Just found the thread
thanks for the feedback. To reply
So
have you played Hyperspace Hack?
I had four, new, never-saw-the-rules-before admirals play at Historicon -- did 21 ships each (84 total) in 52 minutes for the basic game (no optional rules, Average crew). After the first turn, none of them needed me for rules mechanics, just a measurement ruling or two.
We've played a lot of the other rules sets you mentioned above, but all of them are tactical. Hyperspace Hack makes you think like an Admiral, not a Captain.
Nothing wrong with tacticals -- we game Full Thrust and SFB too -- just that if you have a box of 25 or 50 ships, they're going to stay in the box most of the time.
Hyperspace Hack puts them all out on the table for massive battles (great for campaign games, too -- optional rule 16.9).
As for price, publisher LMW Works is small press with about 20 titles (one of which is mine, of which I get royalties every time a HH is sold). Yes, LMW has to compete with GW and others with larger budgets that can print thousands of copies versus print on demand, which is much more expensive than offset.
As for a consumer choise, HH competes with all the others for your gaming dollar. I make the same purchase decisions, too.
But I will ask how much money do you have tied up in lead/pewter/plastic ships and how much time painting them up? And how much time do they spend sitting in a box?
Hyperspace Hack gets them on the tabletop.
The "genius" of any rules set is not how many pages it is, but how clear it is, how many times you can pull them out for a game, and how enjoyable it is. Is it adaptable to your ships? Does it have room to grow beyond the basic game with optional rules?
HH's focus is "Ultrafast Spaceship Fleet Battles with Miniatures" like the subtitle says. The basic game is indeed ultrafast when 84 ships battle in under an hour.
True, no design-your-own-ship rules. No individual weapons. No charts showing every system on a ship. It wasn't made for that -- "Think like an Admiral, not like a Captain."
No space stations? Hmm. That would have been an intersting optional rule -- shooting up Babylon 5 might be interesting. Divvy it into sections of differing Attack Factors. Have to noodle on that.
As for: "Planetary bombardment (or any interaction with a planet) does not exist in the rules."
Try page 28, rule 16.14 Big Assault Laser (BAL). You don't need to keep track of any firing points when your AnnihilOrb (ANO) can blow up Alderan. Ultrafast way to deal with rebels.
On the other hand, if you ran 21 ships in FT or SFB, how long would it take? How much time would you spend flipping through stat sheets trying to cross off just the right box? Or trying to look up a rule for one special weapon per ship?
Hyperspace Hack cuts through all that and lets you game with all your spaceships. All of them. In an evening.
It's obvious you like tactical spaceship games. No problem. Plenty to choose from.
And if you are looking for a tactical game, HH isn't it. I do include optional rules for restricted fields of fire, turning radius, ammo, fuel, miracle engineers, and so on for those that wish to add it. But it will lengthen the game time.
But if you're looking for big battles playable in an hour or two, then Hyperspace Hack is the only rule set I found that will do that. The tagline remains: "Think like an Admiral, not a Captain."