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Post by Evil Spock on Jul 29, 2007 11:31:17 GMT -5
The disengagement bonus for legendary admiral should read bonus for Admiral. Another words a player persona on a ship has a bonus to this roll, he does not have to be legendary.
If a fleet is forced to disengage from a base attack is that considered a win for the defending base ships towards becoming legendary ?
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Post by Lord Hellus, Council Chairman on Jul 29, 2007 13:12:52 GMT -5
I say yes to both
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Post by Evil Spock on Jul 29, 2007 13:27:43 GMT -5
Ya this thread is just a reminder for the next game cause in a few months we will forget the changes that we wanted a while ago. Which ones get accepted can be decided later but I just want folks to flag things that should be underconsideration for future games. On the B5 game there were changes that we wanted during the game and forgot about at the start of the next one.
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Post by Head Fur Shalafi on Jul 29, 2007 14:42:12 GMT -5
I'll cut barry off at the pass... Spy tables
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Post by DeathFrog on Jul 29, 2007 15:50:17 GMT -5
The disengagement bonus for legendary admiral should read bonus for Admiral. Another words a player persona on a ship has a bonus to this roll, he does not have to be legendary. If a fleet is forced to disengage from a base attack is that considered a win for the defending base ships towards becoming legendary ? For your first part: Here is the official ruling as posted: Officers Any vessel that wins three battles earns a legendary captain, which can modify the disengagement table. See Disengagement for more information. This must be kept track of by each player. Proof of battles must be presented/explained to the ref for the officer to be promoted to legendary status.and here is the chart: Disengaging Fleet Attacking Fleet Cloak +5 +3 Legendary Admiral +3 +3 Per Ship Sacrificed +4 0 Legendary Captain +2 +2 Orion +2 +2 Nebula +2 0 Legendary Navigator +1 +1 In An Asteroid Hex +1 +2 This chart may be a little squeued due to the forums, but I use it only to show that there is 1-Legendary Admiral status 2-Legendary Captain status I see no confusion on the issue unless you have found something within the rules that I have missed, which is entirely possible. As per your second part, I also agree that those captains of those ships(including if your admiral was on one, which was never posted or told to me) have a victory to their credits now. I post the extra info on victories at the bottom of my turns page, including the turn, the ships and their names(mine) and the enemy ships as well.
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Post by Head Fur Shalafi on Jul 29, 2007 16:23:52 GMT -5
it's intended to be... the "legendary" status for captains is earned through battles the admirals are suppose to get their bonus without having to earn legendary
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Post by DeathFrog on Jul 29, 2007 16:43:33 GMT -5
Rule updating. Blockades. This rule updating has been approved by Scott, Shalafi, George, and myself. It is just clarifications to the way things are done.
My Revised Version 1.3 If a player moves into a hex containing a base both sides are informed of the ships in that hex as per sensors intelligence. The attacker then begins to attack the base and any enemy ships in that hex. There is no disengagement roll in this case. At any time during the battle the attacker may decide to blockade. To get the blockade into effect the attacker must leave the map with all ships. The defender can lay in a pursuit course and attempt to destroy the attacking ships until they disengage. Upon total disengagement a blockade has been declared. The disengaged ships are still in the same hex. The defender (one with the base) may choose to send the ships from the base and attack the blockade, all on the same impulse. The blockading ships have a choice to fight or try a disengagement roll. The battle would be in open space with no base. Should the blockade busting fleet prevail, the blockade does not take effect. Should the blockade hold, there are restrictions to the base and the planet. Restrictions for blockaded base and planet. 1-The base and planet cannot collect EP. 2-The base and planet are still owned by the same person who owned it prior to the blockade. 3-The base and planet cannot spend EP. 4-The defender and the attacker still have their ships in same hex at end of turn. This is an exception to the stacking limits (meaning both the attacker and defender can stay in a hex at the end of turn). 5- Any repair or construction terminating the same turn still finishes. If you already have 3 ships there the new ship comes out between turns and now there is an over stack that must be resolved on impulse 1 of the next turn. 1-3 ships would need to move to another hex, therefore entering the blockading fleet. Ships within the blockaded hex can be plotted to combine with ships outside the blockaded hex to attack the blockade on a single impulse as a single fleet, still fitting within the 3 ship TOTAL limit for the defender in that hex. The blockade restrictions start at the end of turn of the same turn as the blockade was announced.
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Post by Maximus Plasma on Jul 29, 2007 21:30:33 GMT -5
It is so not Right in so many ways! but to state my case against blockades will be like whistling in the wind. lost cause.
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Post by Lord Hellus, Council Chairman on Jul 29, 2007 23:36:41 GMT -5
I may be with you barry, The rules state that EP cannot get to the Base but the blockading fleet has moved away from the base, the planet's EP should be able to get to the base
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Post by Evil Spock on Jul 30, 2007 8:10:57 GMT -5
Yes George the logic of says your right. But here is why we declined on it in the past and wrote the rule the way we did. Your nation is interconnected, and in order for your capital to be able to produce stuff it needs vital imports of Crackium Ore from x planet and other stuff. So when a blockade happens on a planet, it cannot produce. Nor Ore allowed in, Food, water, condoms, etc. This was the logic we used,.. the real reason was that we wanted a blockade to be devestating and over time wear down the turtle player. We did not want a blockaded player be able to build stuff by shuffling in 25 EP a turn plus loans. It is open to change if you wish. We only did it cause historically if a blockade of a castle, port, nation lasted long enough it won the day. So in our games we wanted that historical flavor. We did not want to encourage people to Turtle. Heavy penalties make freeing a bloackaded capital a must do for the turtle player. I speak now from experience My nation is already captured, if I could still get the 25 from my blockaded capital what incentive do I have to break it ?? NONE
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Post by Lord Hellus, Council Chairman on Jul 30, 2007 9:24:24 GMT -5
Good point Scott, Yet again, reality versus the needs of the game. I can accept the rules as are for those reasons
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Post by Maximus Plasma on Aug 1, 2007 20:25:07 GMT -5
perhaps you should review your history lessons. When Hitler sieged Stalingrad. it cost him the war on the eastern front. when Napoleon marched on Moscow the same result. blockades typically are harder on the one performing the blockade than those who are dug in and prepared for such action . You mention the issue of supply. as validation for the rule. In order to be effective then a blockade would require that an entire nations resources be put under siege. This would require many more ships than one fleet. And even if the capitol was cut off what would prevent a provincial capitol from becoming the "new" Capitol . A Capitol in absentia.
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Post by DeathFrog on Aug 1, 2007 21:10:04 GMT -5
as a suggestion, write up the ruling on it you would like to see implemented and I would gladly look at it, as I am sure others would as well.
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Post by Maximus Plasma on Aug 2, 2007 7:03:47 GMT -5
My ruling is very simple. Take a fleet Strong enough to destroy any base you wish to attack. I do not believe in blockades. If some nation wishes to Turtle let them unlike football you can't win playing a defensive campaign . As it ties up too many forces for evp procurement. No blockades,is my suggestion! Or as i suggested before minefields. where instead of Blockades your state " laying minefield" Then the defending player "the base or site owner". Could attempt to engage your fleet and drive it off. Thus preventing the minefield. From getting laid. Or allow the field to be laid and deal with it latter. Sweeping the minefield. But while it was in place it would hinder the evp of that capitol. The amount of discomfort caused by the Field would have to be worked out by us.
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Post by Lord Hellus, Council Chairman on Aug 2, 2007 8:15:41 GMT -5
Planetary repair goes, but the loss of repair boxes stays...correct?
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