Proposal for Rule Mod/Request for comment wasRe: move and fire problem

3 posts ยท Jul 12 2005 to Jul 13 2005

From: Inire <inire@y...>

Date: Tue, 12 Jul 2005 12:36:51 -0700 (PDT)

Subject: Proposal for Rule Mod/Request for comment wasRe: move and fire problem

Proposal: Fire on the move

Extra kit: 1 or 2 counters per ship defining points of
elective fire-on-the-move (# of counters determined as
a fraction of FCS available, or perhaps 1 counter per ship FCS). Counters are
numbered and layed out order
(1,2,3,etc)

Assumptions: Moves are 'by battlegroup' or player, as agreed upon by the
players. Initiative is rolled before movement, loser goes first. Damage from
combat will be simultaneously applied to ships.

Format: Players roll initiative. Loser moves first, laying fire counters down
along path of travel. Winner moves next, laying fire counters down along path
of travel. (Any counters not placed during move are assumed to be used at the
end of movement as usual.) Resolve combat between ships, using fire counters
to determine range to targets. Counters can fire on
like-numbered counters (1 can fire at 1, 3 can fire at
3), or can fire at ships in their final positions.

> --- Adrian <al.ll@tiscali.co.uk> wrote:

> I'm suggesting bending the existing rules (one ship

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From: Adrian Johnson <ajohnson@i...>

Date: Wed, 13 Jul 2005 07:31:03 +0100

Subject: Re: Proposal for Rule Mod/Request for comment wasRe: move and fire problem

Thats worth a try. I'll give it a test run.

Adi

[quoted original message omitted]

From: Dean Gundberg <dean.gundberg@n...>

Date: Wed, 13 Jul 2005 01:49:14 -0500

Subject: RE: Proposal for Rule Mod/Request for comment wasRe: move and fire problem

> Resolve combat between ships, using fire counters to

Hmmm, would you use initiative for combat? You would probably have to resolve
all 1 to 1 combat first, then 2 to 2, etc, as you would not want to blow
something up that later wants to fire at an earlier point in movement.