RE: BIG fleets.
From: "Glover, Owen" <oglover@m...>
Date: Wed, 17 Sep 1997 20:38:34 -0400
Subject: RE: BIG fleets.
Hmm, is this issue not unlike the difference between SG and DS? I really
imagine you would need a different set of rules to reflect teh mass
combat. Anything else is likely to end up a patch work effort not doing
the FT ruleset justice. Perhaps this is another addition to be included
in the FTIII?
Owen Glover
IT Services
> ----------
> From: Brian Burger[SMTP:burger00@camosun.bc.ca]
> Reply To: FTGZG-L@bolton.ac.uk
> Sent: Thursday, 18 September 1997 9:34
> To: FTGZG-L@bolton.ac.uk
> Subject: Re: BIG fleets.
>
> On Tue, 16 Sep 1997, Samuel Penn wrote:
>
> > In message
> <Pine.OSF.3.96.970915151230.3496A-100000@alpha1.csd.uwm.edu>
> > "<Mark Andrew Siefert>" <cthulhu@csd.uwm.edu> wrote:
> >
> > > Now LoGH fleets are
> > > BIG and are made up of hundreds or even thousands of individual
> ships.
> > > The question is how to simulate this in FT.
> >
> > How about buying hundreds or thousands of ships, and using
> > a REALLY *BIG* table? :)
> >
> >
> > --
> > Be seeing you,
> > Sam.
> >
> funny man. you have hundreds and thousands of dollars to spend on
> models,
> big tables and building a gym to hold them all...?
>
> Seriously, you'd have to use some sort of multiplier to let one model
> represent dozens or more identical ships, and work out a system to
> accurately reflect damage conditions to those ships. A dozen little
> corvette-type ships won't take damage like one Superdreadnought, and
> the
> rules would have to reflect that.
>
> Maybe some sort of adaptation of the fighter-squadron rules in FT,
> with
> counters on the model base to record losses.
>
> Really successful rules of this system would get across the sheer mass
> &
> firepower of hundreds/thousands of ships _without_ forcing us to cough
> up
> for ridiculous numbers of ships...it's probably possible, but I'll
> leave
> it to others...
>
> Brian (burger00@camosun.bc.ca)
>