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Vonether Veteran

Joined: 14 May 2003 Posts: 504 Location: Fort Lauderdale
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Posted: Thu Jul 12, 2012 11:21 am Post subject: [50F] Thinking about cutting the range/speed of ship combat |
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While our gaming table isn't small, we have all our stuff on it. So any ship going at top speed will be off the map by turn 2.
Unless we want a continually "rolling" map, I'm thinking we need to cut speed and ranges by a third or a half with a similarly smaller turn template.
When ships are locked into boarding action, we'll switch back to regular ranges.
Has anyone else done this? If so, how did it go?
If I could find those old Plasticine ships from the at Wizkids game, those would be perfect. |
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TheLoremaster Heroic

Joined: 27 Jun 2003 Posts: 1913 Location: Buffalo, NY
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Posted: Thu Jul 12, 2012 11:34 am Post subject: Re: [50F] Thinking about cutting the range/speed of ship com |
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| Vonether wrote: | While our gaming table isn't small, we have all our stuff on it. So any ship going at top speed will be off the map by turn 2.
Unless we want a continually "rolling" map, I'm thinking we need to cut speed and ranges by a third or a half with a similarly smaller turn template.
When ships are locked into boarding action, we'll switch back to regular ranges.
Has anyone else done this? If so, how did it go?
If I could find those old Plasticine ships from the at Wizkids game, those would be perfect. |
We used some of the WizKids ships from PotSM as well, and I made scaling dead easy: just divide all values by 10". Effectively, you just drop off the ones digit from any number, so 12/24/48 became 1/2/4. Once ships closed to boarding actions, switch back to regular scale.
The only real down-side is that the Top Speed of most ships will then only be 1", so if that bothers you, scale it down by 5" instead.
Hope that helps! _________________ "Your GM is metagaming ... and wrong!" |
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Vonether Veteran

Joined: 14 May 2003 Posts: 504 Location: Fort Lauderdale
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Posted: Sat Jul 21, 2012 2:17 pm Post subject: |
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I thought about two other minor issues I had:
- I also discovered that scaling the ship floor plans so they can be used as a counters soaked up a lot of room. Even at 25%, that made some ships 9" or 12" long.
- tweaking the turning template
So my final set up is:
- Using a hex map and allowing 1 free hex side turn (which is 45 degrees) before making Boating checks.
- Using a counter that fits in a hex
- Cutting ranges by half (rounding off) and see how that goes for our table.
I figure that by using smaller counters that will give enough elbow room to do maneuvers and impart a visual feel for the vastness of the ocean around them. |
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jpk Legendary
Joined: 03 Apr 2007 Posts: 2157 Location: Tazewell, East Tennessee, USA
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Posted: Sat Jul 21, 2012 3:09 pm Post subject: |
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| Vonether wrote: | - Using a hex map and allowing 1 free hex side turn (which is 45 degrees) before making Boating checks.
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Actually, that's 30 degrees (depending on how you look at it), which is a little less than the turning template normally allows (I believe).
Just remember that hexes are secretly composed of six equilateral triangles (each angle being 60 degrees), and you'll see that there's pretty much no way to get a 45 degree measure out of 'em. |
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Vonether Veteran

Joined: 14 May 2003 Posts: 504 Location: Fort Lauderdale
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Posted: Sat Jul 21, 2012 3:31 pm Post subject: |
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| jpk wrote: | | Actually, that's 30 degrees (depending on how you look at it), which is a little less than the turning template normally allows (I believe). |
Bah! Why are you using math and stuff!
Between being FFF and having the enemy on the same set of movement rules, that's close enough for me.
In fact, that should give more wiggle room on our tabletop then. |
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jpk Legendary
Joined: 03 Apr 2007 Posts: 2157 Location: Tazewell, East Tennessee, USA
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Posted: Sat Jul 21, 2012 5:00 pm Post subject: |
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Didn't mean to suggest it wouldn't work. It just kept eating away at my inner math purist until, after approximately twelve or so seconds, I could take it no more.
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Virgobrown72 Veteran

Joined: 19 Jan 2010 Posts: 843 Location: The other side of the Sun, baby!!!
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Posted: Sun Jul 22, 2012 2:48 pm Post subject: |
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I did this for my Sci Fi home brew. I super simplefied it:
Slow vehicle move 4
Average vehicles move 6
Above Average 8
Damn Fast 10
WTF?!? 12
This, with changing vehicle weapon ranges:
Short 12
Medium 24
Long 48
This has made vehicle battles on the mat great!!!
YMMV _________________ "Anything smaller is just fiddly, and fiddly is not one of SvgW's three Fs..." |
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