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Post by TheDreadnought on Jan 18, 2011 10:08:50 GMT -5
I'd go at least 3", maybe even 4" if you were playing at 1/2400 scale.
At 1/3000 scale, a 3" hex is pretty much perfect in my experience.
If you're going to play Naval Thunder using hexes, I would just switch to 1 movement point per hex side turned, to keep things simpler. But as afilter mentions, not sure why you would want to switch to hexes.
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Post by TheDreadnought on Jan 17, 2011 22:46:57 GMT -5
Awesome battle report, and sounds like an exciting game! So this being your first time out, what are your thoughts on the system now having played it??
Yeah, those mkl 1 raiders will definitely be changed to 2 damage.
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Post by TheDreadnought on Jan 17, 2011 21:52:33 GMT -5
Ouch. Do you think Colonials would have a better shot if played again?
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Post by TheDreadnought on Jan 17, 2011 14:41:37 GMT -5
Thanks guys!
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Post by TheDreadnought on Jan 17, 2011 13:25:59 GMT -5
Can somebody post a picture and see if it's working correctly? Warchariot was having some issues.
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Post by TheDreadnought on Jan 17, 2011 13:23:16 GMT -5
Yeah, found that interesting. Warchariot, care to comment on why?
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Post by TheDreadnought on Jan 17, 2011 11:44:07 GMT -5
Awesome. Thanks for sharing!!
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RoTB II
Jan 17, 2011 11:37:25 GMT -5
Post by TheDreadnought on Jan 17, 2011 11:37:25 GMT -5
afilter - This would be an excellent time for you to investigate Colonial Battlefleet!
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Post by TheDreadnought on Jan 17, 2011 9:26:18 GMT -5
Very strange coincidence.
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RoTB II
Jan 17, 2011 9:23:54 GMT -5
Post by TheDreadnought on Jan 17, 2011 9:23:54 GMT -5
Realistically hoping for next month. Dealing with some major real-world stuff right now. Hoping it will settle down around the first week of Feb. Sorry guys.
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Post by TheDreadnought on Jan 14, 2011 14:59:54 GMT -5
Yeah, ok. Took a look. Will have to make some tweaks to accommodate some of those designs.
How do you feel about some type of role mechanic? Like battlecruisers get extra move but lose armor. Battleships get less move, but more armor and the ability to mount more guns, w/ tertiary batteries, dreadnoughts get some move, and some armor, but can mount fewer guns than a battleship, etc.
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Post by TheDreadnought on Jan 14, 2011 12:43:50 GMT -5
So, I am sure I violated some rule of etiquette. . . but I nominated Colonial Battlefleet for best sci-fi release of 2010 over on TMP. And MvM for best supplement. ;D theminiaturespage.com/boards/msg.mv?id=218720theminiaturespage.com/boards/msg.mv?id=218721Sometimes I might feel ashamed of my constant self-promotion. . . but without much in the way of marketing reach, somebodys gotta do it. Anyway, hop on over and cast your vote for CBF if you feel that it is deserving.
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Post by TheDreadnought on Jan 14, 2011 12:33:13 GMT -5
If you aren't interested in pretty, wouldn't take more than about 3 min to whip one up in word, just using a two column table.
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Post by TheDreadnought on Jan 14, 2011 12:31:30 GMT -5
Do any of those have more than 1 forward or aft main battery turret? Big ones. . . not little stuff.
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Post by TheDreadnought on Jan 14, 2011 11:04:51 GMT -5
So got inspired on this on my drive to work this morning, and pulled out my spreadsheets. . . all my games begin their life as incomprehensible spreadsheets of numbers that only I understand BTW. . .
I had originally set it up to be a WWI style game. Now I'm thinking about giving it a more pre-dread motif. Just wondered what people's thoughts were?
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Post by TheDreadnought on Jan 14, 2011 9:34:30 GMT -5
Yes. . . the Heavy Reapers are definitely boarding shuttles and should be treated that way and protected from enemy fighters. The heavies have anti-fighter and anti-ship capability, but are not very effective in either role. Hypothetically that weaponry would be more useful in providing fire support to troops on the ground in a planetary invasion scenario. . . but this is the space game.
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Post by TheDreadnought on Jan 14, 2011 9:26:19 GMT -5
This is awesome!! Can't wait for the next installment!!
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Post by TheDreadnought on Jan 13, 2011 14:38:27 GMT -5
Feel bad that I never posted this. . .
But I actually have considered some solo-play rules for Naval Thunder.
I was going to base it around a randomized reaction table - Open range, close range, disengage, torpedo attack, etc. . . had not given much thought to it beyond that. But was thinking it would be possible to come up with a generic table like that that should give you as a solo gamer some independent direction for the enemy side, while still allowing you to apply intelligence in executing the tactic.
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Post by TheDreadnought on Jan 13, 2011 9:54:22 GMT -5
Good discussion guys. I look at all this stuff before I make changes and its the conversation on these forums that are the main driver of the changes that get made. So its always good to share your ideas here.
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Post by TheDreadnought on Jan 10, 2011 21:01:55 GMT -5
Yeah, I have two Hotz mats myself that I bought to upgrade from the MKP mat I used to use.
Unless you are using really small ships though, I would recommend 2" hexes. A 6x4 mat with 2" hexes will still be big enough for a good sized game, and make things a lot easier.
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