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Post by omega40k on May 26, 2017 17:02:45 GMT -5
Ok, first off I own the core rules and the man vs machine books and I overall like the system. I really, really like the basic movement mechanics.
But.
Why hexes? why?
Why not use a square grid or no grid at all like full thrust? Your firing arcs Make sense on a square grid, not so much on a hex grid.
P.S.
I like your system. But, I couldn't get over the contradiction of having only 4 firing arcs on a 6 sided grid.
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Post by warchariot on May 28, 2017 23:20:00 GMT -5
Ok, first off I own the core rules and the man vs machine books and I overall like the system. I really, really like the basic movement mechanics. But. Why hexes? why? Why not use a square grid or no grid at all like full thrust? Your firing arcs Make sense on a square grid, not so much on a hex grid. P.S. I like your system. But, I couldn't get over the contradiction of having only 4 firing arcs on a 6 sided grid. Okay, here is what I think Dread would say, Why hexes? The hexes are a nice feature of the game because it plays faster, without any doubts about who can fire where and provides the hit number needed, all in one quick count. Hexes allow precise angles of fire without having to measure angles or distance. Why not a square grid? Two reasons, if you used boxes you would have dead zones at each corner where you couldn’t fire. These dead zones become larger the further away you are from the target. Either that or you have really wide angles that would cover the front and all of one or both sides.
Makes sense on a square, not so much on a hex: The hexes allow overlapping fire without too much of an overlap while still providing total coverage for the ship if you buy all four arcs. Buying four arcs is expensive, but a front arc at least protects the sides somewhat. The arcs also make ships maneuver so they can bring weapons to bear, which is another nice feature of the game. Hope this helps, if you haven't played yet, try it out. The game works very well. I'm sure you could do away with the hexes by cutting a template or mounting ships on hexes and measuring from these, but it seems like a lot of work. I bought a space mat with hexes on one side and plain on the other so I could play about any space game. Good gaming!
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Post by TheDreadnought on Jan 26, 2018 7:25:57 GMT -5
Ok, first off I own the core rules and the man vs machine books and I overall like the system. I really, really like the basic movement mechanics. But. Why hexes? why? Why not use a square grid or no grid at all like full thrust? Your firing arcs Make sense on a square grid, not so much on a hex grid. P.S. I like your system. But, I couldn't get over the contradiction of having only 4 firing arcs on a 6 sided grid. War chariot pretty much covered it. (Not sure why I didn’t see this thread sooner.) Has to do with the shape of the firing arcs as defined by hexes. Also Hexes allow for better movement and a lot of other things. Finally, I would have liked to have gone with some much more complicated firing arcs, but I was trying to keep the level of rules complexity down. So, I guess the answer is “because reasons.” Lol
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Post by arnhemchris on Feb 25, 2018 9:34:52 GMT -5
You don't need to use hexes, if that's your objection, many years ago I used to play an ancient Galley combat system (Diekplus) that used squares, only each line of squares was offset by half a square from the previous line, so that they effectively worked like hexes, but were a lot easier to produce yourself, and each square was in contact with six surrounding squares also, so that will give you the same arcs etc. Hope that helps
regards
Chris
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