I3M tactical combat on Great War at Sea tactical maps

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szurkey

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Jun 3, 2006, 7:34:01 AM6/3/06
to Imperium, 3rd Millennium
I've fought several battles now both standalone and in a campaign using
a Great War at Sea (GWAS) tactical map instead of the three-tiered
tactical map that comes with I3M. So far it has been much more fun and
easier to play (one of the guys I've played with never could
understand the 3d I3M map, but did great using 2d GWAS map) then using
the tactical map that comes with I3M. I actually like it more then the
modified pair them and shoot combat derived from the original Imperium.

We are using reversed movement order from HJC's v1.9 I3M FixKit. We
do allow ships to gang up and combine attack factors. The player
controlling the planet, or blockading the planet, or has been in the
system the longest, sets his forces up in the dark blue 7 hex area in
the middle of the map. Any world or outpost goes in the very center of
the map. The other player rolls 1d6 to see which side of the dark blue
ring his ship comes in and then rolls 1d6 to see which hex is the
center of his fleet. He may place his ships in that hex and to the
hexes to the left, right and two hexes behind that position. PDS can
shoot to one hex range with torpedoes, for outposts they hit on a 5+,
for worlds they hit on a 4+. Countermeasures work as normal. To
withdraw from battle, ships must be in the dark shaded ring or further
away from any planet, and during movement ships can spend a movement
point to jump out and retreat. They are immediately removed from the
map and take no further roll in combat. Fleets can retreat piecmeal.
There is no limit as to how far from the planet you can fight.

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