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Re: Origins!
Posted: Thu Jul 02, 2009 7:26 pm
by Sgt_G
wrote:....and play a quick 12 turn campaign with all the Federation Commander battles rolled in.
I was in on a coversation with SVC during which someone pitched the idea of a six-round Fed Cmdr campaign next year. SVC felt that six rounds is too many, given schedules and time constraints, and that perhaps four rounds might be the target length.
Posted: Thu Jul 02, 2009 7:32 pm
by Steve Cole
I don't know (and said so) if six would be too many, or if four would be right, or if five would be. I'm letting Mike F work that out.
Delegation is the soul of leadership.
Posted: Sun Jul 05, 2009 5:24 pm
by mwaschak
By my estimate we could have the team leaders actually running the campaign from separate rooms making strategic decisions, and then meet to resolve the battles. We could track campaign orders on a big dry erase board, but would probably only require an hour or so a day at the most for just the campaign portion.
In a smaller campaign like this we will probably have three or four meaningful Federation Commander battles that would need to be resolved to decide a winner. At the very least it would be a nice way to teach the system.
-Jay