DS3 points or no points

3 posts ยท Apr 5 2002 to Apr 6 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Fri, 5 Apr 2002 11:49:16 -0500

Subject: DS3 points or no points

Mike Brown said: Many moons ago there was a miniatures game highly detailed
design system that included economic and technological factors. Days could be
spent optimizing
the various factors (pre-PC). Such was Striker.

<snip>

Total elapsed pre-game time <= 15 minutes.

<snip>

[Tomb] Never designed a vehicle for Striker obviously. ;)  (They had a
wonderfully interesting and very very math intensive construction system which
gave what some people on the list want... it just took a spreadsheet and a lot
of desire to expend time building vehicles.....)

[Tomb] Striker had some strong points. I think it did some interesting
things with unit orders. And it covered a lot of sci-fi stuff pretty
well.

From: Michael Brown <mwbrown@s...>

Date: Fri, 5 Apr 2002 17:55:45 -0800

Subject: RE: DS3 points or no points

What I meant to say was I abandoned the design system to play the game. I
designed several Striker Vehicles, as well as a couple of Tech 12 TCS.

Michael Brown

[quoted original message omitted]

From: DAWGFACE47@w...

Date: Sat, 6 Apr 2002 08:37:38 -0600 (CST)

Subject: RE: DS3 points or no points

AND WE DID THE SAME THING IN DFW.

we built some STRIKER vehicles using the rules, grewtired of THAT, blew it off
and played the game.

we also used the tech level guide as a handy dandy way of IDing tech levels
for armed forces in our games, and the TRAVELLER sytems for star system and
planet tech levels, as well as HIGH GUARD for starships and spaceship tech
levels.

SPACE OPERA also was a super nice background but MATH INTENSIVE, so we played
plain ole SPACE MARINE (FGU), STARGUARD, or STRIKE FORCE ALPHA miniature
rules.

THE SKY IS FULL OF SHIPS from the freewargames.com page is currently being
used for starship or spaceship combat. but we are looking at FULL THRUST now.