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RE: Re: [GZG] John's Shipbuilding

From: "andrew apter" <apter@b...>
Date: Tue, 17 Jan 2006 16:45:41 -0500
Subject: RE: Re: [GZG] John's Shipbuilding

In what cases would an immobile ship strike 

Andrew Apter
Wizzard Software Corp.
Deerfield Beach, FL offices
(954) 678-4155	Ext. 213  Voice
(954) 678-4182 FAX
 http://www.wizzardsoftware.com
 www.wizztones.com

-----Original Message-----
From: gzg-l-bounces@lists.csua.berkeley.edu
[mailto:gzg-l-bounces@lists.csua.berkeley.edu] On Behalf Of John
Atkinson
Sent: Tuesday, January 17, 2006 1:51 AM
To: gzg-l@lists.csua.berkeley.edu
Subject: Re: Re: [GZG] John's Shipbuilding

On 1/17/06, John Tailby <john_tailby@xtra.co.nz> wrote:

> Each ship could get a leadership value just like in Dirt Side and
could
take leadership tests at the end of every phase they take hull damage.

I'm not entirely sure of this.	My read is that the crew didn't get to
vote with their feet like in a land fight.  What I mean is that if an
infantry unit's morale crumbles the troops may surrender, run for the
hills, or just hunker down and hide.  This is not an option on a
warship except in the case of boarding actions.

What was more likely was that the officers make a professional
judgement that their ship can no longer contribute to the fight, and
that withdrawl is practical at that time.  Either that, or upon
reading the damage reports they send up, their senior officer orders
them to withdraw.  As that is a matter of professional judgement on
the part of somewhat senior officers I'm not comfortable making it a
pure dice roll.

What I would prefer would be victory conditions that value withdrawal
of damaged units, to give the players a motive to act like historical
admirals.

John
--
"Thousands of Sarmatians, Thousands of Franks, we've slain them again
and again.  We're looking for thousands of Persians."
--Vita Aureliani

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