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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:37
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quote: Originally posted by joncha
You're lucky I didn't attack you. My understanding is that, under Jamskian GMing, your invalid orders would mean an attack against you would go unopposed.
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I think the only reason that he would have been beaten unopposed is that he failed to submit a defensive OOB for his own planet, had he been spied. (In fact, you MUST submit a defensive OOB separate from the Allied Defense OOB - although it can be identical - in the event that you are attacked at home. It MUST be seperately specified however - if you are using Jamskiesque strict interpretations.)
I suggest appending something like this to the rules:
code:
All orders must contain ALL of the following elements, in order to be considered valid.
Any missing element risks an automatic loss in the event that element was needed.
1. Build orders. If none are present, StockpileBPs is assumed.
2. Home Defensive OOB. A missing Home Defensive OOB results in an automatic loss if you are attacked.
You may specify a "Default OOB" to the GM ahead of time to avoid this.
3. Special Order. This consists of:
A) Train Spy
B) Build Shield
C) Attack < Player X > with < Fleet N (All) >, < Allies L,M >, and OOB < YYY-ZZZ >, < close/default/back off >,
< spread/default/bunched >, < To the Death or Not To the Death >, < Attack All Comers or Not Attack All Comers >
D) Allied Defend < Player X > with < Fleet N (All) >, OOB < YYY-ZZZ >, < close/default/back off >,
< spread/default/bunched >
E) Use Shield
4. Espionage Order. This consists of:
a) Spy < Player X >
b) Use CounterEspionage
Bolded features are considered defaults and will be used if not specified.
Each element 1.) through 3.) must be present in every valid set of orders.
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