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"Tell me about Shadows In The Void, Assault Pub." Topic


6 Posts

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256 hits since 5 Dec 2017
©1994-2017 Bill Armintrout
Comments or corrections?

nvdoyle05 Dec 2017 1:29 p.m. PST

Read the website, would like to know more. General info (I'm not familiar with Hind Commander), and specifically, does it let you design your own ships?

KniazSuvorov05 Dec 2017 3:05 p.m. PST

"Assault pub"? Is that for belligerent drinkers?

Marcin from Assault Publishing Sponsoring Member of TMP06 Dec 2017 1:16 a.m. PST

Shadows… is quite unusal startfighter ruleset. First of all we considered that in far future the combats will take place on huge ranges (thousands of kilometers) and the battles will be far, far away from WWI style dogfights (obsolete in '40 of XX century anyway).
This has big impact on game philosophy:
- in most cases you cannot attack enemy until you track and lock-on him,
- the combat is rather missile orientated: cannons in most cases are secondary (but not always, depending on you tactics)
- you start battle with little knowledge about enemy: you see only contacts and some of them can be dummy,
- the game sequence (locking-moving-attacking) makes risk menagement and bluffing very important (if enemy locks you craft you have to decide: risking destruction of you craft, make evasive action or try to get out fire range or fire arc?). Also you can lock the enemy even you do not have proper missiles – just to make him go evasive,
- this makes the spacecraft not obvious: final performance is combination of different weapon options, scanners, speed and manouvoubility and ECM, armour/shield and crew skills,
- teamplay is very important: you attack craft act much better with scouts marking the targets and/or support craft providing either EW support, transporting troops or sometimes adding extra firepower to you squadron,
- we do not concetrate on detailed movement: we don't care if e.g. "sharp turns" is made by turning, sideslips or rolls – it's a pilot job not your as commander: you have to know that craft can change course two times up to 45 degress during movement,
- it is highly objective orientated: ruleset includes 12 different Quick missions and Advanced missions with random goals, both in deep space and over planets

There is chapter called "Protopytes", which allows you to construct your spacecraft, but I would count it as secondary tool for experienced players. The game constists of 5 completly different squadron lists so everybody can find something matching his preferences.

Because of the rule deepness it's not typical beer&preztel wargame for everyone – it is non-trivial for real funs of spacecraft gendre.

I hope it's helpfull.

Regards,
Marcin

nvdoyle06 Dec 2017 6:09 p.m. PST

Marcin,

It is, thank you!

Is Shadows purely fighter scale, or does it include larger ships? I'm assuming it's hexless?

Marcin from Assault Publishing Sponsoring Member of TMP07 Dec 2017 3:11 a.m. PST

It's hexless. Big ships/space stations are present in limited way (e.g. targets/support) as well as ground units, but the fighters-size craft are the stars of the show.

GamesPoet Supporting Member of TMP07 Dec 2017 6:38 p.m. PST

This seems interesting, and I like the figures.

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