GZG List archives -- June 2006

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Re: Re: Re: [GZG] Revised Salvo Missiles Update





The general concept, when last we saw, is that anti-ship weapons will be able to fire (with reduced chance to hit) on fighters, missiles, etc. The devil is in the details, as always, but I think most of those who initially opposed the idea (including me) have been persuaded that that's the way to go.

Addendum: of course, if St Jon doesn't like it, then we pitch it out and try again...

Does not the effectiveness of carriers and ordnance carriers depend on the kind of deployment and initial velocity you use?


In our campaigns we have 2 types of game. In our real space engagements we play on a rolling table and initial deployment distances are ~70MU apart with a maximum initial velocity of 10mu.
We also have hyperspace engagements. In these, the table is a 48mu diameter circle. Fleets enter during the movement phase of the first turn with their initial velocity set between 1 and 10 and proceed straight ahead. Ships enter from the edge of the playing area with a random placement.
With a mixture of hyperspace and realspace engagements to design ships for you can't just consider one set of scenarios. Tactics are also substantially different.


Hyperspace games are very different from normal games and are often to quote B5 "a disaster for both sides". Also in our games if you want to flee a hyperspace battle you have to use your FTL to get you out but it has to be activating the turn you get to the edge of the hyper bubble.

We have found that presenting players with a mix of deployment options this goes a long way to counter people designing ships with a very extreme viewpoint. If someone wants to have an all carrier fleet they have to be prepared for how to get past a hyperspace blockade.

John


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