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Re: RE: FT Scenarios (was: Re: [GZG] Re: Points systems)

From: "john tailby" <John_Tailby@x...>
Date: Thu, 12 Jan 2006 22:44:24 +1300
Subject: Re: RE: FT Scenarios (was: Re: [GZG] Re: Points systems)



These ideas for scenarios sound like a series of good ideas.

Step one could be pick type of mission either an assault (attacker/ 
defender)
If its an assault determine the mission type and then who is the
attacker / 
defender and the basic point value.
If its an encounter both player draw mission objectives.

The optionally draw sub plots.
Things like "Crown Prince visit", Traitor on board, hated enemy vessel.

rather than cards these could be tables and dice rolls since it seems 
preferable to have both players know what each other is trying to do.

Also you might want players to be allowed to specify some strategy
options 
for their fleet.

I don't think its suggested in the rules how ships are to be deployed on
the 
table and their initial velocity if any. Also are all encounters assumed
to 
be sublight or if one side is attempting to drop in directly from
hyperspace 
what are the deployment guidelines for these kind of missions.

If people are interested I'll post how our group is doing its missions.

John

>>  >
>>Hi
>>
>>Are people really going to want to play games where they are
outpointed 
>>5:1?
>
>
> If their victory conditions (mission objectives) are approximately 5
times 
> as easy to achieve, I don't see a problem!  ;-)
>
> As someone else commented last night, it would make folks bring more 
> balanced fleet compositions to pick-up games, because they don't know
if 
> they will suddenly find they have to fight a (limited-objective) 
> engagement with only their little ships...... if they've brought a 
> munchkinised fleet, then they may get lucky with the mission draw but
will 
> more likely get screwed.
>
> Obviously, this isn't a system that will suit everyone - specifically,

> those who love their munchkinised fleets will hate it - but as the
recent 
> discussions of vector movement have shown, wee REALLY can't please all
the 
> people all the time!
>
>>
>>The Battlefleet gothic system have mission generators to define the
type 
>>of mission and then players agree a points value. (so that people can
use 
>>all of their ships if they want to).
>>
>>Also the mission system has subplots that include things like rescue
the 
>>spy on one ship in the enemies fleet, gain a bonus for killing a 
>>particular ship etc.
>>
>>You could do this as an open mission or a secret mission with cards.
>
>
> Yes, I thought more on this last night, and considered the idea of two

> card decks - one for the main mission objective, and then a set of 
> "special" cards that each player draws one from - these would carry
the 
> special, odd or funny stuff like the "Crown Prince/Princess" subplot;
a 
> lot would actually be blank, some would make things more difficult for
the 
> player and some would give him some sort of small advantage.
>
>>
>>Some scenarios will nominate one player as the attacker and the
defender 
>>say in an assault on an installation. So you need to look at how that 
>>might get factored in.
>
>
> Split the mission cards into Offensive and Defensive missions? Players
can 
> pick (either by free choice or in some random determination) to play
an 
> Offence/Defence game or both Offensive (an interception/meeting 
> engagement).
>
> Jon (GZG)
>
>>
>>John
>>
>>
>>>  From: Ground Zero Games <jon@gzg.com>
>>>  >Gee, didn't I put that out there @ 10 (OMIGAWD) years ago?  I
still 
>>> have the
>>>  >word doc, though the website is long gone.
>>>  >
>>>  >Mike Brown
>>>
>>>
>>>  Quite likely, Mike, since the Seastrike version was from about 30
>>>  years ago (mid 70s)... the idea has been around a long time.  ;-)
>>>
>>>  It's always been a favourite of mine, I've just never (yet) got
round
>>>  to actually using it in a published product!
>>>
>>>  If you've still got the file, care to repost it?
>>>
>>>  Jon (GZG)
>>>
>>>  >
>>>  >-----Original Message-----
>>>  >From: gzg-l-bounces+mwsaber6=msn.com@lists.csua.berkeley.edu
>>>  >[mailto:gzg-l-bounces+mwsaber6=msn.com@lists.csua.berkeley.edu] On

>>> Behalf Of
>>>  >Ground Zero Games
>>>  >Sent: Wednesday, January 11, 2006 5:19 PM
>>>  >To: gzg-l@lists.csua.berkeley.edu
>>>  >Subject: FT Scenarios (was: Re: [GZG] Re: Points systems)
>>>  >
>>>  >Just chipping in on the whole scenario/victory conditions issue, I
>>>  >have always felt that one of the best systems (and a possible one
to
>>>  >use "officially" for Ft in the future) is the randomly-drawn
scenario
>>>  >card set-up, used to such good effect way back in "Seastrike" and
>>>  >much copied since (notably in Brilliant Lances etc): each player
>>>  >draws a card giving them a mission objective, a force level
budget,
>>>  >victory conditions and any special conditions attached.  The
player
>>>  >does not know what card his opponent has drawn.
>>>  >
>>>  >To use this sort of idea for FT, we could require each player to
>>>  >bring along X CPV of ships of his choice; the force level given by
>>>  >the objective card then specifies how much (as a %) of this force
he
>>>  >can actually put on the table for the game - so 50% means not more
>>>  >than 50% of the total fleet CPV, IN FULL SHIPS of course (so if
he's
>>>  >put 60% of his points into one uber-dreadnought, he's stuffed -
it's
>>>  >been recalled by Fleet Command, and he can only field the
remaining
>>  > >40% of smaller stuff!).
>>>  >We might have cards ranging from "Major fleet attack - destroy or
>>>  >drive off 50% of enemy ships, forces available 100%", right down
to
>>>  >"you have minimal forces available for a limited strike, objective
is
>>>  >to destroy or cripple any ONE enemy ship of MASS 50 or greater (or
>>>  >his largest ship if all below 50 mass), forces available 20%",
plus a
>>>  >lot of others in between.....
>>>  >Then, if you want to introduce odd variables like the "Crown
Prince
>>>  >is a junior officer on a CL, if you lose the ship he is on you
lose
>>>  >the battle", as a supplementary condition on a scenario card, then
>>>  >that's fine - but you'll also have a main objective to fulfil, and
>>>  >your opponent will have his own objective - if, in trying to
complete
>>>  >his own mission, he happens to destroy that CL, that's the way it
>>>  >goes. Of course, if you keep that one CL hanging back out of
harm's
>>>  >way, the opponent may well get suspicious and send a fast squadron
>>>  >round your flank to pick it off.....  ;-)
>>>  >
>>>  >Jon (GZG)
>>>  >_______________________________________________
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>>
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