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"3d Fighter Rules" Topic


17 Posts

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903 hits since 19 Oct 2009
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Comments or corrections?

AronBC19 Oct 2009 9:41 a.m. PST

Anyone have some suggestions on 3d fighter rules?

With some of the nifty new paper models I have plans to do a Viper vs Cylon Raider furball in 28mm, with a vision of a sci-fi Mustangs & Messerschmitts variant. I'm just looking for a suitable set of rules, but am currently stumped. Would appreciate any insight. – A

quidveritas19 Oct 2009 9:46 a.m. PST

If this is going to be in space I don't know why the big deal for 3-D.

Dunno of any future rules that consider gravity or atmospheric issues.

mjc

Space Monkey19 Oct 2009 9:55 a.m. PST

The Ad Astra 'Attack Vector' game is the one that pops into my head first
link

Personal logo Editor in Chief Bill The Editor of TMP Fezian19 Oct 2009 10:05 a.m. PST

Would you be using the flight poles, too?

Dervel Fezian19 Oct 2009 11:01 a.m. PST

Actually I would probably try adapting Blue Max if I wanted a fun 3D fighter game.

AronBC19 Oct 2009 11:01 a.m. PST

Want to go 3d for the visual impact. The plan is to use flight poles, fiber glass about 6 feet tall with players walking amongst the play area.

Attack Vector looks complicated. Maybe I should think about working up a Bag the Hun varient, but I'm still open to suggestions. Thanks for your feedback so far.

Personal logo Extra Crispy Sponsoring Member of TMP19 Oct 2009 11:14 a.m. PST

Strangely (to my thinking anyway) 3D seems unpopular in the SciFi set. You either go with Attack Vector or you play a naval game with space ships. Assuming you don't want a very detailed game, use an air rule set instead.

The issue with adapting these is the climbing, diving and turning rules assume gravity effects which wouldn't apply in space.

You might look at Galactic Knights. Since it is hex based you could just bolt on a simple (even if slightly inaccurate) 3D component.

Mark "Extra Crispy" Severin
Owner, Scale Creep Miniatures
ScaleCreep.com
DeepFriedHappyMice.com

AronBC19 Oct 2009 11:36 a.m. PST

> The issue with adapting these is the climbing,
> diving and turning rules assume gravity effects
> which wouldn't apply in space.

Isn't gravity still an issue for pilots, so such rules could then be assumed related to the Gs a pilot can withstand? I'll take a look at Glactic Knights.

Lion in the Stars19 Oct 2009 11:52 a.m. PST

Yes and no.

*Most* fictional spacecraft can't push more than about 1.5gee in any direction (barring the Honorverse impeller-drive ships), so there's not really a pilot limitation to the equation.

ming3119 Oct 2009 12:25 p.m. PST

Hard Vacuum uses a decent 2d system , on hexes . a 3d component is needed .

emckinney19 Oct 2009 12:30 p.m. PST

You either go with Attack Vector or you play a naval game with space ships.

No, no, no. You want the much simpler Squadron Strike system link

Mike Zebrowski did a very successful TIE vs. X-Wing game at GenCon link

You can download Mike's SSDs at link (it's the "sw.pdf" file).

quidveritas19 Oct 2009 12:46 p.m. PST

If you want rules that model 3D flight, Watch Your Six! does this well (shameless plug). Much better than some of the games mentioned above. Plus, the Watch Your Six rules do not rely upon special aircraft sheets for maneuver -- which might be a big plus for you. You will find the basic physics of atmospheric flight modeled pretty well in these rules. You could easily adopt the flight rules which appear in their own section (Rule 10.0 et seq.) and plug in your own combat system without much difficulty.

mjc

psiloi19 Oct 2009 1:36 p.m. PST

Climbing and diving does not have to be dependent upon gravity. I played a #D star Wars game last year, maneuvering the ships in 45 degrees and climbs simulated the vast openness you would actually encounter in space. There was even a special chart to determine if your opponent was in the cone of fire. Lots of fun!

Personal logo aegiscg47 Supporting Member of TMP19 Oct 2009 1:38 p.m. PST

As mentioned above, the best bet is to go with a system like Watch Your Six, Phantoms, M&M, etc., and modify it for sci-fi. True 3D movement in space goes into mind numbing detail that frankly isn't a lot of fun. I would rather play Silent Death or Full Thrust than AVT as they are a lot more fun, even though you learn a lot about realistic maneuver and space combat in AVT. And yes, even though gaming with X-WIngs, Vipers, etc., is a lot of fun, fighters won't work in space for a large number of reasons, but hey, feel free to ignore that physics and science thing!

HardRock19 Oct 2009 3:09 p.m. PST

Just use M&M. No accel from diving, no decel from climbing. Create special manuvers for things like spinnig 180 and flying backwards.

Henry

AronBC19 Oct 2009 3:54 p.m. PST

Thanks emckinney, looks like Squadron Strike is what I need.

AdAstraGames26 Oct 2009 3:54 p.m. PST

You have multiple options for fighters in Squadron Strike, and you can dial the 'fiddly' level to whatever works for you.

Individual fighters as hero units? Make SI 1-4 ships with fixed forward mounted weapons and have at it, in Mode 1. Excellent for playing Star Wars or Battlestar on the "individual fighter pilot" level.

Want fighters in flights flitting between fleets of titanic carriers? Use the fighter rules in the book where fighters are an arm of combat.

You can also turn on (and turn off) options that will alter the relative effectiveness of fighters versus ships; if you want to recreate "sorta kinda modern air combat" with fighters chucking missiles and trying to madly evade, you us torpedoes as the fighter armament and let fly…

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