The GZG Digest V2 #1381

1 posts ยท Oct 28 2002

From: Skp <skp@c...>

Date: Mon, 28 Oct 2002 00:26:02 -0700

Subject: RE: The GZG Digest V2 #1381

> I would discuss with all the other players first, in detail, how jump

I did not write the house rules. However I am in consensus in wanting to use
the jump gate rules. and I do see your point. I am just a humble empire
builder wanting to thrash my enemies:)

> Attacking ships can shoot beam weapons on the first turn through the

from what I know of the rules so far. (The moderators have not released the
whole rule set to use regarding the Jump gates.) We know that the first time
through the gate a ship is defenseless. The second time into the same system
with the same ship. Partial defense/offense is allowed. This is not
clear to me yet. The moderator did use the Babylon 5 example. The jump gate
allows instantaneous travel point to point. We have been told that we will
need three fleets 1) gate guard. 2)system defense. 3) offensive fleet.

> This will at the least provoke a restart to the campaign.

yeah I see that. hmmm

> which requires about 30 needle beam die on

doh! thanks. I hadn't worked the odds yet.

> Include "Striking the Colours (MT)" and "Overkill (MT)" as part of the

I will recommend those to the moderators.

thanks Samir