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cite="mid:1143200867.851099.1602737201095@mail.yahoo.com">
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<div dir="ltr" data-setdir="false">I'm not understanding how you
calculated the BPVs in the scenario. Perhaps you used his
whole fleet which is illegal since there's a 1.5 total move
cost max? </div>
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<p>I did. You're right.</p>
<p>Greg? What units are you using in this battle?<br>
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cite="mid:1143200867.851099.1602737201095@mail.yahoo.com">
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<div dir="ltr" data-setdir="false">For my side I have:</div>
...
<div dir="ltr" data-setdir="false"> TOTAL =
458<br>
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<div dir="ltr" data-setdir="false">He has:</div>
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<p>Romulan SPG+: 120 attack value.<br>
Romulan SEC (Scout): 73-105 attack value.<br>
Romulan SEA-sab: 82 attack value.<br>
Romulan SKA-sab: 104 attack value.<br>
Romulan SPAm+sab w/ CENs: 241 attack value.</p>
<p>-----------------------</p>
<p>Total: 621<br>
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<p>(This is what is assigned to the battle, before forced-retreats)<br>
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<p><br>
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<blockquote type="cite"
cite="mid:1143200867.851099.1602737201095@mail.yahoo.com">
<div class="ydp5570157ayahoo-style-wrap"
style="font-family:Helvetica Neue, Helvetica, Arial,
sans-serif;font-size:16px;">Could you give me more details
please?</div>
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<p>The resolver is loosely based on F&E's resolution system. As
such, it goes through several rounds (which I loosely correlate to
SFB turns) where the fleets do damage to each other based on their
BPV (and other things). I have taken out most of the
back-and-forth choices that the F&E system allows, so things
such as which units to damage and directed-damage are handled in
an automated fashion.</p>
<p>All in all, I think it works. It's a little more deadly than most
game I play: usually it takes a couple of turns for cripples to
show up in play, then the whole force leaves. With the resolver,
something is crippled or destroyed every round unless there are
just one or two ships on both sides.</p>
<p><br>
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<p>--Matt<br>
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