GZG List archives -- April 2006
Re: Re:[GZG] [FT] Tactical jump
----- Original Message -----
From: <laserlight@xxxxxxxxxxx>
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.
Do tactical jumps result in the kind of game you are describing?
In order to do a tactical jump you would have to know where the enemy fleet
is. Unless you are going to stress your ship and crew by jumping randomly
into the system.
I can see tactical jumping against fixed installations where you know where
they are.
Also the turn sequence allows you to make emergency jumps into hyperspace
after 1 turn of powering up the jump engines. Given that a turn sequence of
1 minute has been proposed at least once doesn't the existing rule mechanism
describe the tactical jumps.
I can't see two fleets jumping into the same point on the table.
If you did have both sides jumping into the table then how would you resolve
the ship damage effects if then end up within 6" of each other?
If you did allow tactical jumps the attacker might drop out right on the
edge of the system and then send in scout ships to locate the enemy fleet
and then signal back the location for the fleet to jump. Depending on how
communications work (can you hypercast) will determine the range of the
scouts.
Also doesn't assault jumping put ordinance fleets at a disadvantage to
direct fire fleets? You enter on the table during the movement phase after
ordnance launches so you can't launch on the turn you emerge. Although the
fleet that got there first could have ordnance waiting for you.
John
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