Campaign Rules

6 posts ยท Dec 27 1999 to Mar 29 2001

From: Laserlight <laserlight@q...>

Date: Mon, 27 Dec 1999 15:11:35 -0500

Subject: Re: Campaign Rules

I quibbled:
> a) I think moving 1/3 AU per thrust point per 2.5 hours--if I'm
Schoon replied:
> To be honest, I didn't do the physics when I was writing it. I wanted

If you assume Real Physics and simple linear acceleration (acceleration
constant in direction and magnitude)...

a)
1 turn = 15 min and 1 mu=1000km means 1 thrust = 0.25 gee, roughly. This would
make sense of the MT planetary landing rules and also tends
to explain why few ships go above 6 Thrust--the crew can't function
for long periods.

To start at 0 vector, thrust at 0.25 gee and cover 1/3 AU, you would
need to thrust for about 55 hours, i.e. about 1/3 of a week.

b)
1 turn = 7.5 minutes and 1mu = 1000km means 1 thrust = 1 gee.
In that case covering 1/3 AU would take roughly 27.5 hours or 1/6 of a
week.

c)
for you realists out there who want to stick at 1 thrust =.01 gee,
you've probably already done the math and know that moving 1/3 AU will
take you something like 275 hours, which is about 11.5 days

From: Michael Blair <amfortas@h...>

Date: Tue, 20 Mar 2001 08:31:38 -0800 (PST)

Subject: Campaign Rules

Our group of wargamers has changed composition recently so it looks as if a
new Full Thrust campaign is in the offing. This would be our first with the
Fleet Book system, hence my curiosity about peoples approach to DDs.

Our campaign system needs rewritten and drastically simplified.

I was toying with an idea for strategic mobility last night. I like jump
points, so if a jump is effectively instantaneous the time is spent travelling
between the jump points, so the ships thrust controls the travel
time. This would make fast ships very beneficial - and
would allow proper battlecruisers to become useful.

Last time we made some items R & D only. You had to pay to reaserch them to
get them. Limiting access to items might be an easy way of simulating TLs.

From: Bif Smith <bif@b...>

Date: Tue, 20 Mar 2001 22:44:00 -0000

Subject: Re: Campaign Rules

[quoted original message omitted]

From: Michael Blair <amfortas@h...>

Date: Wed, 21 Mar 2001 06:01:58 -0800 (PST)

Subject: Re: Campaign Rules

Sorry, I had jump points because I LIKE jump points. They create bottlenecks
and allow minefields to be useful.

Was it this list where someone complained about the
Ju-87s in 'Enemy at the Gates'? I watched it last
night, they were not the G model with the 20mm cannon but an earlier model,
with just 2 MGS (7.92 x 57mm Mauser).

Nice film, not as horrible as 'Stalingrad'. I think I need to make a lot more
urban terrain.

From: John Fox <jfox@v...>

Date: Thu, 29 Mar 2001 07:22:22 -0800 (PST)

Subject: Campaign Rules

Roger: I am sure there are more than one person on ethe list (besides myself)
that would love to see the rules you used for the campaign. Would it be
possible to have the rules posted to the net or the URL where they are located
posted.

  Thanks

From: Roger Books <books@m...>

Date: Thu, 29 Mar 2001 10:45:23 -0500 (EST)

Subject: Re: Campaign Rules

The rules are:

http://jumpspace.net/Wargames/FT/Rules1.txt

The starting campaign map is:

http://jumpspace.net/Wargames/FT/camp_map.gif

The large size is because that is what prints out nicely on the postscript
printer. The bit about FTFB ships was, I believe, a house rule.

The campaign is on hold pending completion of my FT
campaign/combat system.