| | Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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I have to agree with Joe. I used 1200cp (more than I was supposed to) for this game and I was able to finish all of my turns within 15 minutes. I did this by reducing the number of troops that I had to move, the number of attacks per turn, and (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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Actually, Shaun and Wayne, I think you've missed the important point. I don't think it has solely to do with small CP caps, but rather the number of units. While the CP limit can clearly influence the number of units you can create, in a game like (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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(...) <SNIP> (...) Actually, I think limited CP is always a good idea (and I'm always happy with TL5+). With this many people, it's really *necessary* to have lower CP. It's about the only way we can squeeze this many turns in. Most of the games I (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | Re: Bubble Gum Crisis: A Great Game
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(...) Not to throw in a "me too!" post, but I have to agree here. This was a great game! My pictures at: (URL) points: (1) Small budgets, small budgets, small budgets! With only 150 CP allowed per person, most participants only had 1 to 3 troopers. (...) (21 years ago, 14-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | Re: The Random Masses (Was:Re: BubbleBrick Crisis - TL6 Brikwars)
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"Shaun Sullivan" <shaun_sullivan@irco.com> wrote in message news:HKyI9x.uCp@lugnet.com... (...) this (...) suddenly more (...) (1d6, (...) I like the idea! Although I have my suspicions on how quickly it will move, since we are talking about a (...) (21 years ago, 9-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | Re: The Random Masses (Was:Re: BubbleBrick Crisis - TL6 Brikwars)
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(...) Snip I absolutely love the idea. It gives you better a control of the civilians than their medieval counterpart, but doesn't give you absolute control of them. Very flexible, and better yet, the potential for comic outburst is astronomical: (...) (21 years ago, 9-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | The Random Masses (Was:Re: BubbleBrick Crisis - TL6 Brikwars)
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(...) This post is being crossposted to .gaming.brikwars, for the purposes of discussing quasi-random civilian actions. Our upcoming BubbleGum Crisis Themed TL6 battle takes place in an urban environment, meaning there will be lots of room for (...) (21 years ago, 9-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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| | Re: Qwikwars?
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(...) Sounds like a "Quikwars: Deathmatch." It might work if you try it sometime. (21 years ago, 21-Aug-03, to lugnet.gaming.brikwars)
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| | Re: Portable Brikwars Documentation - Personal Data Thingy?
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(...) Personally, I think a laptop would be easier to read and search through. I have a Pocket PC and it's irritating to have to tap and scroll. It's best for quick notes and stuff, not large documents. Also, on a laptop, you can use the internet (...) (21 years ago, 20-Aug-03, to lugnet.gaming.brikwars)
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| | BrikWars question -- determining collision damage
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Hi all I recently played a Brikwars game with my friends, but we were unclear on the collision damage rules. It was kind of a big point because if my friend lost his Giant Robot, then he'd be reduced to only a few infantry. We just fudged it for (...) (21 years ago, 12-Aug-03, to lugnet.gaming.brikwars)
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