[GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

3 posts ยท Oct 4 2007 to Oct 4 2007

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 4 Oct 2007 14:12:34 +1000

Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

Good setup.

It can be explained using several methods: 1. Wormholes (wild nodes do not
have associated star systems); 2. "safe" ftl routes (going any other way
results in loss due to hazards); 3. random psb

As long as your exit point isn't fixed (wormhole defence battles) and uses
standard FTL exit, it's a good compromise for all players for strategic
movement.

Personally, I think that starfaring campaigns that don't use nodal movement
systems require a lot of extra paperwork and tends not to generate as many
battles.

Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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	From: On Behalf Of Bobby Mock
	Sent: Wednesday, October 03, 2007 11:58 PM
        Subject: Re: [GZG] Campaign rules-Nodes [TO BE CLASSIFIED]

Hey Simon,

        I have played several non-GZG games with nodes and found that
they help out quite a bit since you don't have to keep track of every ship
that decides to take the long way round. The thing I have been toying with in
my mind is the concept of nodes which are empty but interconnect with star
systems. I call them Wild nodes. In the Wild nodes no battles can take place,
but friendlies can meet up. The Wilds
represent all the empty space in-between. I am thinking that there may
be basically two nodes sets (stars to stars)(Wilds to Wilds to stars), but
haven't quite put it down to practice yet. Do you see any flaws or potential
nightmares in going this way?

        Bobby

I tried to put a basic layout up. Hopefully I set up the file right.
        http://hansuke.googlepages.com/S.htm

From: John Tailby <john_tailby@x...>

Date: Thu, 4 Oct 2007 18:20:13 +1300

Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

Gosh you guys must be pacifists.

We have had about 30 battles on the table top so far and it it only turn
2.

We run 5 -6 turn campaigns and then tweak the rules and vary the
scenario.

We are running a hex map with open hyperspace. We have one counter per ship or
squadron and roll initiative to determine movement order.

We have pretty tight supply rules so if you get cut off or try and operate
away from your base you can't replenish your ordinance.

The Grey are in direct border conflict with 3 of their neighbors and via the
wormhole with my ally.

We also reward aggressive play because you can gain additional revenue by
conquering enemy planets.

So far I have the luxury of only fighting the grey and their allies.

I have already completed a partial envelopment of the Grey fleet units and
have cut them off from supply.
[quoted original message omitted]

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

Date: Thu, 4 Oct 2007 05:40:00 -0400

Subject: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]

Sounds like you are using Twilight Imperium for your campaign sysstem.
:)

Roger

> On 10/4/07, john tailby <John_Tailby@xtra.co.nz> wrote:
and
> > uses standard FTL exit, it's a good compromise for all players for
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> > IMPORTANT