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"So is there a decent set of space battle rules?" Topic


31 Posts

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1,702 hits since 1 Mar 2018
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Comments or corrections?

tsofian01 Mar 2018 5:43 p.m. PST

with the following criteria
3D
real world physics
playable
fun

Anything meet these criteria?

mwindsorfw01 Mar 2018 5:55 p.m. PST

Real world physics, playable, fun? HAHAHAHAHA!

Winston Smith01 Mar 2018 5:56 p.m. PST

No

Pizzagrenadier01 Mar 2018 6:10 p.m. PST

I want to be young and rich too.

Tgerritsen Supporting Member of TMP01 Mar 2018 6:19 p.m. PST

There's Ad-Astra. It's not my cup of joe, but it has 3D, real world physics and is playable.
adastragames.com

stephen m01 Mar 2018 6:28 p.m. PST

Not 3D but the most elegant easily learned but tough to master game is the old GDW game Mayday. 3D doesn't exist until you have the third ship and functionally is probably easier ignored.

Dynaman878901 Mar 2018 6:49 p.m. PST

Nope

John Leahy Sponsoring Member of TMP01 Mar 2018 7:39 p.m. PST

I agree. Nope.

Lucius01 Mar 2018 7:39 p.m. PST

link

Best one ever!

Personal logo Extra Crispy Sponsoring Member of TMP01 Mar 2018 8:53 p.m. PST

The closest you'll get is "2.5D" with rules like Starship! that greatly simplify it.

Otherwise unless you think algebra problems are fun, play a computer game.

Grimdark Future Fan01 Mar 2018 9:56 p.m. PST

I think you either get real world, or fun. My choice is fun and playable… link

Zagloba01 Mar 2018 9:58 p.m. PST

Why stop at 3D? You need 6 to really do space right…

Ironwolf01 Mar 2018 10:13 p.m. PST

Attack Vector is the closes thing I know of for what your asking.

link

Oberlindes Sol LIC Supporting Member of TMP01 Mar 2018 11:27 p.m. PST

I agree with stephen m about Mayday. It gives you 3 out of 4 of the things you asked for.

JimSelzer02 Mar 2018 12:15 a.m. PST

Mayday is my choice as well

was going to mention it 6 hours ago then realized you wanted 3d not just vector movement

Tiberius02 Mar 2018 5:14 a.m. PST

It isn't 3D but Full Thrust are great rules and has vector movement

Dynaman878902 Mar 2018 5:34 a.m. PST

Full Thrust is not vector movement.

thosmoss02 Mar 2018 7:26 a.m. PST

Doesn't real world physics imply we're not ever getting very far from Earth's gravity well?

Andrew Walters02 Mar 2018 9:44 a.m. PST

"Playable" and "fun" are subjective, as is "real world physics" and, strangely, "3D'.

Some real soul-searching about what you want is probably the first step.

Akalabeth02 Mar 2018 12:36 p.m. PST

3D and fun? Good luck.
I think putting 3D in a space combat game is an unrealistic contrivance but that's another discussion.

Volstagg Vanir02 Mar 2018 2:39 p.m. PST

Saganami Island Tactical Simulator

(so, yeah : ' Attack Vector: Tactical ' ….)

TNE230002 Mar 2018 5:23 p.m. PST

Mayday would be my first choice

there is also

intercept
link

TheBeast Supporting Member of TMP02 Mar 2018 9:42 p.m. PST

Full Thrust is not vector movement.

He meant there's a version which has some adaptions to move it closer to some vector effects.

Personally, I've always thought of FT as vector of a very simplified, as in 'the simplest approximation of a curve is an angle' variety, but I accept that's a HUGE YMMV.

Doug

Marcin from Assault Publishing04 Mar 2018 7:00 a.m. PST

"Shadows in the Void": fighter combat, 2,5D and simpliefied movement. But the main goal was to catch the mood of space combat: huge distances, finding targets, risk menagment and fog of war. Far, far from WW1-style dogfight.
Is it fun? As author It's not my goal to judge, but I bet if you like to combine and plan you will enjoy it.

