RE: tactics vs a slow mover with high arcs
From: "Bell, Brian K" <Brian_Bell@d...>
Date: Thu, 20 Jan 2000 08:55:22 -0500
Subject: RE: tactics vs a slow mover with high arcs
Greetings!
I too have played a player who used a capital-heavy fleet that barely
moved and used edge-of-the-world tactics.
I was able to use wave guns to great advantage. I lined up the wave
cruisers in a wall and was able to blast him. It was cheesy, but so is
using
edge-of-the-world.
Another option is to draw him into a small campaign. Set up a 10x10
grid.
Allow each player to place 5 systems on the map as their empire (choose
your
own government). Then place 20 additional system randomly on the grid in
the
unused locations. Rule that as the hyperspace engines draw power from
the MD
engines, MD indicates how far a ship can jump also. Movement on the grid
is
only vertical or horizontal (no diagonal movement). Start each player
with a
total fleet of 5000 points. Every other turn each planet controlled
generates 50 resource points. It costs 10 pts per jump to move resource
points from one system to another, but takes no time. Ships may be built
on
any planet a player controls. Each system can build upto 100 points
worth of
ship(s) in a turn (if it has the resource points to do so). If the
system is
lost before the ship is completed, it is lost. Resource points in a
system
are lost if the system is occupied by the opposing player at the end of
a
turn. Each turn a player writes down where his Task Force(s) will move.
They
may move a number of grid points equal to the SLOWEST ship in the Task
Force. All movement is simeoutaneous. If Task Forces of opposing players
cross the same grid point, a battle occurs (and the rest of the movement
is
lost). Each player rolls a die. The player who rolled higher chooses
what
clock face he will be attacking the other player from. Battle is done
using
FT/MT/FB rules. If a player withdraws, that player must move the fleet
to
the nearest friendly system before it can take other orders. Ship repair
can
only be done in friendly systems. Repair costs: Divide the cost of the
ship
by the number of original damage boxes. Repair cost for the first row is
1/2
this number per damage box. This number in cost per damage box for the
2nd
row. 2x this cost for damage boxes in the 3rd row. and 5x this cost for
damage boxes in the 5th row. The winner of the campaign is the player
who
first controls 20 systems. To control a system, you must be the only
player
with a ship in that system.
With faster ships you should be able to grab systems quicker and
attack
his rear, undefended systems.
-----
Brian Bell
brian_bell@dscc.dla.mil
Universal Systems Inc for DSCC
614.692.4794 Voice
614.693.1503 Fax
850-4794 DSN
-----
> -----Original Message-----
> From: GBailey@aol.com [SMTP:GBailey@aol.com]
> Sent: Wednesday, January 19, 2000 6:44 PM
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: FT: tactics vs a slow mover with high arcs
>
> I've been playing FT for months with and against this guy. It's a
> rare battle that I win against him. ... His designs are
> based on the miniatures he's using: WW1-WW2 era naval ships.
> Move 2 (now he's gone to move 1), 5 arc class-3 beams with some
> class-2s (the secondarys) and class-1s, point defenses and each
> "BB" has a an area defense, weak hulls with lots of armor (he saw
> that he lots of armor left upon the first threshold and he commented
> that he may go with average hulls and less armor). Since I have a
> lot of "Star Trek" and SFB minis my designs are based on what I
> think they should have, with many variations. I hate move 2 ships.
> Move 4 or better for me. ... Forget me
> using Nova Cannons or Wave Guns, I end up pointing those things
> at my allied ships more often than the enemy. ...
> Oh, and this guy has this thing about rolling lots of 6s against me.
... any suggestions
> for tactics? Any ideas for improving tactical maneuverability?
Although
> I had a thought about that yesterday that I should plan for two turns
> ahead
> on the approach shot so have to give it a try.
...
> Glen