From: robertaw@halcyon.com (Robert A. Woodward) Subject: Re: Stellar Conquest - Metagaming vs Avalon Hill In article <6it89u$slh$1@nnrp1.dejanews.com>, bpangtay@ci.sat.tx.us wrote: > I assume this is the same game. How do these two versions differ and which is > the better one? Metagaming also published several different versions of Stellar Conquest with several small changes. The only differences AFAIK were some of the star cards (the first Metagaming version had 2 ST worlds with natural minerialization, the AH version has fewer MT-40 worlds with natural minerialization), the names of the ships, and the number of turns (40 vs 44). It is possible that some of the technology advances have different costs, but I don't remember any. -- rawoodward@aol.com robertaw@halcyon.com cjpw69a@prodigy.com From: bjoernat@rubbish.online.no (Beorn) Subject: Re: Stellar Conquest - Metagaming vs Avalon Hill On Thu, 07 May 1998 23:13:28 -0700, robertaw@halcyon.com (Robert A. Woodward) wrote: >In article <6it89u$slh$1@nnrp1.dejanews.com>, bpangtay@ci.sat.tx.us wrote: > >> I assume this is the same game. How do these two versions differ and which is >> the better one? >> > >Metagaming also published several different versions of Stellar Conquest >with several small changes. The only differences AFAIK were some of the >star cards (the first Metagaming version had 2 ST worlds with natural >minerialization, the AH version has fewer MT-40 worlds with natural >minerialization), the names of the ships, and the number of turns (40 vs >44). It is possible that some of the technology advances have different >costs, but I don't remember any. I have noted a few differences in the rules as well, such as: a. The names of starships: AH names were: Colony Transports (unarmed), Scout (unarmed), Corvette, Fighter, Death Star Metagaming names: Escorts, Attack Ships, Dreadnaughts b. Command posts were (to my knowledge) introduced by AH to help the players keep track of the distance from a colony to the spaceships. Normally, a spaceship can only move 8 hex'es from the nearest colony/command post without becoming lost. The AH-rules states that these command posts may be 'built' (and removed) without cost on any planet that has population greater than 0. Their purpose is to track distance to the Task-Forces ("bundle of ships"). c. In resolving attacks, AH rules state that all ships select a 'target' before engaging (rolling any dice), while the Metagaming rules lets the players resolve one attack at a time. d. Entry hex: Metagaming rules say that the 8 square distance is from the ENTRY hex, while, in the Avalon Hill rules, it is explicitly stated that the entry hex is counted as "1". The AH rules use the concept of "Command post" to measure the distance that you can travel with armed ships. It is explicitly stated that one should consider one such command post to be placed just off the mapboard - outside of your Entry Hex (e.g. where your 'home-planet' is). e. minor changes to the names of advances. f. Research in the AH version requires the player to allocate IP's to specific advances, while the Metagaming rules lets you allocate IP's to a 'field' of research (speed, industry or weapons) There may be other differences that I cannot remember right now, but generally the games are the same. ************** Beorn "I am Gandalf," said the wizard. "Never heard of him," growled the man.