By Randy Blair (Randyblair) on Wednesday, September 28, 2011 - 03:57 pm: Edit |
These are the rules that I use for campaign scenarios that involve off map drone bombardment.
Drone Bombardment rules
Any comments, suggestions or blazing criticism welcome.
Thank you!
By Stewart W Frazier (Frazikar2) on Wednesday, September 28, 2011 - 07:39 pm: Edit |
Not sure you want to tie this to only '12' packets without testing...
By Randy Blair (Randyblair) on Wednesday, September 28, 2011 - 08:04 pm: Edit |
12 packets seemed to work well for my group spanning over a dozen years.
It corresponds to a complete unloading of all drones from all racks of three factor (4) F&E DB ships.
All that said, I'd love for someone to do further testing. I'll put up an actual scenario in a little while.
By Randy Blair (Randyblair) on Saturday, October 08, 2011 - 01:45 am: Edit |
Comments from Facebook...
Quote:William Batok - Bugger FB... The cost for these packets seen to be too high (you example shows the waves from a D-6D at 86 BPV per ship; I'd rather have an F-5 for that much. Conversely, if they're any cheaper, then you're effectively getting "something for nothig", and that doesn't work either. not sure what can be done about that...
Thursday at 1:19pm · Like
Quote:William Batok - You have Deployment Success modifiers based on race. that should NEVER be allowed. (And WHY a penalty for the Feds as far as that goes?)
Thursday at 1:21pm · Like
Quote:William Batok - Allowing choice in placement of packets after the scenario has begun doesn't make much sense. These packets were lauched 10-30 turns ago, their entry points and final Waypoint(s) should have to be specified BEFORE EA on turn one.
Thursday at 1:23pm · Like
Quote:William Batok I understand what you're trying to do here, incorporate something into a game that has a historical (and strategic) precedent. But it seens like a lot of work forlittle or no gain (in a tactical sense). Hope this helps...
Thursday at 1:26pm · Like
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