
"Attack Vector: Tactical - Firing a coil gun video" Topic
6 Posts
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| Red Trotsky Red | 12 May 2013 2:09 p.m. PST |
The kinetic rules in AV:T can appear a little daunting at first. I have made a video of my first attempt to fire a coil gun. vimeo.com/66019980 |
| Red Trotsky Red | 13 May 2013 9:39 a.m. PST |
I don't want to leave the impression that firing a coil gun during a game takes as long as in the instructional video above, so
When I got home from work tonight I set up the Rafik and Wasp in random positions on the board and calculated a coil gun shot. They ships were 12 hexes apart. Rafik B- (B++) and the Wasp C (A/B++ :I think I have recorded that correctly it had rolled 30 degrees to port). After I checked that the Rafik could see the Wasp through its coil gun arc I timed how long it took me to work out the firing solution, not particularly rushing just working through. My time was 2:50, which I thought was pretty good considering I am new to the system. I found I could easily remember the steps (one of the reasons I made the video) and there was minimal looking up of charts – only damage from ROC. |
| tkdguy | 13 May 2013 11:03 p.m. PST |
Thanks for posting the tutorial. It sounds like a pretty complex game. Still, pretty interesting, considering I've been looking for a hard science fiction game, and the space ships in my universe use kinetics instead of beams. How steep is the learning curve on this game? My friends and I can handle the math, but I don't think my friends will want to spend a lot of time on calculations. If it plays more quickly after you learn the rules, it will be easier to get them to try it. If you ever do play a game with a lot of kinetic weapons being fired, please post. I would be interested in watching. |
| Red Trotsky Red | 14 May 2013 6:09 a.m. PST |
Hi tkdguy, there is a free downloadable tutorial kit that allows you to try out the game (link about half-way down at link The game has many new (to me?) concepts that need to be absorbed. If you follow the tutorials from the game (and tutorial kit) you will find that the base system is pretty streamlined. There is a lot of math in the game but it is mainly hidden during play – you don't need to do much more than a little adding. I have yet to play a game with a lot of kinetic weapons so I can't really comment on how that works out during play. I have a FTF game planned tonight between a beam armed ship and a kinetic armed ship – I will post how it goes (the other player is also new to the game so I will be taking the kinetics ship). |
| tkdguy | 15 May 2013 10:32 p.m. PST |
Thanks for the link and your input. I have been wondering about that game for a while.Is there a way to play the game without hexes? One of my friends doesn't like hex-based gaming. Also, what dice are used for the game? |
| Red Trotsky Red | 16 May 2013 8:22 a.m. PST |
I am sure it has been discussed over at the Ad Astra forums. The benefits of the hex grid is that it simplifies the vectors considerably – they could get pretty complex pretty quickly without them. You might get away with 2D without hexes but for 3D you would need all sorts of mental gymnastics. The dice are 10 sided |
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