Elimination of written orders

2 posts ยท Nov 24 1997 to Nov 24 1997

From: eackerma@v... (Eric Ackermann)

Date: Mon, 24 Nov 1997 10:59:16 -0400

Subject: Elimination of written orders

I'm not a big fan of paperwork/written orders in a miniatures game. At
best it is too distracting from play, at worse it strains the honestly of a
surprising number of players.

To reduce or eliminate it, I'm considering using counters to indictate current
thrust. They would be placed inverted at the start of each turn, and revealed
just before the peice is moved.

Also, I am thinking about converting the game for use on a hex sheet.

If anyone has used or experienced these two methods, or has other ideas for
reducing/eliminating as much paperwork as possible, please let me know.
You can post it directly to me, or to the list if there is enough interest.

Thanks!

From: John Leary <john_t_leary@y...>

Date: Mon, 24 Nov 1997 15:34:14 -0800

Subject: Re: Elimination of written orders

> Eric Ackerman wrote:

Eric, The current system I have installed into the game is simple and
eliminates written orders:

ORDER OF MOVEMENT; 1) FT missiles
2)  Ships - thrust 1 and 2
3)  Ships - thrust 3 and 4
4)  Ships - thrust 5 and 6
5)  Ships - thrust 7 and 8
6) Fighters NOTE: Fighters need to be in base to base contact to have combat.
7) Combat occures in reverse order NOTE: All combat within a step is
considered simultaneous.

Advantages: No order writing. Escort class ships may fire once
	     before they go away.   Movement can be more closely
monitored. (If this is a problem) Disadvantages: More than likely it will not
be much faster than written orders.(unless you have someone who is really,
really slow)

If you have questions, just ask.

Bye for now,