GZG List archives -- October 2007

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Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]



Gosh you guys must be pacifists.

We have had about 30 battles on the table top so far and it it only turn 2.

We run 5 -6 turn campaigns and then tweak the rules and vary the scenario.

We are running a hex map with open hyperspace. We have one counter per ship 
or squadron and roll initiative to determine movement order.

We have pretty tight supply rules so if you get cut off or try and operate 
away from your base you can't replenish your ordinance.

The Grey are in direct border conflict with 3 of their neighbors and via the 
wormhole with my ally.

We also reward aggressive play because you can gain additional revenue by 
conquering enemy planets.

So far I have the luxury of only fighting the grey and their allies.

I have already completed a partial envelopment of the Grey fleet units and 
have cut them off from supply.
----- Original Message ----- 
From: "Robertson, Brendan" <Brendan.Robertson@xxxxxxxxxx>
To: <gzg-l@xxxxxxxxxxxxxxxxxxxxxx>
Sent: Thursday, October 04, 2007 5:12 PM
Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]


> Good setup.
>
> It can be explained using several methods:
> 1.  Wormholes (wild nodes do not have associated star systems);
> 2.  "safe" ftl routes (going any other way results in loss due to
> hazards);
> 3.  random psb
>
> As long as your exit point isn't fixed (wormhole defence battles) and
> uses standard FTL exit, it's a good compromise for all players for
> strategic movement.
>
> Personally, I think that starfaring campaigns that don't use nodal
> movement systems require a lot of extra paperwork and tends not to
> generate as many battles.
>
>
> Brendan
> 'Neath Southern Skies
> http://home.pacific.net.au/~southernsk/
>
>
>
> ________________________________
>
> From: On Behalf Of Bobby Mock
> Sent: Wednesday, October 03, 2007 11:58 PM
> Subject: Re: [GZG] Campaign rules-Nodes [TO BE CLASSIFIED]
>
>
> Hey Simon,
>
> I have played several non-GZG games with nodes and found that
> they help out quite a bit since you don't have to keep track of every
> ship that decides to take the long way round. The thing I have been
> toying with in my mind is the concept of nodes which are empty but
> interconnect with star systems. I call them Wild nodes. In the Wild
> nodes no battles can take place, but friendlies can meet up. The Wilds
> represent all the empty space in-between. I am thinking that there may
> be basically two nodes sets (stars to stars)(Wilds to Wilds to stars),
> but haven't quite put it down to practice yet. Do you see any flaws or
> potential nightmares in going this way?
>
> Bobby
>
> I tried to put a basic layout up. Hopefully I set up the file
> right.
> http://hansuke.googlepages.com/S.htm
>
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