Commander's Choice Turn 1
Moderators: mjwest, Albiegamer
- Dread_Lord
- Lieutenant SG
- Posts: 106
- Joined: Sun Jan 28, 2007 2:21 pm
- Location: Philadelphia, PA
Hey, sorry I haven't been more responsive for the last few weeks. I've been working a lot a lot.
Let's see in order:
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Yeah, I agree that allowing the fighters to not be left behind feels a bit artificial, but I guess we can assume that they are left in storage in the ship, and not put on the launch pads. SFB does have provisions for that sort of thing.
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I will get a map up here as soon as I get a chance. Too much work.... If someone else would like to make the map, that would be fine with me. What you do is export the map as a svg (an image format) from the menu, and then mark it up with a paint program to show where the ships are. If no one feels up to doing so, I will get it up just as soon as I get a chance.
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This issue does highlight two seperate issues. First what happens when there is a three way fight. My preference would be to have just that, unless both fleets agree to fight outside system.
The second possible weird situation is what happens if two opposing fleets are adjancent, and then both fleets move in an impulse into the other fleets hex. My preference would be for me to roll off and the fleets fight in the hex that is randomly choosen.
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pinecone, I would suggest that you not fight as the neutral as you have a non-aggression pact with one of the fleets, which makes you hardly neutral. Honestly the best situation of all would be to find some captain not involved in the campaign at all for the neutral fights, but failing that I believe we can trust each other to be honest as neutrals. The neutrals goal is simply to get the hostile fleet out of their system and nothing else. Enemy casualties don't matter to the neutrals as long as the bad men leave.
Yeah, Tugger is right about losing the EPs for next turn. It highlights the importaince of using Conditional Orders to intercept ships if you don't want to fight them in system.
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Let's see in order:
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Yeah, I agree that allowing the fighters to not be left behind feels a bit artificial, but I guess we can assume that they are left in storage in the ship, and not put on the launch pads. SFB does have provisions for that sort of thing.
-----
I will get a map up here as soon as I get a chance. Too much work.... If someone else would like to make the map, that would be fine with me. What you do is export the map as a svg (an image format) from the menu, and then mark it up with a paint program to show where the ships are. If no one feels up to doing so, I will get it up just as soon as I get a chance.
-----
This issue does highlight two seperate issues. First what happens when there is a three way fight. My preference would be to have just that, unless both fleets agree to fight outside system.
The second possible weird situation is what happens if two opposing fleets are adjancent, and then both fleets move in an impulse into the other fleets hex. My preference would be for me to roll off and the fleets fight in the hex that is randomly choosen.
-------
pinecone, I would suggest that you not fight as the neutral as you have a non-aggression pact with one of the fleets, which makes you hardly neutral. Honestly the best situation of all would be to find some captain not involved in the campaign at all for the neutral fights, but failing that I believe we can trust each other to be honest as neutrals. The neutrals goal is simply to get the hostile fleet out of their system and nothing else. Enemy casualties don't matter to the neutrals as long as the bad men leave.
Yeah, Tugger is right about losing the EPs for next turn. It highlights the importaince of using Conditional Orders to intercept ships if you don't want to fight them in system.
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- Dread_Lord
- Lieutenant SG
- Posts: 106
- Joined: Sun Jan 28, 2007 2:21 pm
- Location: Philadelphia, PA
- Dread_Lord
- Lieutenant SG
- Posts: 106
- Joined: Sun Jan 28, 2007 2:21 pm
- Location: Philadelphia, PA
Hurray! A day that I am not working 12+ hours!
Ok, I have the turn 1 map up, let me know if there are any mistakes.
I'm not going to put a deadline on the battles yet, it being the holidays and all, but get them in so we can keep going!
A rather bloody turn! I will work on updating the rules with some of the tid bits that have been left dangling on the forum here tonight. See how far I get....
Ok, I have the turn 1 map up, let me know if there are any mistakes.
I'm not going to put a deadline on the battles yet, it being the holidays and all, but get them in so we can keep going!
A rather bloody turn! I will work on updating the rules with some of the tid bits that have been left dangling on the forum here tonight. See how far I get....
- Dread_Lord
- Lieutenant SG
- Posts: 106
- Joined: Sun Jan 28, 2007 2:21 pm
- Location: Philadelphia, PA
Sure, basically this turn the neutrals have 20 FCP (flag ship counts for this total, ie only count FCP of the ships). Choose any race that isn't involved in the battle (I don't even care if it is a race that shows up in the map, just don't choose your own) except I would avoid Orion and Tholian. Here is the cost breakdown:
Cruiser 10
Light Cruiser 8
Destroyer 7
Frigate 5
Don't choose any weird hulls, just go for the basic hulls. And remember that the neutrals just want the enemy out of their system, and try not to fly as if there is no future. I'm not tracking losses for the neutrals, but play as if I were. Basically I am using a DBAD rule here - don't be a dork (not what it really stand for, but you get the idea)
Cruiser 10
Light Cruiser 8
Destroyer 7
Frigate 5
Don't choose any weird hulls, just go for the basic hulls. And remember that the neutrals just want the enemy out of their system, and try not to fly as if there is no future. I'm not tracking losses for the neutrals, but play as if I were. Basically I am using a DBAD rule here - don't be a dork (not what it really stand for, but you get the idea)
- Dread_Lord
- Lieutenant SG
- Posts: 106
- Joined: Sun Jan 28, 2007 2:21 pm
- Location: Philadelphia, PA

