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Subject: Movement Rules

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Qucalion of Celene
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Salt Lake City, Utah

11/23/2006 12:28 PM  
Does anyone find the movement rules in SWM-Starships a little . . . wrong?

With each player moving all their ships at once, that leaves the one losing initiave with the increased possibility of having an opponent surrounded or in their aft arc.


Qucalion of Celene
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Luisjoey
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Caracas Venezuela

11/23/2006 5:10 PM  
It is an astute obsevation... let see how the game goes.

I remember that when i start to play SWminis i though that the shooting range was wrong, but since is for everybody it is good.

Well I remember that who wins the iniative moves second and shoot first, and the ones who loses initiative moves first and shoot after de other player. In that way i like the system but still need to try it.

Knight of the Quori
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Sean-Khan
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11/24/2006 12:31 AM  
Posted By Luisjoey on 11/23/2006 5:10 PM
It is an astute obsevation... let see how the game goes.

I remember that when i start to play SWminis i though that the shooting range was wrong, but since is for everybody it is good.

Well I remember that who wins the iniative moves second and shoot first, and the ones who loses initiative moves first and shoot after de other player. In that way i like the system but still need to try it.
I collected DDM before SWM so I was used to the infinite range.

Speaking of which, there's a tactical element this game misses - I think that part of the weapons should be range 6. Certainly something to add to 'advanced rules' this game clearly needs... Maybe so that you can shoot at range over 6 but deal 1/2 damage as in long range bombardment.


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XAos
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London

11/24/2006 6:40 AM  
Moving first (i.e. loosing initiative) seems to be a distinct liability. Particularly for the starfighters & class-3 ships.
But both sides can use ships which allow rerolls of initiative. So if you think it's an advantage worth spending points for, use the Wild Karrde or Trade Frigate.
As for surrounding enemy ships. That should not be easy to achieve.
In the one 300 point game I have so far completed, Rear attacks only occured once one side had been reduced to a single ship & a couple of starfighters. Early in the game there were solid lines of starfighters blocking any attempt to outflank.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

Qucalion of Celene
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Salt Lake City, Utah

11/24/2006 1:58 PM  
I've only played the basic game so far, and am reading the advanced rules now. But I couldn't see any difference to the movement rules. Spending command points may change the face of movement, as you have said.

However, in all the starship combat games I've seen, this one certainly makes loosing initiate a severe punishment, indeed!

Qucalion of Celene
Master Champion of the Dice Tale[http://dicetales.kuglerworld.com/]
Ringleader of the Magical Mystery Trade

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Luisjoey
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Caracas Venezuela

11/24/2006 4:10 PM  
Posted By Qucalion of Celene on 11/24/2006 1:58 PM
However, in all the starship combat games I've seen, this one certainly makes loosing initiate a severe punishment, indeed!


In most games it is! This is not an exception but a extra punishment XD
But well since all minis have similar range if you shoot second you got the chance to strike back (even if you were destroyed) or iam wrong?

Knight of the Quori
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Venezuelan Site For D&D minis Calabozo Criollo Venezuela
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Qucalion of Celene
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Salt Lake City, Utah

11/24/2006 10:37 PM  
Posted By Luisjoey on 11/24/2006 4:10 PM
Posted By Qucalion of Celene on 11/24/2006 1:58 PM
However, in all the starship combat games I've seen, this one certainly makes loosing initiate a severe punishment, indeed!


In most games it is! This is not an exception but a extra punishment XD
But well since all minis have similar range if you shoot second you got the chance to strike back (even if you were destroyed) or iam wrong?

This game makes losing initiatve the Star Wars version of dropping trow and dangling your wedding tackle in the crocodiles jaws . . .

At least it seems to me.

In many starship games I've played, movement is controlled by impulse.  And in most, fire is considered simultaneous.

Some of the more complicated ones are ship-by-ship, movement point by movement point impulses.  Makes for a very long game, but rather accurate.

Qucalion of Celene
Master Champion of the Dice Tale[http://dicetales.kuglerworld.com/]
Ringleader of the Magical Mystery Trade

Radio Free Xangaka

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Keoki
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Seattle

11/30/2006 6:20 AM  
Posted By Luisjoey on 11/24/2006 4:10 PM
Posted By Qucalion of Celene on 11/24/2006 1:58 PM
However, in all the starship combat games I've seen, this one certainly makes loosing initiate a severe punishment, indeed!


In most games it is! This is not an exception but a extra punishment XD
But well since all minis have similar range if you shoot second you got the chance to strike back (even if you were destroyed) or iam wrong?


Yes, weapons fire is applied simultaneously in SSB.

Luisjoey
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Caracas Venezuela

11/30/2006 7:00 AM  
that keeps the balance as in AAM

Knight of the Quori
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Android
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11/30/2006 7:39 AM  
Just a thought (and I haven't tried this), but in BattleTech the initiative is done with alternating turns. That way even if you loose initiative it's not THAT big of a deal. There still is an advantage to win, but it doesn't end up being a game turner.


Qucalion of Celene
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Salt Lake City, Utah

11/30/2006 9:29 AM  
Posted By Android on 11/30/2006 7:39 AM
Just a thought (and I haven't tried this), but in BattleTech the initiative is done with alternating turns. That way even if you loose initiative it's not THAT big of a deal. There still is an advantage to win, but it doesn't end up being a game turner.

DDM also has alternating turns. each player moves two figures at a time.  I don't know if this is the same with SWM, but it might work well in SSB.


Qucalion of Celene
Master Champion of the Dice Tale[http://dicetales.kuglerworld.com/]
Ringleader of the Magical Mystery Trade

Radio Free Xangaka

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Luisjoey
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Caracas Venezuela

12/02/2006 8:27 PM  
In SWM and DDM if you win initiative you could kill and enemy piece and they cannot fightback, in AAM the turns are simultaneous but the winning init player chooses to move first or to make the other moves to see his strategy.

Knight of the Quori
Champion of King Kaius III of Karrnath
Purple Knight of Venezuela
Venezuelan Site For D&D minis Calabozo Criollo Venezuela
Venezuelan Site for SW minis VeneMinis.com
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