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RE: Sa'Vasku

From: Ground Zero Games <jon@g...>
Date: Wed, 20 Jun 2001 08:10:53 +0100
Subject: RE: Sa'Vasku

>On Wednesday, June 20, 2001 3:45 PM, Jaime Tiampo
>[SMTP:fugu@spikyfishthing.com] wrote:
>> Beth Fulton wrote:
>> > It solves a lot of problems, but I'd also suggest you use the other
>> > modifications Brendan mentioned (spicules from defense pool, pods
from
>> > repair pool) as well.
>> I can understand the range limits, the spicules but I don't get the
pod
>> change. Is it just to balance things more or is there reasoning
behind
>> it. Pods, since grown come from the repair pool like drones.
>
>For the pods, it's partly the biomass usage that suggests it should
come out
>of repair.  It's more important when you have fighters and missiles
flying
>around.  Does the SV keep some power available to launch interceptor
pods or
>try to kill the mothership?  Leaving the pods in attack pool removes
any
>chance fighters/missiles have of getting in a meaningful strike.
>As per FB2 rules, anyone can win with SV by simply allocating all power
to
>stinger nodes and simply outshoot the enemy.  Making these minor
changes
>supplies a challenge to the SV player to overcome.

If you want an [OFFICIAL] ruling to quote at people, then as far as I'm
concerned the changes that Beth and the others have outlined (reduce
stinger range band to 9", shift Pods to R pool and spicules to D pool)
are
about as close to being [OFFICIAL] as anything right now. This will
finally
be "confirmed" in the next book we put out (no, DON'T ask when that'll
be....) but for the moment consider them the "officially favoured option
for further testing".

Jon (GZG)
>
>
>'Neath Southern Skies - http://home.pacific.net.au/~southernskies/
>[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
>[FITS-DP] World Cup Team: Australia II

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