BombAlleyVet82 | 10 Dec 2015 12:40 a.m. PST |
Besides FT, what other non-hex combat rules are available for starship combat? Thanks. |
Centrino | 10 Dec 2015 5:15 a.m. PST |
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TheBeast | 10 Dec 2015 5:59 a.m. PST |
Many rule sets have a conversion to hexless, though most are still a bunch of 60 degree turns. ;->= Surprising to me, the non-hex version of Fed Commander has a lovely set of curved turn templates. Check out the free intro download at starfleetgames.com. Star Trek Attack Wing and Star Wars X-Wing and Armada, of course. When I get my second cup of coffee in, I'm sure I'll have a lot more. Doug |
Darkest Star Games | 10 Dec 2015 9:06 a.m. PST |
THW has Star Navy, which moves pretty dang fast. Lightening Strike from DP9 is also quite good. |
Gulik23 | 10 Dec 2015 9:12 a.m. PST |
Colonial Battlefleet is non-hex. (I'd add that FC is a lot of fun without hexes. Makes it a slightly different game!) |
BombAlleyVet82 | 10 Dec 2015 9:36 a.m. PST |
I've heard Colonial Battlefleet is very good but was led to believe its hex-based. |
SBminisguy | 10 Dec 2015 11:33 a.m. PST |
My preference is 5150: Fighter Command from THW. Individual ships, movement by ship and squadron, includes a campaign system and solo/co-op gaming options. Patterned after the style of Battlestar Galactica, Wing Commander, etc. Has a supplement for space carrier operations out as well. link |
Parzival | 10 Dec 2015 12:45 p.m. PST |
GOBS is hexless, though it can be played on a grid or even hexes if you wish (I prefer a square grid as it's just easier and faster that way). But you can easily play it simply with rulers or any other measuring device you prefer. thegobspage.com X-Wing and Star Wars Armada are also hexless, using movement templates instead of rulers or a grid. ('Course, they ain't free. ) |
blacksmith | 10 Dec 2015 1:42 p.m. PST |
Batreps of Carrier Command (scroll down): link |
Lion in the Stars | 10 Dec 2015 7:16 p.m. PST |
DP9's Lightning Strike is hexless. No ship creation rules, though. |
Tim White | 11 Dec 2015 1:19 p.m. PST |
At lot of HEX systems have non-hex conversions. Do you want something with construction rules (e.g. like Full Thrust)? |
kalgaloth | 11 Dec 2015 2:40 p.m. PST |
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emckinney | 11 Dec 2015 3:08 p.m. PST |
BFG is out of print, as are it's miniatures, so I hadn't recommended it. I think it's a pretty good system, but be sure that you're using the second rule book with the fighter/bomber fixes. And be sure that you actually understand all of the rules. I've seen several video AARs where they messed up important or basic rules (like no turning when you're under Lock On special orders). |
Dobber | 14 Jan 2016 1:00 p.m. PST |
What do you mean by ship to ship? 1 ship per player? a couple? 20? for one ship per player, I recommend Engage. its a bit star trek ish but it works well and is very fun. |
tkdguy | 17 Jan 2016 1:01 a.m. PST |
Starmada is usually played with hexes, but it can be played without, and I usually do just that. |
TheBeast | 17 Jan 2016 8:06 a.m. PST |
Many rule sets have a conversion to hexless, though most are still a bunch of 60 degree turns. Tim, tk, this HAS been mentioned. Really. Elsewhere, CB IS hex-based, but was said to have a twelve-point version, so you could use 30 degree turning gauges. *shrug* Doug |
Tim White | 20 Jan 2016 2:05 p.m. PST |
Doug, I think we probably should mention it at least 6 times, after all, we are talking about hexes! ;-) Funny, I seem to recall even Starfleet Battles had a hexless system – but had some rather funky turning arcs – way more fun to actually just play on the hexes. -Tim |
emckinney | 20 Jan 2016 2:37 p.m. PST |
Funky? They were basically the X-wing turning arcs done right (but not as pretty). Makes much more sense to have ships moving in arc instead of "make one 45 degree turn during your move." |
Daricles | 20 Jan 2016 4:29 p.m. PST |
Why does moving in arcs make any more sense? Maybe if you were talking about naval battles and not spaceships that would be true. Otherwise, all that matters is if the game system allows interesting choices and fun interactions between the players. |
Kealios | 03 Feb 2016 6:32 p.m. PST |
Colonial Battlefleet is my favorite system. Yes, it has hexes, but yes, it can be made to work on non-hexes :) |
Russ Lockwood | 07 Feb 2016 11:15 a.m. PST |
Hyperspace Hack. Super simple system, no diagrams. Great for huge fleet battles. Somewhere on TMP there was a posting for a game that had 400 ships. |
TheBeast | 08 Mar 2016 7:40 a.m. PST |
Why does moving in arcs make any more sense? Bit of thread-necromancy. Again, I'm no rocket scientist. Each make a lot of sense given a particular framework. Most current space maneuvering involve brief corrections followed by long drift. On a plotting table, so brief that it would be an angle. During the 'correction', the thrust is not instantaneous, and describes a curve. If you expect many 'corrections', relatively close, to describe space combat, you use curves. For example, my beloved FT one maneuver per turn, is one or two angles, but the effect is an oversimplified single curve, at least for cinematic through the Fleet Books. If you postulate warp maneuvers, stutter/bubble/whathaveyou, all bets may be off. Otherwise, all that matters is if the game system allows interesting choices and fun interactions between the players. We are a varied lot; we have to explain what we find 'interesting…fun.' ;->= Doug |
Number6 | 09 Apr 2016 7:26 p.m. PST |
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