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"Ship-to-ship rules" Topic


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BombAlleyVet8210 Dec 2015 12:40 a.m. PST

Besides FT, what other non-hex combat rules are available for starship combat? Thanks.

Centrino10 Dec 2015 5:15 a.m. PST

Task Force Zeta

link

TheBeast Supporting Member of TMP10 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 Sponsoring Member of TMP10 Dec 2015 9:06 a.m. PST

THW has Star Navy, which moves pretty dang fast. Lightening Strike from DP9 is also quite good.

Gulik2310 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!)

BombAlleyVet8210 Dec 2015 9:36 a.m. PST

I've heard Colonial Battlefleet is very good but was led to believe its hex-based.

SBminisguy10 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

Personal logo Parzival Supporting Member of TMP10 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. grin)

blacksmith10 Dec 2015 1:42 p.m. PST

Batreps of Carrier Command (scroll down): link

Lion in the Stars10 Dec 2015 7:16 p.m. PST

DP9's Lightning Strike is hexless. No ship creation rules, though.

Tim White11 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)?

kalgaloth11 Dec 2015 2:40 p.m. PST

Battlefleet Gothic

emckinney11 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).

Dobber14 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.

tkdguy17 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 Supporting Member of TMP17 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 White20 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

emckinney20 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."

Daricles20 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.

Kealios03 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 Lockwood07 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 Supporting Member of TMP08 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

Number609 Apr 2016 7:26 p.m. PST

A Call to Arms

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