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"Rail Gun: Space ship wargaming rules, playtest version" Topic


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Grignotage16 Apr 2015 7:50 a.m. PST

Hey all, I have put up my in-development space-ship rules on the Wargame Vault, link

I've seen a few other designers put a playtest version up for cheap (this one is $1.99 USD), so thought I'd give it a try, too. If you get it now, you get all the updates and will have the complete game when it's done. You can also give playtest suggestions, comments, ideas for scenarios and ships, or harangue me generally, as you see fit.

The game is intended as medium complexity--in between hard-core, 3-d tactical simulations and beer-and-pretzel fleet action games. Here are some details:

1) A typical game involves 2-8 ships per side, and takes 45 minutes to 2 hours to play.

2) The game uses D10s and measurements in inches, and is scale neutral--you can use any sized ships. It requires a 3'x3' or bigger space.

3) Light bookeeping is required. Each ship's data fits on a 3x5 index card.

4) Movement is done by "vector." There's nothing to slow you down in space and there is no in-game speed limit. Speed carries over from turn to turn.

5) Knowing that the enemy is out there is one thing; hitting them with fire is another. Detecting targets—and trying to make yourself less detectable—are built into the firing rules.

6) Once a ship starts getting damaged, it will likely lose key systems in a hurry.

7) Weapons are simplified to a Firepower value, a range, and a "class" designation.

8) The game is played 2-d.

9) Ammo is tracked, but abstractly.

emckinney16 Apr 2015 9:11 a.m. PST

Preview file won't open. It's zero-byte file and Adobe Acrobat Pro XI says that the file is damaged or is not a PDF.

Grignotage16 Apr 2015 9:41 a.m. PST

Thanks emc, will fix.

EDIT: I updated the PDF and the quick preview is visible, but for some reason the full preview is not. I have emailed the vault to see what's up. Thanks for the heads up.

Mako1116 Apr 2015 10:32 a.m. PST

They've had an issue with that for a lot of their other files too, so it may not be just yours.

RetroBoom16 Apr 2015 11:37 a.m. PST

Purchased! Good Luck!

Personal logo Extra Crispy Sponsoring Member of TMP16 Apr 2015 12:34 p.m. PST

You lost me at 2-D….

Grignotage16 Apr 2015 12:36 p.m. PST

@Extra Crispy: Haha, no problem. I am simply not smart enough to do a 3-d spaceship game…

@Cheesesailor, thanks! I still owe you comments on Hail of Fire.

Mute Bystander16 Apr 2015 12:47 p.m. PST

IMO/IME (In My Experience) 2D is always more playable and about 75% to 90% capable of reflecting 3D maneuvers adequately in aerial games. Given the probable nature of war in space (as it has been explained to me by military theorists) the percentages stated above should be even higher for space games.

The games that are 3D and reflect the aerial realities seem to be played only by a very specific style of war gamer (unless on a computer system.)

Zephyr116 Apr 2015 2:33 p.m. PST

In an abstract way, an object (that is the center of reference) in space is always on a 2-D plane with another object. In the case of multiple objects, the object (that is the center of reference) would share a 2-D plane with each of the other objects, even though none of them (taken as a group) would share a single 2-D plane at the same time. Again, this all abstract. ;-) (And it's making my head hurt, so I'm stopping… ;-)

RetroBoom16 Apr 2015 3:39 p.m. PST

3d to me means slow. Not interested. If someone figures it out without without lots of tokens and bookkeeping, they can have my $1.99 USD too ;)

OGREAI16 Apr 2015 8:10 p.m. PST

Zephyr, in space two objects share a line (which can be on an infinite number of planes) and a specific plane is defined by three points(objects), but once you add any more objects, they will probably not lie on a single plane.

True 3-D is a bit of a holy grail in tabletop miniature gaming. Vectors can be normalized and made simpler, but it's just not really feasible for a tabletop game. This is where computer technology starts to shine.

wminsing17 Apr 2015 8:00 a.m. PST

Attack Vector/Squadron Strike has a totally workable 3D system that's tabletop friendly. You won't be fighting the Battle of Endor or Wolf 359 with it, but it takes care of a handful of ships per side easily enough. With the right play aids the problems are manageable, though you do have to accept a smaller size of game.

Both are definitely a heavier-weight system than Rail Gun appears to be though.

-Will

TheBeast Supporting Member of TMP17 Apr 2015 8:38 a.m. PST

Attack Vector/Squadron Strike has a totally workable 3D system…

Yeah, have to agree; as I've said elsewhere, I could work the SS level, AV seemed a bit outside my grasp.

Something I could never find fun, and more to the point, even when I figured out how to move-and-shoot, still not a satisfying experience.

I tend not to accept the 'I'm too dumb' proposition, though.

Doug

wminsing17 Apr 2015 10:55 a.m. PST

I'm not saying everyone has to like it. Just pointing out it can be done. :)

-Will

Mute Bystander17 Apr 2015 3:30 p.m. PST

Did not Sun Tzu say, "Not every fortress should be taken, not every 3D game should be attempted?"

No?

Well, should have…

wink

ArmymenRGreat17 Apr 2015 6:37 p.m. PST

Now, I'm not an aerial gamer in any way, but isn't the effect of altitude (the 3rd 'D') in WWI/II on speed, acceleration, spotting, etc.?

Seems to me that none of these would change in space based on the 3rd dimension, so the 3rd dimension becomes unnecessary.

I guess this is long-winded +1 to Mute Bystander.

Grignotage17 Apr 2015 8:50 p.m. PST

Great discussion about 3-d stuff---not something I want to design, but neat nevertheless.

I have put some details about the game's mechanics on my blog, including a sample of a ship's data sheet.

link

Mute Bystander18 Apr 2015 5:46 a.m. PST

I find the well done 3D stuff really impressive. Until I get my hands on the stands… Sigh.

For playing I just find 2D is "good enough" – that phrase always reminds me of the ending of Andre Norton's "Beast Master" for some reason – and that is what I strive for in my dotage as a awar gamer.

Grignotage19 Apr 2015 4:01 p.m. PST

Whoops, failed the post the first time.

Here's an early version of simple, 2-d ship drawings I will include in the rules, for players to print and use if they don't want to bother with ship models, as well as the 5 counters you'll use during the game to track some important ship statuses. I had fun drawing up the ship and will make the final versions more intricate.

Grignotage24 Apr 2015 6:39 p.m. PST

I have added rules for "attack craft" (bombers, fighters, etc.) and carriers.

I have also added more pre-designed ship types. There are currently 17; I expect about 10 more for the final game.

Still in development are rules for planetary objects, stationary facilities (space stations, satellites, etc), and designing your own ships. The game will also include 2-d printable ships, to make a fleet fast and cheap!

A sample:

The game is available here link

Some description of gameplay:
link

TheBeast Supporting Member of TMP25 Apr 2015 9:54 a.m. PST

*facepalm*

I haven't read the printed-out first version yet!

Oh, my employer's poor printing budget! ;->=

Thanks!

Doug

Grignotage11 May 2015 7:50 p.m. PST

Another update! Now added:

Fighters/bombers
Carriers
Planets and other large celestial objects
Planet-based fighters/weapons
Disengagement
4 scenarios

link

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