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Re: [GZG] ground combat campaigns

From: Doug Evans <devans@n...>
Date: Mon, 28 Dec 2009 12:49:56 -0600
Subject: Re: [GZG] ground combat campaigns

In FT campaigns with usable construction with in game time, of course,
can also depend on arcane things like rules for taking over assets. Do
get to start using captured shipyards? Resource generators?

Yes, and you are quickly bringing the war to your opponent, no, and you
fighting increasingly long supply lines, as well as being spread out
covering territory.

Merde, I love this stuff!


John Atkinson wrote on 12/28/2009 12:01:24 PM:

> On Mon, Dec 28, 2009 at 11:48 AM, Oerjan Ariander
> <> wrote:
> > Well... it *could* go that way. Or it could go "I won this
> > fell back on his base areas - so now I have even more systems to
> > slightly fewer ships than I had before, and it'll take my
> > even longer to reach me..." :-7
> It all depends on the loss rates for victor and loser, as the
> assumptions about rate of replacement for both ships and crews.
> In most Full Thrust games I've played, unless you totally guess wrong
> or otherwise screw the pooch in a major way, the loss ratios are
> pretty high for both sides.  Not mutual annihilation, but not far from
> it either.  Frankly, I'm not sure either side would be in a position
> to do much after a major battle.  Again, this depends on your
> assumptions for crew recovery, crew replacement, and ship building
> speed and capability.
> John

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