GZG List archives -- April 2006

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Re: Re:[GZG] [FT] Tactical jump



Noam:
>Perhaps a start of game initiative phase to determine setup:

1. Divide your forces up into "Jumped on Turn 0" and "Prepping for jump"
2. Roll initiative.  Losers put their "Jumped" force on the table, including arrival deviation. Winners then put their force on the table, including arrival deviation. Losers get a turn or two of acceleration.

Idealy you'd have your offtable forces set up too, since someone could jump in and engage them, but ideally you'd want to attack someone who has already jumped, since tehy won't be able to jump away from you for a few turns.

Need some mechanism for "are you ready to jump yet?" with penalties for high mass and speed.









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