GZG List archives -- January 2006

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RE: [GZG] Cruisers and Destroyers in the FT world



With regards to flag bridges, I tried incorporating that into my old
campaign set; using crew quality rules (for admirals as well as ships),
giving an initiative bonus/penalty made the investment for each squadron
worthwhile.  I costs you a B-2 or similar, but well worth +1 initiative.

For campaign movement, I think the best compromise is buying multiple FTL
systems.  Each campaign turn, ships can move X distance times FTL drives.
Or even allow ships with multiple FTL to "hit and run" by moving, fighting
and then getting a strategic FTL move afterwards. 
Gives long range raiders the chance to scout and run away if they stumble
over a major fleet (of course if that fleet has cruisers of their own, they
can still bring the raider to action; at the cost of separating the fleet).
The 10% mass isn't a major cost around the cruiser sized ships (one or two
guns), but you could build a "long range" SDN if you're willing to pay the
tactical cost of all that mass.



Brendan
'Neath Southern Skies


> -----Original Message-----
> From: Thomas Barclay
> Sent: Tuesday, January 17, 2006 11:35 AM
> Subject: [GZG] Cruisers and Destroyers in the FT world
> 
> This brings to mind another aspect of the campaign game which 
> might trickle down into ship
> designs - allocating extra space for things like flag bridges 
> for squadron command or
> allocating additional space for crew comfort and supplies and 
> fuel to allow longer
> cruising operations. These are things which should show up as 
> a few cargo spaces or the
> like on long-distance commerce or penetration raiders, but we 
> don't have any designs that
> look this way right now officially. 
> 
> TomB

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