Daricles04 Mar 2018 4:53 p.m. PST

"Finding targets and fog of war" probably doesn't fit the real world physics requirement very well.

Akalabeth04 Mar 2018 5:42 p.m. PST

Real world physics probably refers to movement not detection and target acquisition.

Daricles04 Mar 2018 6:47 p.m. PST

Anything moving in space under it's own power according to the laws of real world physics would be easily detectable. Real space combat would be extremely boring and involve a lot of math. The outcome of most engagements would be predictable in advance. Just about the only unknowns would be the political ramifications of the engagement and how they would affect the decision making of the captains involved.

Akalabeth05 Mar 2018 2:33 a.m. PST

Real world combat is extremely boring but people still make&play games about it.

Either way the point stands that when the OP said "Real world physics" they're probably referring to movement, not necessarily detection.

Lion in the Stars12 Mar 2018 9:36 a.m. PST

Assuming you mean 3d movement and newtonian physics, the most accurate is Ad Astra's Attack Vector: Tactical.

But that's really for single-ship duels, even for experienced players. I wouldn't want to run more than about 4 ships per player in AVT.

Next step up in number of ships per player is also from Ad Astra, it's called Squadron Strike. You can handle up to about a dozen ships with practice.

An older game from Dream Pod 9 also runs 3d movement and (simplified) Newtonian Physics, it's called Jovian Chronicles. The original JC book is actually for roleplaying in a Gundam-type universe, you will need the Compendium to get the design rules. PDFs are cheap from DriveThruRPG. Lightning Strike is *not* what you want, that's miniatures on an open map in 2d. Jovian Chronicles is hexbased and 3d.

If you want build-your-own-ships, you will need to play Squadron Strike or the old Jovian Chronicles game from Dream Pod 9. Building ships is slightly easier in JC (the Squadron Strike spreadsheet makes Excel beg for mercy, but the JC design rules aren't much simpler).

If you want realistic combat problems, well… depends on your handwaving, errr, setting background assumptions. The drives in Heinlein/Asimov (and The Expanse) are grossly overpowered and have issues with reaction mass. I mean, it's only 96 hours from Earth to Mars at average distance if you can burn at 1 gee continuously. Sadly, my laptop with all my fun spreadsheets is down right now or I could give you fun numbers for all the major planets. Even 1m/s/s (nominally 1/10 gee) will get you from Earth to Mars in something like 30 days.

But you're going to be detectable on thermal from the far side of the solar system doing that.

There is *very* limited stealth in space. Either you can go really fast and tell everyone in the system where you are and how heavy you are, or you fart around with cm/s/s burn capability and near-zero thermal trace. The two systems are pretty much incompatible engineering wise, the thermal stealth requirements are even more extreme than the F117's faceted shape was!

williamb13 Mar 2018 8:56 a.m. PST

Been using a modified version of StarCruiser to incorporate simplified 3d movement and spherical fire capability. Ship design system requires a calculator or the free excel spreadsheet. meets all of the OP requirements. Note one item in turn sequence eliminated was the ability to fire twice in a turn by removing the defensive fire during the detonation phase. Also used the anatomy of a missile article to redesign the later missiles to give them a movement of 14 to 15

Part time gamer12 Apr 2018 12:05 a.m. PST

Grimdark Future Fan
I think you either get real world, or fun. My choice is fun and playable…
I have to agree. 'Long ago', playing a ST PC Sim game it suddenly occurred to me:
"Space combat is IMHO best compared to dogfights", but with 'really big' fighters.

Its said 'In space there is no 'up or down'.
A scene from the film Alien is a great example of this. As the ship approaches the planet (LV-426) they are 'under' the planet, but once the ship rolls to begin its landing, they appear to be 'above'.

I think trying to add 'Realistic" astral physics to a game, is just asking waaay too much of a "Game".
And is by far more work than its worth. BUT.. Good luck.

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