Tactical Command
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Planetary Defense Gun Battery
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=13325
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Author:  Galactic Fringe [ Sun Aug 17, 2008 5:32 am ]
Post subject:  Planetary Defense Gun Battery

House Rules
Planetary Defense Battery
By: Galactic Fringe

Introduction:  During some of our larger games and campaigns, we liked having objectives beyond just trashing the other guy’s fleet.  Taking planets, outposts, and moons can be boring pretty quick, if the only challenge is, once again, getting past the defending fleet.  To spice up a game, we needed new challenges.  I built this item into our list of possible defenses to give players a new threat to get past.  These things can get scary, as more of them are ‘piled on’ a planet’s defenses.  We had to make a limit of defenses available for a planet, that wasn’t a base, in our campaigns.  No more than 20% of the points available for a defender’s fleet can be used to buy defenses.  Navy bases could have up to 30% of the points available, for defense of the base.  For a “one ofâ€Â

Author:  Xavi [ Tue Jan 06, 2009 3:19 am ]
Post subject:  Planetary Defense Gun Battery

Isn't the "no shields for enemy" a little bit overkill? Sounds really powerful here! Basically renders any kind of transport ineffective as default. 3 hit points and 3 shields also looks rather weird. Still, this has potential for sure! Strong defenses that are not destroyed from a distance are a good thing IMO :) Not how would I design it and in my games they would require rethinking, biut the idea is cool.

Cheers,

Xavi

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