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[FT] Full Steam was: Re: [GZG] Revised Salvo Missiles Update

From: Doug Evans <devans@n...>
Date: Thu, 29 Jun 2006 10:17:55 -0500
Subject: [FT] Full Steam was: Re: [GZG] Revised Salvo Missiles Update

I faintly recall you talking about this attempt, but thought you
ultimately
gave it up. Which method worked better for your game? Any further
thoughts
you'd be willing to share?

The_Beast

Allen wrote on 06/29/2006 09:41:55 AM:

***snippage***
> I first tried to fix this issue in my Full Steam rules (rules for
> Russo-Japanese War battles based on FT). The only way thatI could do
> it was to change movement such that it was phased.
>
> Now, phased movement _did_ work in that context. It also
> allowed me to
> do away with written orders. I tried two different methods:
>
> METHOD 1
> 1. Roll for initiative. Winner chooses to move first or second.
> 2. 1st player moves all of his ships up to half their
> movement allowance.
> 3. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 4. 2nd player moves all of his ships up to their full movement.
> 5. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 6. 1st player moves all of his ships up to half their movement.
> 7. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 8. Damage control rolls are made.
>
> This method actually works well with written orders, but
> it is slower
> than regular FT.
>
> METHOD 2
> 1. Roll for initiative. Winner chooses to move first or second.
> 2. 1st player moves all of his ships up to 1/4 their
> movement allowance.
> 3. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 4. 2nd player moves all of his ships up to half their fullmovement.
> 5. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 6. 1st player moves all of his ships up to half their movement.
> 7. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 8. 2nd player moves all of his ships up to half their fullmovement.
> 9. Both players choose whether or not to fire. They mark fired ships
> as having been activated.
> 10. 1st player moves all of his ships up to 1/4 their
> movement allowance.
> 11. Both players choose whether or not to fire. They mark
> fired ships
> as having been activated.
> 12. Damage control rolls are made.
>
> This method doesn't work well with written orders as it istoo slow.
>
> Without written orders, you have to completely rewrite the salvo
> missile rules. Method 1, therefore, is the only one of the two that
> really works for FT. Since I was doing pre-dreadnoughts I
> didn't have
> that problem.
>
> Noam posted a suggested solution to this problem on the
> playtest list.
> I have not tested it.
***snippage*

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