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Sgt_G Commander
Joined: 07 Oct 2006 Posts: 529 Location: Offutt AFB, Nebraska
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Posted: Thu Jul 02, 2009 7:26 pm Post subject: Re: Origins! |
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wrote: | ....and play a quick 12 turn campaign with all the Federation Commander battles rolled in. |
I was in on a coversation with SVC during which someone pitched the idea of a six-round Fed Cmdr campaign next year. SVC felt that six rounds is too many, given schedules and time constraints, and that perhaps four rounds might be the target length. _________________ Garth L. Getgen
Master Sgt, US Air Force, Retired -- 1981-2007 -- 1W091A |
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Steve Cole Site Admin
Joined: 11 Oct 2006 Posts: 3828
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Posted: Thu Jul 02, 2009 7:32 pm Post subject: |
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I don't know (and said so) if six would be too many, or if four would be right, or if five would be. I'm letting Mike F work that out.
Delegation is the soul of leadership. _________________ The Guy Who Designed Fed Commander
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mwaschak Lieutenant JG
Joined: 22 Oct 2007 Posts: 94
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Posted: Sun Jul 05, 2009 5:24 pm Post subject: |
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By my estimate we could have the team leaders actually running the campaign from separate rooms making strategic decisions, and then meet to resolve the battles. We could track campaign orders on a big dry erase board, but would probably only require an hour or so a day at the most for just the campaign portion.
In a smaller campaign like this we will probably have three or four meaningful Federation Commander battles that would need to be resolved to decide a winner. At the very least it would be a nice way to teach the system.
-Jay |
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