pbass111 wrote:
With all due respect, I dislike the turn limitation proposal. I simply think it's unnecessary, and with the new rules regarding hulks (the inability to fire through them) more turns are frequently required anyway to maneuver through them to obtain firing positions. What is the proper number of turns, then, considering the small number of ships involved, and the paucity of crew qualities?
The rules of the tourney are quite simple. Why add superfluous conditions?
Johnny
I agree with Johnny, I do not like to impose such a limit - as it sounds "artificial" and we do not know what a "good number" would be. If we fear "long range shooting to finish crews", we should make an appropriate rule that, when all ships are immobile, the one with most crew automatically wins - or something similar. Anyway, I prefer not to use such a rule either for this tournament. I want to keep it simple and see what happens 
Just a note: there is already a maximum number of turns limit coded into WS&IM: it's 200 turns, after that darkness falls and the game automatically ends |