ship info disclosure?

High Sierra said:
just be economical with the truth like me.

If someone points at my Xill and says 'whats that' I reply thusly:

Its a Vree ship. Any other questions?

they give up asking after a while and go refer to the book.
I'd give up after a while, and slap you ;)
 
High Sierra said:
just be economical with the truth like me.

If someone points at my Xill and says 'whats that' I reply thusly:

Its a Vree ship. Any other questions?

they give up asking after a while and go refer to the book.

Yeah, really sounds like fun playing that way... :?
 
And here I was about to put mine on a Chronos...

But you Could work it for a non-disclosure game.
Just write the names of the ships on little scraps of paper (mark the Bow)and place the paper on the table where the ship would be and then move the paper the way the ship would move.
That prevents all the worries about cheating and such.
Then you can work in additional rules about how to tell what ship it is.

It would take a dedicated player to do it, but it is possible. Sensors can tell where it is, but not neccessarily any more than that.

Unless you get a judge and do a true DB game..


Hey Full Thrust rules! or at least really really close to em.
 
Usually in a battle - eps tournaments etc - I go through my ships one by one to say what they are unless the opponent doesn't want to know. Yes I would also disclose an Admiral's ship.

That is not to say a game where the ships were unknown may not be intersting as a change now and again :)
 
Locutus9956 said:
Playing with 'unidentified' fleets in my experience tends to cause more problems than it is worth it (on a free movement game anyway, it can work quite well in a hex system though where you can do things like write down positions and movements until a ship is detected (but even then its STILL much more complicated).

Again not sound like a stuck record but the only game I've played which has GOOD 'unidentified contact' rules in a space miniatures game is, surprise surprise, full thrust (which used a system of contact counters that werent revealed as actual ships other than very general classes (cruiser, frigate etc) until scanned actively or they got close. Of course there were rules for things like sensor decoys or signature amplifiers that could make a frigate look like a battleship and so on. I'll admit to having never actually USED those particular rules as it obviously slows the game down somewhat (at least at first) and only really comes into its own in a campaign where you dont know the size of any of your opponents fleets until you engage them (it CAN be fun in single scenarios but its harder to bluff your opponent when you are playing with x amount of points and your opponent knows this ;))
Full Thrust really is a pretty good system, and the 'black globe' rules are something that I've always wanted to try out but never got around to it!.
 
what about the ships you hold back in Hyperspace? Would you need to disclose them - or would you wait until the enter real space (hopefully not right on top of your vessels!) ?
 
My personal view is that it should be agreed on between all the players before you start planning the game. Key there being Agreed and Before. When you sit down at the table and begin putting ships down - so both fleets are set and you aren't tailoring your fleet to destroy your opponent's specific fleet - then you should be ready with a full fleet list and identification of ships whether you are putting that down for review yet or not.
 
Kaizen Zanshin said:
what about the ships you hold back in Hyperspace? Would you need to disclose them - or would you wait until the enter real space (hopefully not right on top of your vessels!) ?
We usually reveal how many ships up front, and the specifics as soon as a ship hits the table (whether from hyperspace or entering from off-table in something like Convoy Duty).
 
Sulfurdown said:
My personal view is that it should be agreed on between all the players before you start planning the game. Key there being Agreed and Before. When you sit down at the table and begin putting ships down - so both fleets are set and you aren't tailoring your fleet to destroy your opponent's specific fleet - then you should be ready with a full fleet list and identification of ships whether you are putting that down for review yet or not.

That's why I said write the ship down on the underside of the paper. That way, if you decide to [change it], your opponent can flip the paper over and reveal your [changes]...
 
thanx for the replies guys, just missed the line that burger refered too. used to playing with identification rules from b5wars so was just curious.
 
So long as you keep it friendly, I rightly don't care...

I'm all for full disclosure as a general rule, but some "Double Blind" games could be really awesome...

Requires a tub of mini's, though...
 
Naw Just use paper counter for the umps side of the house. All he's doing is keping track of where stuffs at and to confirm legal/illegal move orders and such.
 
Harry Lonsdale said:
Kaizen Zanshin said:
what about the ships you hold back in Hyperspace? Would you need to disclose them - or would you wait until the enter real space (hopefully not right on top of your vessels!) ?
We usually reveal how many ships up front, and the specifics as soon as a ship hits the table (whether from hyperspace or entering from off-table in something like Convoy Duty).
Of course, your opponent will still know how many FAPs of ships you have in hyperspace, simply by adding up what is already on the table!
 
Triggy said:
Harry Lonsdale said:
Kaizen Zanshin said:
what about the ships you hold back in Hyperspace? Would you need to disclose them - or would you wait until the enter real space (hopefully not right on top of your vessels!) ?
We usually reveal how many ships up front, and the specifics as soon as a ship hits the table (whether from hyperspace or entering from off-table in something like Convoy Duty).
Of course, your opponent will still know how many FAPs of ships you have in hyperspace, simply by adding up what is already on the table!
Yup, it's not intended to keep anything secret (especially since we'll ususally have the counters next to the table waiting to come on).
 
what about how much damage a ship has takein in a battle?

do you have to give out that info if they ask?

or do they have to keep tract of it for them self?

Bc :D
 
I give out that info freely, and expect the same in return.
The alternative would be that the player keeps track of the opponent's information as well as his own, will know just as much anyway, and the game will just get bogged down as a result.
 
neko said:
I give out that info freely, and expect the same in return.
The alternative would be that the player keeps track of the opponent's information as well as his own, will know just as much anyway, and the game will just get bogged down as a result.

thanks neko

that how I play but some that I know do not.

that's why I asking if there is anything in the rules that say you must disclose all to your opponent including how much damage a ship has taking ?


BC 8)
 
I personally will not disclose an exact number of damage points taken(Im fairly sure that BC is referring to me). I do however give general terms of damage when asked. As in Its still untouched, its healthy, its close to or at half strength, its close to crippled, its crippled, its dead. I am still a firm beleiver that it is your opponents job to keep track of the exact amounts of damage he has done. I do it and dont ask. I may ask Is that the one ive hit hard or is that the healthy ones after models have been moved ( I usually go out for a smoke during the movement phase of the game) abd i will always extend the same courtsesy to my opponent.
 
Why?

Just asking what it adds to the game besides time? Star fleet battles had 'energy tracking' of the opponent, it actually added real confusion as the ships had many options for their power. I'm just not sure what tracking the tallies adds, maybe the crit effects?

Ripple
 
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