"Full Thrust games: Victory Conditions" Topic
7 Posts
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Covert Walrus | 01 Feb 2014 7:23 p.m. PST |
A thread started on this topic on the Facebook FT page, which unfortunately degenerated into casual racism* but which DID raise a valid point; The rules as they stand are too vague for some people on the topic of what constitutes the winner of a game that does not clearly leave one ship standing. So, what do players use to determine a winner? My own circle of players uses a simple idea; When the game reaches a point where many ships are damaged, the force with the most damaged fleet is considered to either surrender or withdraw from combat leaving the more functional side the victors. This makes economic sense as ships that can be repaired are better retained than rebuilt is complete losses. It also avoids complex maths about % of damage, etc and derives from 'wet' naval combat rules. Of course, this applies to Human on Human combat – clearly, other races have other ideas, such as the Phalons who might decide they don't want this area now if it's too costly in ships and crews, and the Sa'Vasku might retire after inflicting enough damage to change the balance of power in an area . . . And no-one really wants to surrender to the Kra'Vak in the mood they are in . . . *As FB is wont to do sadly. |
Stryderg | 01 Feb 2014 8:07 p.m. PST |
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Saber6 | 01 Feb 2014 9:07 p.m. PST |
Use Missions. Both sides can "win" based on mission |
DS6151 | 01 Feb 2014 9:10 p.m. PST |
Scenarios include victory conditions. If your just sluging it out with no purpose, then last man standing works. |
Zen Ghost | 02 Feb 2014 6:01 a.m. PST |
If it comes to that, take the two players put them in a cage
Two men in, one man out
two men in, one man out
. Just kidding. It's a game, a draw is completely acceptable. Sabre is right, mission based completion solves that. If both sides are anihilated, but a defended asset stands, then the defender is the winner. Same condition, but defended asset is destroyed, then the attacker is the winner. Again it's a game folks, good sportsmanship applies, having fun is the most important. Losing is a part of playing
And gives you an excuse to go get a drink (alcoholic or non-alcoholic, have drowned my losing in milkshakes as well as booze). |
TheBeast | 02 Feb 2014 6:58 a.m. PST |
the force with the most damaged fleet
This actually sounds vague enough to me to require some of those 'complex maths'. I accept that it can work with a regular group of players playing sensible, friendly games, but some of us don't have the luxury. ;->= For instance, count boxes? Are all boxes equal? If I take more hit damage, but you lose ships and I don't, are you still the winner? Unfortunately, missions require more playtest than they get to be reliable, and really should be derived from campaigns. That said, we tend not to worry about winning, per se. See reply one. Doug |
Toaster | 04 Feb 2014 3:01 p.m. PST |
Try this link I find it makes for fun games with unbalanced forces that are still winnable by either side and the victory conditions are clearly stated. Robert |
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