GZG List archives -- October 2005
Re: [GZG] Re: Initiative is it a game winner? And antipodian FT
Hi David
From suggestions other people have made it sounds like its been realised
that one big ship has an advantage over several smaller ships.
Suppose you come up against a fleet of 3 mass 100 battle cruisers with 6
mass 50 light cruisers. If both are using human technology they could easily
have exactly the same NPV.
In the rules as printed the initiative is ship by ship so the battle
cruisers have shot all their weapons before at least 2 of the light cruisers
have shot. Given the battlecruisers will have twice the hull and twice the
firepower of the light cruisers its likely that they will have the ability
to withstand on cruiser Salvo and kill one cruiser each time they shoot.
We tried playing with simultaneous damage application so that damage from
ship fire is accumulated and all threshold checks apply at the end of ship
fire, then fighters attach and all damage is resolved and then there are
theshold checks apply then missiles and similar ordnance attacks.
We felt this game much better game results but whatever works.
In regards to "initiative = who gets there with the mostest" In a high tech
universe like BFG everything is run by computer so the computers can
accurately calculate the instant the enemy ship will be in range. So why
wouldn't all ships open fire as soon as the enemy is in range and with equal
range weapons the firing would be simultaneous.
If you were going for a much lower tech ( with gangs of sewating slaves
strugglinh to align the gun turret with a huge crank handle) or even a
higher tech setting with mind linked psychers predicting the location of the
enemy then I could buy ships having variable states of readiness.
Anyway, would I be right in assuming you are involved in the Full Thrust
Campaign I have heard was being run in Wellington? Is it at a stage where
you could share some of the details with us? I'm in Auckland and have
been
busily converting some of my gamer friends to FT with positive results. I
understand there is a FT group who play at the Auckland Wargames Club (I
saw
a Savasku/NSL game going on one day when I popped in for the
bring-and-buy)
but I haven't been able to get hold of any of them via the NZWDList (and
given the garbage on that list at the moment, I'm not surprised). I'd
like
to hear more, either via here, or direct e-mail.
Regards
David
We have been playing full thrust campaigns quite extensively this year.
With this one we have gone with people having a home base and a 1500 point
fleet. You then go out and investigate star systems and can capture them.
Each colony is worth a random amount of points. To keep things a bit more
interesting there are some NPC alien races that could be discovered and they
are not always friendly. So they typically need a good kicking. This means
if you need to do gunboat diplomacy you need to send a decent gunboat.
Strategic movement is on a map with planetary systems linked by hyperspace
sections. Each hyperspace corridor has a size limit being the maximum size
that a ship can go through. The largest space is 200 mass so only bases can
be bigger. Strategic movement is by counters representing the size class of
ship (Size = mass /4 rounded up) This gives everyone some info about the
potential power of the opponents fleet. Although a 250 point mass 50 light
cruiser looks just like a mass 6 scout on the strategic map (but not on the
table).
Ships move on the map a number of squares equal to the thrust of the ship
divided by 2 rounded up. Savasku ship only get to use half power to stop
them having ludicrous speed.
We use our own races and ship designs.
The latest iteration is just about to enter its climatic phase (think season
4 of B5)
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