From: Laserlight <laserlight@q...>
Date: Mon, 29 Mar 1999 20:54:44 -0500
Subject: Full Thrust Strategic
Revised Concept, to better fit the FMA style. Squadron combat strengths: SC =d4 (defense only) DD =d4 CL =d6 CA = d8 BB = d10 DN = d12 score >= opponent's reduces his unit by one die step. score >= 2x opponent's score destroys him Note that if you tie your opponent's score, you are both reduced one step. Destroyers (and anyone else who gets to d4) are destroyed if they are reduced a step. Carriers have a number of d4 fighter squadrons which can attack at range. They lose squadrons to equal the opponent's score. Example: a CV sends 4 squadrons to attack an enemy CA squadron. The fighters roll 3, 3, 2, 1; the CA rolls 6. The carrier loses two fighter squadrons (3+3=6). The total score is 9:6 so the CA squadron is reduced from a d8 to a d6. The carrier itself is not endangered by this combat (unless the CA squadron has gotten close enough to attack the carrier). DD may support other ships by providing + 1d step. The DD is destroyed if they suffer a "lose a step" result. They may also be targeted separately. Ships which face two or more opponents roll one attack versus a specified opponent. They suffer results from all opponents. Two or more simultaneous "lose a step" outcomes results in the destruction of the target. Movement is by areas, in an as-yet-to-be-determined scale. Any number of squadrons may stack in an area. SC move 4 areas; DD 3; CL and CA 2; BB and DN 1. Squadron markers may be placed on the map in an inverted position. Scouts at a range of 0 or 1 area may turn over markers according to a die roll (exact function yet to be determined). Players may use a limited number of blank counters as decoys. Counters may be stacked in any order (eg the player may put real ships on top so a scout won't reveal the bottom units are decoys--or he may put the decoys on top so the scout is less likely to see which real ships are present). Decoys are removed when revealed.