| | 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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| | 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: 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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| | 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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Okay, that's a good point, Joe. I guess I was more *thinking* that lower CPs translated into lower unit counts, and that's probably flawed. To be honest, I think what I'm driving at is how to make the game turn a bit quicker? More bang for the buck. (...) (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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"Wayne McCaul" <wmccaul@comcast.net> wrote in message news:HLBrxD.3oA@lugnet.com... (...) CPs (...) bit (...) combatants (...) several (...) Totally agree. What's interesting though is that actually moving units isn't the slow part. Rather it's (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
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