CW Turn Sequence - Printable Version +- PlayByMail Forums (https://forums.playbymail.dev) +-- Forum: Play-By-Mail Games (https://forums.playbymail.dev/forumdisplay.php?fid=1) +--- Forum: Games (https://forums.playbymail.dev/forumdisplay.php?fid=4) +---- Forum: Cluster Wars (https://forums.playbymail.dev/forumdisplay.php?fid=16) +---- Thread: CW Turn Sequence (/showthread.php?tid=721) |
CW Turn Sequence - Darth Pedro - 07-10-2013 Here is a more concise turn sequence I created in a spreadsheet tool I use for several purposes. This has been updated to reflect changes and corrections in the manual as of 11/16/13. RE: CW Turn Sequence - Chirpsithtra - 10-03-2013 Thanks! Very Useful! One minor thing though - I think it should be "Jump or Move". I've never seen anything that says I can't jump and then move in the same turn but it doesn't seem to work RE: CW Turn Sequence - Darth Pedro - 10-05-2013 (10-03-2013, 03:27 PM)Chirpsithtra Wrote: Thanks! Very Useful! One minor thing though - I think it should be "Jump or Move". I've never seen anything that says I can't jump and then move in the same turn but it doesn't seem to work Although I feel it was clearly stated I have added language to make it specific beyond doubt as such: TRAVEL There are two ways in which a Ship may Travel using Hyper Engines: it can Move with a Move Order or it can Jump with a Jump Order. The same Ship may NOT perform a Jump Order and a Move Order in the same Turn; Jump OR Move one or the other. The link to the page: Ship Travel and Maneuver If you could Jump and then Move, there would be no point in having the 11th orbit. RE: CW Turn Sequence - Chirpsithtra - 10-06-2013 Thanks! I guess I must have been dozing when reading that section. And true about 11th orbit. It is frustrating, though, that in order to reach a colony one jump away that you need three turns - jump, then move, then tactical move/dock. RE: CW Turn Sequence - ixnay - 10-07-2013 That has been sticking in my craw as well. On the one hand, it makes interstellar travel a significant event, and interstellar military campaigns something akin to choreography. On the other hand, I intuitively want to just issue a single order and have my freighter arrive and dock. There is something to be said for forcing ship movements to be exposed to potential hostilities at multiple points in a long trip. Gives the defender a chance to pick the best time to react... RE: CW Turn Sequence - Darth Pedro - 11-16-2013 Updated attachment above on 11/16/13. RE: CW Turn Sequence - Roy Bean - 12-01-2013 (10-06-2013, 08:25 AM)Chirpsithtra Wrote: Thanks! I guess I must have been dozing when reading that section. And true about 11th orbit. It is frustrating, though, that in order to reach a colony one jump away that you need three turns - jump, then move, then tactical move/dock. It should be noted that on that third turn you can dock do combat or transfers and add-ons and then jump on to another system. |