITS "Power Projection" book has a great little scenario generator
that 
we have adapted/plagiarised to FT, at the beginning of each game session
the 
players pick a fleet pool of up to a certain number of points (usually
4000) 
for a certain number of games (usually 3)
Invader/defender is determined randomly ( and can vary from game to
game), 
then the mission and points are drawn (using normal playing cards,
invader 
and defender have a different set of missions) both players pick the
fleet 
they will use for this game from the available fleet pool , once used
the 
ships cannot be used further in the set of games.
The invader writes his orders, entry point and velocity for the first
turn, 
the defender then deploys (using a set of criteria, either in orbit or 
stationary, with one escort allowed in patrol mode ) subsequent games
setup 
and points aren't determined until the first game is over.
the points per mission vary from 500-2400 per game, if you use up all of

your points in the first couple of games, then you may not be able to 
perform your mission criteria in the last game or may be left with 
unsuitable or too expensive ships that can't be deployed.
Missions range from destroy all of the enemy  to bombard the planet ,
land 
assault troops, convoy escape, ambush, escape with at least one ship, 
destroy one capital ship of the enemy force etc.
Whilst the system isn't perfect, the games have variety, allow ambushes
and 
whilst sometimes both sides win, in other games neither do, sometimes
the 
mission will change to escape, hoping to avoid the opponent winning.

Cheers Mike

from Michael Walsh
mrwalsh@accessin.com.au

>
> Message: 10
> Date: Thu, 12 Jan 2006 00:19:18 +0000
> From: Ground Zero Games <jon@gzg.com>
> Subject: FT Scenarios (was: Re: [GZG] Re: Points systems)
> To: gzg-l@lists.csua.berkeley.edu
> Message-ID: <a05210619bfeae6e84716@[62.125.28.25]>
> Content-Type: text/plain; charset="us-ascii" ; format="flowed"
>
> Just chipping in on the whole scenario/victory conditions issue, I
> have always felt that one of the best systems (and a possible one to
> use "officially" for Ft in the future) is the randomly-drawn scenario
> card set-up, used to such good effect way back in "Seastrike" and
> much copied since (notably in Brilliant Lances etc): each player
> draws a card giving them a mission objective, a force level budget,
> victory conditions and any special conditions attached.  The player
> does not know what card his opponent has drawn.
>
> To use this sort of idea for FT, we could require each player to
> bring along X CPV of ships of his choice; the force level given by
> the objective card then specifies how much (as a %) of this force he
> can actually put on the table for the game - so 50% means not more
> than 50% of the total fleet CPV, IN FULL SHIPS of course (so if he's
> put 60% of his points into one uber-dreadnought, he's stuffed - it's
> been recalled by Fleet Command, and he can only field the remaining
> 40% of smaller stuff!).
> We might have cards ranging from "Major fleet attack - destroy or
> drive off 50% of enemy ships, forces available 100%", right down to
> "you have minimal forces available for a limited strike, objective is
> to destroy or cripple any ONE enemy ship of MASS 50 or greater (or
> his largest ship if all below 50 mass), forces available 20%", plus a
> lot of others in between.....
> Then, if you want to introduce odd variables like the "Crown Prince
> is a junior officer on a CL, if you lose the ship he is on you lose
> the battle", as a supplementary condition on a scenario card, then
> that's fine - but you'll also have a main objective to fulfil, and
> your opponent will have his own objective - if, in trying to complete
> his own mission, he happens to destroy that CL, that's the way it
> goes. Of course, if you keep that one CL hanging back out of harm's
> way, the opponent may well get suspicious and send a fast squadron
> round your flank to pick it off.....	;-)
>
> Jon (GZG)
>
>
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> End of Gzg-l Digest, Vol 8, Issue 41
> ************************************
>
> 

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