From: Michael Sarno <msarno@p...>
Date: Thu, 01 Apr 1999 13:03:48 -0500
Subject: Strategic Thrust using Buck Rogers Board (was [FH] Full Diplomacy)
> Rick Norman wrote: > Ever heard a game called "Buck Rogers in 23rd Century" produced by I always thought that the "Buck Rogers in the 25th Century" game was based on the comics characters. If it was based on any "show" it was probably the 1940 serial "Buck Rogers" starring Buster Crabbe "http://us.imdb.com/Title?Buck+Rogers+(1940)", which was, far from being cheesy, a sci-fi breakthrough and a classic. I have a copy of the game, but haven't played the actual game in years, but I don't recall it being similar to A&A, except, maybe, that they both have plastic figures. As I recall, the game was a good grand strategic take on the whole solar struggle. The many different variants that were included with the rules made for engaging play. I have been using the "Buck Rogers" board and planet counters for years to play a Diplomacy variant I have dubbed "Solar Diplomacy." Since learning the Full Thrust rules, I have been meaning to try a strategic game using the same board and planet counters. I was thinking of the following strategic rules: No ships would possess FTL and can move one space per turn for each thrust factor (Depending on the economics situation, perhaps, one space for every two thrust factors.) that they possess. Combat can only occur between fleets that are located in a planet's near or far orbit. Far orbit and the space on the solar system track that the planet counter currently occupies are not considered the same. Mines may be placed in any near or far orbit space and on any space on the solar system track. Mines placed in the space that is currently occupied by the planet counter on the solar system track do not move with the planet, but ships on that space have the option to move with the planet. Ships can pick up supplies from a friendly planet or be repaired by planetary facilities in near orbit or, for an atmosphere capable ship, on the planet itself. Transport ships may transport troops. Troops are either infantry or mechanized. I'm still working out the details of the economics, but the cost ratio of infantry to mech would be 3:5. On a d6 infantry would hit on a 5 or 6 while mech would hit on a 4, 5, or 6. Only one round of combat could occur each turn for each "battle," except for landings, which would allow the defenders to roll for hits for one round and then allow the one round of combat. All ground combat is considered simultaneous, except, of course, the first round in a landing. Except for the economics, the rest is just detail.