| | Re: NLDA [aka Medieval] Brikwars*
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(...) Possibly. Part of the problem is that we've never really planned ahead in quite this much detail (picking sides, etc). A good rule of thumb for wargames like this is that an army defending a well-fortified position should get somewhere between (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)
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| | Re: NLDA [aka Medieval] Brikwars*
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(...) (define 'fluctuate' here?) This sounds like what I was hoping for. though it would seem that you ought not to know where *all* our men are. what if each team started with duplicate maps of the environment and some indication of important (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)
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| | Re: NLDA [aka Medieval] Brikwars*
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(...) I'm certainly up for it... of course I'll also take that to mean that we'll fluctuate what troops & weapons we field depending on your inital positioning. (...) It's certainly different than most of the games we've had in the past-- I've often (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)
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| | NELUG Paraphenalia Ready for Mondays meeting.
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Message also posted to the NELUG mailing list. For those that ordered NELUG shirts I will be picking them up either tomorrow on on Monday depending on my schedule so I will have them for the meeting on Monday. So if you ordered and are on the fence (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)
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| | Re: NLDA [aka Medieval] Brikwars*
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"David Eaton" <deaton@intdata.com> wrote in message news:GFACM0.3L1@lugnet.com... (...) If (...) showing (...) be (...) but if (...) Kind (...) Damn, Suz, you win. They AREN'T as slow as I thought. (...) talking (...) capture? (...) Of course, we (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)
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