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Imperium

The way intel is limited in I3M is that the other side gets to see every ship you have and which numbered fleet they are assigned to on a sheet placed to the side of the map.

But the fleet markers that move on the map are kept numbered side down.

-HJC
 
Henry, there's only one problem with your idea of replacing a PDU with 10 fighters, and that is the counter set is an absolute limit on production. If production were allowed beyond the counter limit, your idea might have some merit, though I still maintain that a PDU in the right spot is much better. Also note that I never said a PDU alone could defend a system; it had to be backed up by regular ground troops also.

However, to each his own


PS. Just had a thought on a quick and dirty way to introduce limited intel in Imperium. Instead of fleet markers and fleet charts and such, wouldn't it be easier to simply flip over all counters? That way, the enemy would have a rough idea of the size of a force, but not its composition. Given that turns are 2 years long, I think it'd be reasonable to say that it would be impossible to keep general size info from leaking.
 
Originally posted by PBI:
Henry, there's only one problem with your idea of replacing a PDU with 10 fighters, and that is the counter set is an absolute limit on production. If production were allowed beyond the counter limit, your idea might have some merit, though I still maintain that a PDU in the right spot is much better. Also note that I never said a PDU alone could defend a system; it had to be backed up by regular ground troops also.

However, to each his own


PS. Just had a thought on a quick and dirty way to introduce limited intel in Imperium. Instead of fleet markers and fleet charts and such, wouldn't it be easier to simply flip over all counters? That way, the enemy would have a rough idea of the size of a force, but not its composition. Given that turns are 2 years long, I think it'd be reasonable to say that it would be impossible to keep general size info from leaking.
Flipped counters are already used in this game.

Fighters should definately be built to the limits of the counter set, even though they tend to vanish during peacetime.

Introducing the Imperial Missile Boat. The Imps need to keep around 6 CLs available to bust Terran monitors with high-int fire. Note carefully how the Imp CS is one factor shy of a decent shot against Terran monitors and none of the efficent Imp units (SC, F, DD) can scratch an undisrupted Terran monitor so this mission is left to the CLs.

-HJC
 
Yes, Henry, flipped counters are already used, but only for neutralized worlds (and possibly outposts and/or PDUs). Naval units, however, don't flip, they invert (or they can, it amounts to the same thing), which would leave a system where ground-based units would be known but naval wouldn't.

I never said fighters shouldn't be built to the limit of the counter mix. What I was saying is that there are not sufficient fighters to replace every PDU with ten of the little buggers.

Personally, I'd rather have my fighters as an offensive arm as opposed to sitting waiting to die (though I've been forced to resort to that when things got dicey).
 
Originally posted by PBI:
I never said fighters shouldn't be built to the limit of the counter mix. What I was saying is that there are not sufficient fighters to replace every PDU with ten of the little buggers.

Personally, I'd rather have my fighters as an offensive arm as opposed to sitting waiting to die (though I've been forced to resort to that when things got dicey).
But even though the Imps have one more F counter than the Terrans, the Terrans can bring twice as many Fs to the fight.

What would happen if captial ships could carry either one troop or one fighter?

-HJC
 
And the multiplayer Imperium boardgame is on.

There's still time to apply for Terran govenor and hopefully I'll have a call for officers for both sides this week.

Rules and details at the URL above.
 
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