Prev: Re: [GZG] FT Vector: Alternative Fire Resolution Distance (Tom B) Next: Re: [GZG] FT Vector: Alternative Fire Resolution Distance (Tom B)

Re: [GZG] FT Vector: Alternative Fire Resolution Distance (Tom B)

From: Richard Bell <rlbell.nsuid@g...>
Date: Sat, 16 Jan 2010 01:10:08 -0700
Subject: Re: [GZG] FT Vector: Alternative Fire Resolution Distance (Tom B)

On Fri, Jan 15, 2010 at 6:18 PM, Hugh Fisher <laranzu@ozemail.com.au>
wrote:

>
> I have a copy. It's ... interesting. I've never been
> able to persuade someone to play it with me, and the
> rule authors (well, Ken Burnside) are adamant that
> it's unfair to judge the game just by reading it and
> that it becomes much easier when actually played.
>
>        cheers,
>        Hugh
>

Been there, done that, and Mr. burnside is correct.  I managed to get
a couple of rocket rallies organized (running one lap of a closed
course [2D for the first two attempts]) and executed.  People had fun,
but I had trouble trying to arrange for a subsequent course that was
fully 3D.

If you play Battletech and and have a group of fellow BT players,
figure out which pivot tables to use for which tonnage of aerotech
craft (or just use 'C' for everybody) and use 2D AV:T rules to resolve
movement (all weapons fire with a +8 delay).
_______________________________________________
Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-l


Prev: Re: [GZG] FT Vector: Alternative Fire Resolution Distance (Tom B) Next: Re: [GZG] FT Vector: Alternative Fire Resolution Distance (Tom B)