I'm currently working on arrangements for running both
Full-thrust &
DSII as part of a convention next year. (ConQuest '98) (organizing early).
Could I please have comments on any problems or suggestions on running these
in a competitive environment.
At this stage, I'll be using the following formats (2.5hr sessions):
Full-Thrust.
1800 pt fleets, maximum 50% points/ships from one class.
Players can bring 1 custom design, standard hull only. All others as
per FT/MT.
No Nova Cannon/Wave Guns, Reflex Fields. Most optional rules available.
The format for this will probably be a strait Slugfest with probably everybody
fighting at least once in an asteroid belt.
DSII. 3000 pt Battlegroup, no Aerospace Fighters? Designs randomly checked.
Standard Scenarios used with 1 Cityscape/Attack scenario.
Thanks for the help.
> Brendan R. wrote:
Brendan,
I think 1800 points might be a bit high for 2.5 hour game. We use 1500 point
fleets for 4 hour sessions and many ships are still on the table at
the end of the game. I might recommend using 750-1000 points for a 2.5
hour session.
> Players can bring 1 custom design, standard hull only. All others as
I like giving the players the option to do this, but make sure you give
yourself enough time to check all ship forms for validity. We tried running a
game like this last at PentaCon, but no one showed up. This might be due to
the fact that we requested players to bring their own ship models (macro size)
as well. We'll try it again next year and bring some extra ships just in case
players have none available.
> No Nova Cannon/Wave Guns, Reflex Fields. Most optional rules
Make sure you spell out exactly what systems are not available in the program
guide to prevent player design errors.
> 3000 pt Battlegroup, no Aerospace Fighters? Designs randomly checked.
Designs randomly checked could work or just check while they are playing to
save startup time. The question is what to do when you find someone using
an invalid ship form. Perhaps bring extra pre-designed ones to use in
case this happens.
Since no one else responded,
> Full-Thrust.
This sounds good depending on how many players you have and the amount of
table space available. I ran a 2000 point per side "pick-up" game at a
con' on a 4'x8' play area. It worked fine.
If you are running a tournament, you may want to pair off opponets: Player A
attacks player B. The winner of the match gets a "Flag" and attacks the winner
of another match. Tornament Winner is the player who
defeats a number of fleets = to (# of fleets/2 round up) or Fleet with
the most number of "Flags" at the end of the time limit. You loose a flag for
damaging a ship from the wrong group by mistake (if you choose to use mines,
Nova Cannons, or Wave Guns). When I have done this, I designated a "starting
edge" on each end of the board. When a player "disposes" on an opponet, his
ships must leave the "starting edge" and set up within 6" of the "starting
edge". He must wait there until another opponet in in the opposite "starting
edge". Ships in the "starting circle" may repair the last row of damage to any
ship. Any ship that
leaves the table is "lost". Non-FTL craft are allowed, but must be
brought by a Tug or Tender. If the Tug or Tender are lost, they may only
set up on the "starting edge" a number of ships that the remainig
Tug/Tenders can bring.
> DSII.
I haven't played enough to comment.