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Re: [GZG] Campaign rules-Nodes [SEC=UNCLASSIFIED]

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Thu, 4 Oct 2007 16:41:47 +1000
Subject: Re: [GZG] Campaign rules-Nodes [SEC=UNCLASSIFIED]

Ah, but I would consider your campaign map to be "nodal".  With a
maximum supply range of 4 hexes and usually only 1 or 2 stars within
that range, you have to take territory to advance.

Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

> -----Original Message-----
> From:  On Behalf Of john tailby
> Sent: Thursday, October 04, 2007 3:20 PM
> Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] 
> [SEC=UNCLASSIFIED]
> 
> Gosh you guys must be pacifists.
> 
> We have had about 30 battles on the table top so far and it 
> it only turn 2.
> 
> We run 5 -6 turn campaigns and then tweak the rules and vary 
> the scenario.
> 
> We are running a hex map with open hyperspace. We have one 
> counter per ship or squadron and roll initiative to determine 
> movement order.
> 
> We have pretty tight supply rules so if you get cut off or 
> try and operate away from your base you can't replenish your 
> ordinance.
> 
> The Grey are in direct border conflict with 3 of their 
> neighbors and via the wormhole with my ally.
> 
> We also reward aggressive play because you can gain 
> additional revenue by conquering enemy planets.
> 
> So far I have the luxury of only fighting the grey and their allies.
> 
> I have already completed a partial envelopment of the Grey 
> fleet units and have cut them off from supply.

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