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Re:Beth's survey.......

From: "Charles N. Choukalos" <chuckc@b...>
Date: Thu, 03 Aug 2000 16:10:56 -0400
Subject: Re:Beth's survey.......

Beth,

a)movement system?

Cinematic, (usually on the floor:  6'x8' or so).... usually floating map

b)How long do they last?

2-3 hours of moaning, whining and generally complaining like pansies 
about how much time it took to waste someone.....;)
turns:	4-6 for meeting engagements with 1/2 fleet left requirements 
(note 1)
	14-25 for till death do us part types of engagements.....

C)When we're enforcing our meeting engagement rules(see note1), usually
a 
couple
  more light ships (lt cruisers <) on loosing side are lost then the 
winner.
  (We tend to target the small fry at range, with 1 viscious pass, and 
then
   usually its an ftl out deal...)

  If not, then we get a couple battle passes, then its always thrust 
advantaged
  trying to get up the tail pipes of the other force.  Usually not much 
is left.
  The entire loosing force is wiped out, and the winners usually have 
just a
  couple heavily damaged heavies left (sometimes a crippled but still 
effective
  destroyer is floating around)

Note 1:  Meeting Engagements

	.  Admirals must withdraw if loose more then 50% of forces
	.  Admirals must start moral checks when loose more then 25% of
forces
	.  If moral checks, all ships roll a threshold check at current
	   damage level.  If fail, then ship will attempt to withdraw at
	   best "opportunity", and avoid making a close range battle
pass 
at
	   all costs.... not necessarily flee immediately
	   If more then 1/2 of fleet fails, then entire force bugs out 
asap
	   (this is a route... every ship for themselves)
	   - Then when ever a ship takes damage, the ship most make a 
moral
	     check.  All ships that fail moral are marked (and thus 
continue
	     to fail moral untill they ftl out...)
	   - a ship that has failed moral will still fight, but will not

make
	     a close range battle pass or steer into enemy fleet if at 
all
	     possible.	Additionaly, the ship must try to maintain its 
ability
	     to ftl out asap (Exception... if facing missle/ftr
opponents 
and
	     close formation adaf is needed)...  This usually means
ships
	     seperate from each other (+6") and keep ftl working if at
all
	     possible.
	.  If any ship is down to its last row of hull, it will make
best 
speed
	   to avoid contact with enemy and prepare to ftl

*Usually we don't see the route condition....... after the 1st battle 
pass one side is usually rolling moral or below 50% left, and they just 
bug out.  We once had a battle where more then 50% of the loosing forces

were still on the board (about 30% lost ships), many ships were on their

last row of hull, and most of his fleet had taken a threshold or two.  
The entire fleet routed on him... they ended up all getting wasted.  all

because he should have left with his minor licks on the 1st pass, but 
instead wanted to show Mark a lesson...... hum....  moral:  never play 
with a newbie who likes to spread his fire out, and you suck rolling 
thresholds/damage control!

Chuck

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