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  #1  
Old 01-15-2010, 04:32 PM
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What units are needed for each race?

All races includeing expansions will have access to the core set of vehicles. This is for basic playability. Each race (including the two core races) will have expansion units that will replace one of the core units for that race. The expansion unit will always be a bit better to encourage purchases to improve armies. I look at it like the core units are really old technology and expansion units are new technology.

Off the top of my head - please add, also note we can use different names!

Ships (major)
Battleship
Cruiser
heavy freighter
medium freighter

Ships (minor)
fighters
drop ships (cargo haulers)

Vehicles
Heavy Tank
Medium Tank
Troop Hauler

Troops
Grunts
leaders

Structures
Wall
Gate
generator of some kind
pill box
tower (for wall)
generic building (for possible other uses like armory, barracks etc etc)

thoughts?
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  #2  
Old 01-15-2010, 04:48 PM
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Line Ships
Battleship
Cruiser
Destroyer
Carrier
heavy freighter
medium freighter

Ships (minor)
fighters
Bombers
drop ships (cargo haulers)

Vehicles
Heavy Tank
Medium Tank
Troop Hauler

Structures
Wall
Gate
generator of some kind
pill box
tower (for wall)
generic building (for possible other uses like armory, barracks etc etc)
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  #3  
Old 01-15-2010, 04:53 PM
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cgutzmer cgutzmer is offline
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I also added troops above as an edit in my first post I thought you were going to bed!
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  #4  
Old 01-15-2010, 05:14 PM
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I am! I am! But I have ideas buzzing in my head and if they don't get out I can't sleep!
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  #5  
Old 01-16-2010, 06:43 AM
JT Fox JT Fox is offline
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All ships/vehicles should have a light/medium/heavy tag.

Lights have good speed, acceleration maneuvering etc.

Heavies have big guns, strong defenses etc.

Medium are a best of both world approach.

Infantry can be standard, assault, garrison etc.

Cheers JTF
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  #6  
Old 01-17-2010, 08:29 AM
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hmmmmm that adds a lot of units though - but prolly doable!
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  #7  
Old 01-17-2010, 10:49 AM
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Chris:

Are we going to make a book for each game system? Like this:

Free book (?) - Strategic Game - Conquer the Stars - Build a Cosmic Empire (This book would have the overview, back story, summary of the three tactical games and strategic game rules.

Deep Space Game - Battles in the Void (?)
Rules
Two cruisers (one for each faction)
Two Destroyers (one for each faction)
Two Transport Ships (one for each faction)
Two squadron counters (one for each faction)

Orbital Defense Game - Planet's Point (?)
4 fighters (two for each faction)
2 drop ships (one for each faction)

Ground Assault Game - Take & Hold (?)
2 tanks (one for each faction)
2 APC (one for each faction)
20 paper models of infantry (10 for each faction)
officer
Sargent
6 small arms positions
1 loader
1 rocket launcher
1 auto cannon
1 communication mini

We could make the rules and then start with one of the tactical games, and each month we would add another one. Thoughts?
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Old 01-17-2010, 11:07 AM
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My 2'pence:

I like the light/medium/heavy tag, at least for the deep space part which I might be working the most. All armaments might have an effectiveness against each of these tag, which dictate their accuracy and damage. ie a destroyer might make good damage on light units, but poor damage on heavy units, while a battleship might make heavy damage on medium and heavy units, but will struggle to hit a light unit (ie rolling "1" on a dice)

For this part the ships might be:

Battleship (v slow long range against medium/heavy)
Carrier (v slow in charge of launching fighters/bombers)
Missile cruiser (slow long range against medium/heavy)
Escort cruiser (slow medium range against light/medium)
Destroyer (fast short range against light/medium)
[Torpedo ship] (fast short range against medium/heavy)
Fighter sqd (v fast short range against light)
Bomber sqd (v fast short range against heavy)
Transport/landing vessel (slow unarmed/lightly armed), details tbc
[Supply ship] (tbc)
Oh and a missiles marker perhaps...

From previous posts I think people agree most part of this setup, only minor variations are quoted which can be sorted out quickly depending on game mechanics, which is good news...
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  #9  
Old 01-17-2010, 11:43 AM
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I like the Light/Medium/Heavy tag for the fluff but not for the game mechanism. I prefer an organic system that makes balance between light and heavy a natural thing and not a mechanic imposition.
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  #10  
Old 01-17-2010, 11:44 AM
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That can be left for another topic, the question raised in thie topic is still open though
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