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Subject: 
Re: NLDA [aka Medieval] Brikwars*
Newsgroups: 
lugnet.org.us.nelug
Date: 
Fri, 22 Jun 2001 18:07:29 GMT
Viewed: 
987 times
  
In lugnet.org.us.nelug, Joe Comeau writes:
Of course, we could even this out fairly easily by letting the team with the
item (Team A) place their troops first. This would then give you guys the
ability to analyze weak spots and place your troops accordingly.

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.

This
definitely is more objective-based than I've seen in the past, but I think
it would be fun. It would also speed up the game a bit buy not wasting time
marching a bunch of troops to the center of the field. Thoughts?

It's certainly different than most of the games we've had in the past-- I've
often wanted to try something where we've got more defined objectives than
simply kill kill kill... I think the only real reason we haven't done this
in the past much is simply due to the difficulty of trying to make it a
"fair fight"-- I think we had discussed it several times before... I'm still
intreuged by things like a castle seige or a secret ops mission or
something. I keep being inspired by the idea Shaun had to play in Dan
Jassim's ship (or something similar)... Have one team the ship's posesser,
and have the other team trying to board, or tyring to recover secret
documents and escape undetected (or at least alive).

Anyway, I'm game. We'll just have to alter strategies a little...

DaveE



Message has 3 Replies:
  Re: NLDA [aka Medieval] Brikwars*
 
(...) (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)
  Re: NLDA [aka Medieval] Brikwars*
 
(...) 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)
  Re: NLDA [aka Medieval] Brikwars*
 
(...) We on Team A have a pretty solid idea of troop / fortification type. I think what we've built and the style of it are relevant to this discussion. If everyone will see our stuff on Monday anyway, and we're building a storyline now, is there (...) (23 years ago, 22-Jun-01, to lugnet.org.us.nelug)

Message is in Reply To:
  Re: NLDA [aka Medieval] Brikwars*
 
"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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