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Power Projecton Fleet

barfoo

SOC-7
I have BITS Power Projection Escort and found it quite good esp. its very effective damage mechanics. Has anyone read/played Power projection Fleet that could tell me what is in it?
 
Yes! I've read both...I haven't found anyone to play with,but I can tell you what you'll find in power projection Fleet.:..Rules for carried craft,battle riders, and fighters. Strategic warfare rules, star ship construction rules. rules for operating the Black globe generator and ,oh yes!, rules for converting Traveller ships to power projection stats......Enjoy your game
 
I have them both, but I've only had a chance to play Escort (I have the same problem as soloprobe, no one interestd in playing). Along with the rules that previously mentioned, there are rules for Spinal Mounts... big honking spinal mounts that destroy cruisers in a single shot and seriously cripple capital ships.
 
I want them both but can't afford them.

I've played the game they're based upon tho',and it's a solid game with plenty of tactical play, but little bog down even with mid-sized fleets (10-15 ships a side)
 
Is there anything in Escort that's not contained in Fleet? I have Fleet but never played it.
I was told that it covered practically everything in Escort and more besides, so there wasn't much point in buying both.
 
There are ships provided in Escort that are not provided in Fleet; other than than Fleet has everything.
 
Originally posted by The Oz:
There are ships provided in Escort that are not provided in Fleet; other than than Fleet has everything.
Thanks Oz, That'll save me a few quid, I design all my own ships anyway.
 
Oh , and in ESCORT you'll notice the Kinunir class cruiser has a Black globe generator.....the rules for its use are in FLEET
 
I have been using PP:Fleet in our revised Trillion Credit Squadron campaign. So far it is working quite well, and I would highly recommend it to anyone.

We have had a few marathons when fleets of 20+ ships have engaged, but when you get a really good hit the enemies flagship it makes it all worthwhile!!

I have found that the damage tables are brutal when pitting inferior designs against their betters or smaller classes up against capital ships. This effect has made our admirals much more tentative about rushing into battle.

As a result our war is very much different from past TCS campaigns with HG rules. This war is one of thrust and parry with small units, while holding back the main elements. Much more strategic thinking and planning for the long term.
 
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