GZG List archives -- April 2006

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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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