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[WoT] Turn Sequence

 Post subject: [WoT] Turn Sequence
PostPosted: Wed Oct 03, 2007 4:58 pm 
Brood Brother
Brood Brother

Joined: Sun Nov 14, 2004 11:41 pm
Posts: 276
Location: Southampton
Hello!

The turn sequence for WoT will be incredibly similar to that currently used in BFG with the following 'massive' differences:

During your turn the enemy will have a chance to shoot at you (immediately after you've fired with all of your ships).
In the ordnance phase your enemy may launch ordnance!
The enemy may use crew orders (being special orders that don't need a command check only a leadership test using the appropriate value!).
The enemy may attack in the End Phase with things like Teleporters, Traktor beams or perhaps something more exotic!

So the Turn Sequence will be as follows:
1. Special orders: Declare and attempt to put your ships on Special Orders (in roughly the normal way).

2. Movement phase: Move your ships including hulks. (Some Crew Orders can be used at this point; like 'tap the reserves', 'ramming speed' or 'fine navigation').

3. Shooting phase: Shoot with your ships (Again some Crew orders can be used; like 'fire control' or 'concentrate all firepower').
After you have finished firing your opponent may now fire (but ofcourse is unable to place a ship on special orders) your opponent can still use crew orders!

4. Ordnance Phase: You may now launch Ordnance (which yet again maybe enhanced by Crew Orders such as 'Scramble Scramble' or 'Modify Munitions'). After all ordnance is launched it needs to be moved in an appropriate fashion there should be no overtaking (e.g. 2 salvoes of torpedoes about to hit the same target, one of str6 the other str2, the Str2 is only just in range where as the Str6 is almost on the enemies base at the start of it's movement, in bfg it could be possible to move the Str 2 first to use up a fighter squadron on CAP. I would like to greatly dicourage this form of play, so NO overtaking!). Moving the ordnance that is nearest its target first is a good rule of thumb but there can be exceptions hence the e.g.
When ordnance comes in contact with its target it attacks and then maybe removed as will be explained in an Ordnance topic.
After you have moved your Ordnance your opponent may launch (perhaps using Crew Orders) and then move his ordnance as described above.

5. End Phase: Finally we have the end phase. Firstly you may conduct teleport attacks, boarding or other 'Endphase attacks' (which may use crew orders to enhace the attacks). Then your opponent may do the same. Finally both players may attempt to repair criticals not caused that turn, the order of this is unimportant.

Right that's it for now,

RayB

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