Campaign on Vassal

Do people want to do random crew qualities? I can send you what I've got, but I think Kattader's post is fair. It's simpler/fairer to just do CQ4/5 (where appropriate). Refits and exerience maybe, but to start with let's avoid blind rolling (for you)


In which case it's a case of Forwards!

For those who may not have looked, campaign background is availible at
http://www.savefile.com/projects/1016964

For those who can't be bothered, the list of targets - currently none are held by anyone - is

Jump Gate
Medium Gas Giant with Ring
Molten World
Barren World
Scrapyard
Spacedock
Ship graveyard with minefield
Ship graveyard

once I've got people's nominated targets, I'll figure out who needs to fight who. We're looking at a couple of weeks for a turn, so it shouldn't be too bad....

Also - remember you can take a target without a fight if no-one goes for it......
 
Random CQ doesn't mean that much when you can't pass the benefit onto auxilliary craft as well...

If no one else objects, just go with CQ 4 for every ship and CQ 5 for the flagship.

I shall send my target choice in mere moments...
 
I'm fine with CQ suggestion earlier.

I have a question regarding diplomacy in a campaign (since this is my first).
Can we begin forging alliances already, before target selection?
Do we make public any alliances to the other players?

Could you outline the benefits of each strategic target (those that don't appear in the acta book).

Thanks gamesmaster. 8)
 
Lord David the Denied said:
Random CQ doesn't mean that much when you can't pass the benefit onto auxilliary craft as well...
? I thought CQ on ships passed on to any aux craft they carried.

I'm OK with a default CQ - not my ideal but not a showstopper.
 
One of the Armageddon changes is that all fighters are now CQ 4, except ISA who still gain their +1 for Ranger crews (despite not having enough Rangers to crew all their ships...) and the Vree who still get their Telepathy bonus.

So, your elite crew on that fleet carrier now doesn't include any elite fighter pilots. They're just average joes with really awesome deck crews and fleet officers behind them... :roll:

You can still get the "top gun" result on the other duties tables, though, so you can pick up the odd CQ 6 fighter flight, but that's it. Quite possibly the single worst decision in Armageddon to my mind, but it's the rules now, so that's it.
 
One of the Armageddon changes is that all fighters are now CQ 4, except ISA who still gain their +1 for Ranger crews (despite not having enough Rangers to crew all their ships...) and the Vree who still get their Telepathy bonus.

So, your elite crew on that fleet carrier now doesn't include any elite fighter pilots. They're just average joes with really awesome deck crews and fleet officers behind them...

That I didn't know. In which case definitely stick with base CQ values.

Especially since (as it's not being used I can let you know) I may have rather ****ed up the crew quality roll for the Olympic and got a 3.(I'd rather guessed you would have been swapping that rather fast......)

CQ 4 it is, with CQ 5 for one 'flagship' - which will be the nominated flagship on the list (the Vree - since it's a command ship - for the league and White Star 1 for the ISA), unless you tell me different.

Please recall, by the way, that this is not an inhabited system...this is why there is no settled world (normally the first strategic target you generate automatically) - instead the first targets were the ship graveyards. As a result It seemed logical that there would also be no trade routes running through Teyan either.... (freighter missions will be military supply convoys)
 
Speaking of alliances, what's going to be allowed? As far as I know there's nothing in the standard campaign rules that covers back-alley deals and dirty treaties.

Can we make joint attacks? Share RR? Swap strategic targets?
 
sharing RR sounds good and having joint attacks would be cool not sore about swaping target because sharing RR and the special stuff of a target would be good.

so yes or no
 
Having played the board game 'Diplomacy' many times, my opinion is that most dirty tricks are viable if you can work out how to do them.

If you want to share resources, facilites, or military support then let me know your fiendish plans and I'll (probably) tell you yes (unless you're quite clearly taking the mickey).

Obviously do this as a PM as otherwise it will quite spoil the surprise....
 
I'm personally not such a fan of sharing resources but am in favour of any alliances and information sharing that people would care to go for.

The main reason behind not liking resource sharing is that I've seen many times before in games someone who's losing giving all of their resources to someone else who can win and tipping the scales in his favour.
 
My only concern at jont operations, is it may make games harder to organise since we're dealing with different timezones, while i think its a good idea in principle the reality could be a pain in the ass.
Why don't we just have alliances that allow passing of info and non-aggession pacts (i won't attack your Strat targets?)
 
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