GZG List archives -- January 2006

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[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@xxxxxxxxxxxxxxx


Message: 10 Date: Thu, 12 Jan 2006 00:19:18 +0000 From: Ground Zero Games <jon@xxxxxxx> Subject: FT Scenarios (was: Re: [GZG] Re: Points systems) To: gzg-l@xxxxxxxxxxxxxxxxxxxxxxx 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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