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Arrew

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Reply with quote  #46 
One comment about battleships being 3 points.

I always imagined a "full" fleet to be;
1 DN flagship,
2 BS,
4 Cruisers
1 Scout

But I don't know if anyone has the crew capacity to pull that of right now. Anyone that does and feels the point cap is stifling "how they like to play" or that uses non-standard ships can just ask and we'll sort something out.

This is a cooperative event not a competitive one. If fleets decide to face an event together they can do so, but it must be at the most advanced group of the two's settings.
Arrew

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Reply with quote  #47 
1: Does anyone plan on fielding more than 6 ships?

2: Would anyone care to help with the scripted missions?
Arrew

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Reply with quote  #48 
Please see the sign up thread if your interested in playing this....
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Reply with quote  #49 
One more Mechanic question for Summer Wars that may have been covered earlier in this thread but I cannot find it.

If a ship is destroyed, and if we still have fleet points left or the personnel to man a scout, can they rejoin the mission and/or the siege after they are destroyed?
Arrew

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Reply with quote  #50 
Good question! Sure why not. Kind of like reinforcements.
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Reply with quote  #51 
I am unsure which summer wars thread this would be best to post in at this point, but since the ball is rolling, everyone who is involved should be able to find this.  

The movement phase is a little mysterious to me so, I am going to ask some questions, but feel free to tell me (if the following statement is true); since this is a war simulator movement is meant to be a little mysterious to simulate the lack of knowledge in war.

When enemies move after our turn, do they auto take the territory(ies) they move into? Or do we get a change to run them out next turn.  A slight difference mechanically, but flavor/story wise I would say it is a sizable difference.  Basically are we flying to prevent an invasion, or are we flying to liberate our space station(or sector) from hostile forces, when we warp to defend a sector?  

Does each column of enemies move during an enemy phase?  Or does a random column move?

On turns 2, 4, 6 we have chances to claim enemy territory.  Is the thought process process behind this basically; turn 1 defend, then move to the enemy territory you wish to claim; Turn 2 attack territory we are currently in, then move to allied territory you wish to defend; Turn 3 Defend, then move for attack or defense depending on the situation etc. ?

I saw something about a Command base, Industrial Base, and Civilian Base in this thread. Is there these 3 bases in our 25 unit sector?  Is so do we know which ones are which?

Arrew

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Reply with quote  #52 
If you complete a mission you can "reclaim" a sector that was occupied at that time.

The enemy move down, as decided by me, and in doing so claim the three sectors above.

If you have successfully kept the enemy out of your space you can run a "deep strike" game instead of a siege and attempt to claim enemy territory on 2 and 4. No 6 now since it's been scaled back.
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Reply with quote  #53 
In a scripted mission, do the ships need to be named the standard Artemis names to trigger events?
Arrew

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Reply with quote  #54 
Yes.

If you want to use different names you need to amend the mission script file using a find and replace function with the new name.
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Reply with quote  #55 
Another Question.  Would you mind if we did the Standard Seige or Deepstrike mission before the Scripted Mission?  This would work better for our Tuesday group, so I hope you will say yes.  
Arrew

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Reply with quote  #56 
Yeah sure, if it makes it more fun for you.

Sorry, will give you guys a fuller response to your posts.
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