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Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

From: "Roger Books" <roger.books@g...>
Date: Thu, 4 Oct 2007 05:40:00 -0400
Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

Sounds like you are using Twilight Imperium for your campaign sysstem. 
:)

Roger

On 10/4/07, john tailby <John_Tailby@xtra.co.nz> wrote:
> Gosh you guys must be pacifists.
>
> We have had about 30 battles on the table top so far and it it only
turn 2.
>
> We run 5 -6 turn campaigns and then tweak the rules and vary the
scenario.
>
> We are running a hex map with open hyperspace. We have one counter per
ship
> or squadron and roll initiative to determine movement order.
>
> We have pretty tight supply rules so if you get cut off or try and
operate
> away from your base you can't replenish your ordinance.
>
> The Grey are in direct border conflict with 3 of their neighbors and
via the
> wormhole with my ally.
>
> We also reward aggressive play because you can gain additional revenue
by
> conquering enemy planets.
>
> So far I have the luxury of only fighting the grey and their allies.
>
> I have already completed a partial envelopment of the Grey fleet units
and
> have cut them off from supply.
> ----- Original Message -----
> From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au>
> To: <gzg-l@mead.CSUA.Berkeley.EDU>
> Sent: Thursday, October 04, 2007 5:12 PM
> Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED]
[SEC=UNCLASSIFIED]
>
>
> > Good setup.
> >
> > It can be explained using several methods:
> > 1.	Wormholes (wild nodes do not have associated star systems);
> > 2.	"safe" ftl routes (going any other way results in loss due to
> > hazards);
> > 3.	random psb
> >
> > As long as your exit point isn't fixed (wormhole defence battles)
and
> > uses standard FTL exit, it's a good compromise for all players for
> > strategic movement.
> >
> > Personally, I think that starfaring campaigns that don't use nodal
> > movement systems require a lot of extra paperwork and tends not to
> > generate as many battles.
> >
> >
> > Brendan
> > 'Neath Southern Skies
> > http://home.pacific.net.au/~southernsk/
> >
> >
> >
> > ________________________________
> >
> > From: On Behalf Of Bobby Mock
> > Sent: Wednesday, October 03, 2007 11:58 PM
> > Subject: Re: [GZG] Campaign rules-Nodes [TO BE CLASSIFIED]
> >
> >
> > Hey Simon,
> >
> > I have played several non-GZG games with nodes and found that
> > they help out quite a bit since you don't have to keep track of
every
> > ship that decides to take the long way round. The thing I have been
> > toying with in my mind is the concept of nodes which are empty but
> > interconnect with star systems. I call them Wild nodes. In the Wild
> > nodes no battles can take place, but friendlies can meet up. The
Wilds
> > represent all the empty space in-between. I am thinking that there
may
> > be basically two nodes sets (stars to stars)(Wilds to Wilds to
stars),
> > but haven't quite put it down to practice yet. Do you see any flaws
or
> > potential nightmares in going this way?
> >
> > Bobby
> >
> > I tried to put a basic layout up. Hopefully I set up the file
> > right.
> > http://hansuke.googlepages.com/S.htm
> >
> >
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