By jason murdoch (Jmurdoch) on Friday, August 03, 2007 - 04:43 pm: Edit |
There is lots of debate about the JGP-V mission across multiple threads.
The rules and SITs give two legal but confusing views.
The COG costs 10EPs contains five fighters. If used on a HDW all five fighters are there for use. If on a JGP only three are available for use. It is where do the other two factors go or why should I pay for them that appears to be the crux of discussion.
According to Nick the COG counter is a mission marker not a fighter-pod.
Historically how have you played the JGP-V
By jason murdoch (Jmurdoch) on Friday, August 03, 2007 - 04:46 pm: Edit |
I payed 10EP for a three fighter unit. The high cost being due to the lyrans not being keen on fighters and the JGP-V being experimental with complex logistics supporting it.
Buy the time HDWs came about the logistics were sorted out resulting in five fighter factors being supplied through the channel that only provided three in the days of the JGP-V being the latest toy in the fleet
By Michael Lui (Michaellui) on Friday, August 03, 2007 - 04:52 pm: Edit |
I was courteous enough to let the Lyrans use the "unused" 2 factors as 1-1 FCR factors since the rule indicated it worked similar to that. A little expensive for them, but the Lyrans weren't a major CV race and they could always transfer it onto a HDW in Y180+.
By Joe Stevenson (Alligator) on Friday, August 03, 2007 - 06:10 pm: Edit |
How is it courteous to use the rules as they are written?
And you've since proposed taking the extra fighters away (as I have), but maintaining the high price.
Again, not courteous.
By Dave Butler (Dcbutler) on Friday, August 03, 2007 - 06:29 pm: Edit |
I use the FCR-like replacement fighters, and interpret (525.23V) as allowing the JPG-V to opperate three fighters when crippled. (Basically, the combination acts as a 7(3)[2]/4(3) counter.)
By Michael Lui (Michaellui) on Friday, August 03, 2007 - 07:33 pm: Edit |
He asked about how we have played historically, not NOW. And it is always courteous to use rules as written instead of cheating.
Jmurdoch
I'm sorry that this personal argument spilled over into your thread. Hopefully we can keep it more civil.
By Joe Stevenson (Alligator) on Friday, August 03, 2007 - 08:05 pm: Edit |
"And it is always courteous to use rules as written instead of cheating.
"
It's EXPECTED to use the rules, and not cheat. Courtesy has nothing to do with it.
By Michael Lui (Michaellui) on Friday, August 03, 2007 - 08:12 pm: Edit |
Clearly you have played with a much better group of people than I have if no one has ever cheated on you. Of course I play with lawyers, military personnel, and whoever else I can even convince to play the game, so that may have something to do with it. I always EXPECT them to be COURTEOUS enough to use the rules, but....
By Garth L. Getgen (Sgt_G) on Friday, August 03, 2007 - 09:47 pm: Edit |
As a military personnal myself (albeit, now retired), I'm not sure what to make of that last post ............
Garth L. Getgen, MSgt USAF (ret)
By Michael Lui (Michaellui) on Friday, August 03, 2007 - 10:28 pm: Edit |
Sorry. Just expressing the fact that I can't find many people to play. And, strangely enough, they're all military/ex-military and lawyers. Sadly, I probably got the low-end of the spectrum for opponents rather than the ones that I would have rather had, but being desperate for opponents...
By jason murdoch (Jmurdoch) on Monday, August 06, 2007 - 10:19 am: Edit |
It is an accepted convention that one plays honestly. Very few rules explicitly say no cheating in them. Which the common-law lawyers will point out that anything not expressly prohibited is allowed. The "if no enabling rule then its not possible" rule is buried somewhere in the SFB thread
The official monopoly tourment manual suggest short changing ones opponents when giving change for rent due and picking ones teeth with the "get out of jail free card".
Illumanti delux has a section on allowable advanced cheats.
By jason murdoch (Jmurdoch) on Monday, August 06, 2007 - 10:32 am: Edit |
JS/ML
are you wanting to have the JGP COG a 6EP cost 3 fighter factor counter for use on the JGP only.
My question is what if I want to use this COG on a HDW later as they are supposed to be interchangable? Pay a 4EP upgrade cost and if the counter ever goes back to the JGP assume the 2 extra fighters just stayed at a depot somewhere.
I believe that keeping the COG as a five fighter counter and having the JGP-V as a 3[2] will soak up more than enough damage in battles to save the extra 4EP cost in avoided repair bills
By Mike Curtis (Nashvillen) on Monday, August 06, 2007 - 10:48 am: Edit |
I have been doing some research on the JGP and it's NWO boxes on the SSD. It can use four of its six boxes for fighter's and its two shuttle boxes to make six fighters for the three fighter factors. The two other NWO boxes can be made cargo boxes and store four spare fighters like FCR's for the two FCR fighters.
It is possible to do so with the SSD and the SFB rules.
By Joe Stevenson (Alligator) on Monday, August 06, 2007 - 07:40 pm: Edit |
"are you wanting to have the JGP COG a 6EP cost 3 fighter factor counter for use on the JGP only. "
It has a unique counter; if it were used on a HDW, it would still only have 3 factors (what I'm proposing, that is)
My other thought is that if it stays 3[2], it should cost 8, not 10.
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