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Starship combat games


tkdguy

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Re: Starship combat games

 

I've played quite a few two dimensional spaceship combat games. In general i did find them a bit repetative and boring - because they resembled naval combat games far too much. So then I started looking at three dimensional games. I mean - if I wanted combat on a single plane, why use spaceships at all? Naval games are far more playtested and generally better balanced.

 

Battlestations - my current favourite, isn't really a wargame, more a boardgame. It is two dimensional - but it is co-operative. Which is rare in any game.

 

That being said, the best site I know of for free wargame rules is http://www.freewargamesrules.co.uk which includes quite a few space combat wargames (and even some of those mentioned earlier)

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Re: Starship combat games

 

There are a few out there - they all suffer from playability because it is far easier to play in two dimensions, than find play aids to adequately represent three dimensions.

 

However - I highly recommend looking at it. The biggest difference between spaceships and seagoing vessels is their movement in the third dimension. And it is the one difference I am actually interested in simulating in a game. Otherwise it is too much like playing dress-ups with boats or aircraft.

 

Moondragon, Attack Vector:Tatical, Starship

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Re: Starship combat games

 

I think Moon Dragon is no longer published. I have a copy - but I use the miniatures for Battlestations :) It may be available on eBay or Boardgame Geek.

It used car aerials for height and ball joints for angles. The mechanic there was to have two ships to represent you - you align the second ship in front of the first to determine movement and then remove the first ship.

 

AV:Tactical uses representational blocks for height, trays for angles, hexes for location, and maths for realism.

 

From what I've seen of Spaceship it has the same mechanic as Moon Dragon.

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Re: Starship combat games

 

As those Full Thrust rules mention, the third dimension isn't really as important in a space combat game as it is in an air combat game. You could label one axis of your game table as up/down in a space game and it won't change jack.

 

I have seen air combat games that went with an north/south up/down orientation rather than a north/south east/west one, to take advantage of different planes' rates of climb and dive. Which really is the main advantage or disadvantage in an aerial dogfight. It was application of climbing/diving tactics that beat the Zero's reputation of invincibility.

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Re: Starship combat games

 

there was a WW2 air combat game called Mustangs and Messerschmidts that used movement stands calibrated in height levels, and 1/72nd scale aircraft kits

the kits are built gear up and fitted for a brass tube to mount on the stands

 

the local gaming shop also hosted the scale modelers group, so we got a lot of crossovers from the modelers, it wasnt a very fast game, but we could have upwards of 20 planes depending on how many stands were available

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Re: Starship combat games

 

I think the Saganami Island Strategic Simulator is supposed to opperate on threee dimentions but it is really bookie/mathie.

It's by the same people as do Attack Vector: Tactical. It uses more simplified rules (hence you can actually do the paperwork necessary for a fleet :) )

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Re: Starship combat games

 

As those Full Thrust rules mention, the third dimension isn't really as important in a space combat game as it is in an air combat game. You could label one axis of your game table as up/down in a space game and it won't change jack.

 

I have seen air combat games that went with an north/south up/down orientation rather than a north/south east/west one, to take advantage of different planes' rates of climb and dive. Which really is the main advantage or disadvantage in an aerial dogfight. It was application of climbing/diving tactics that beat the Zero's reputation of invincibility.

 

You've obviously never thought about planets, asteroids, missiles, mine fields, formations or arcs of fire/weapon arcs then.

A third dimension affects all of these things to a dramatic and interesting degree.

 

[edit]Hmm, that came out a bit harsh and judgemental. How about "spent the time contemplating the game balance changes that would need to be made for a third dimension"

 

[edit]On a side note, there are some excellent space combat descriptions in the Praxis series of books by Walter Jon Williams. All High-G accellerations and slingshots around planets.

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Re: Starship combat games

 

You've obviously never thought about planets, asteroids, missiles, mine fields, formations or arcs of fire/weapon arcs then.

A third dimension affects all of these things to a dramatic and interesting degree.

 

To some degree, notionalizing the third dimension oversimplifies some of these concepts, but then again, jogging "up" to avoid a collision isn't much different than jogging "left".

 

I'd actually argue that a third dimension is at least as important in a ground combat game as it is in a space game, if not more so. Wellington's tactics at Waterloo can't be reproduced (well) in two dimensions.

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Re: Starship combat games

 

. . . This "Can't Rep TKD Yet" is getting old. :mad:

Got him. :thumbup:

 

Just to say I've had Full Thrust for many years now' date=' and it's a great system - very simple, and fast-flowing. It has the odd peculiarity but in general works very well.[/quote']

Great game. :thumbup: Also simple enough that you can adopt it to support an RPG campaign without turning it completely into a wargame. (BTW, the long-awaited FT v3 is supposedly coming out soon...ish. Supposed to tie together all of the changes from the two Fleet Books and a couple other things. I know a few people on the GZG playtest list who say it looks pretty good.)

 

I think the Saganami Island Strategic Simulator is supposed to opperate on threee dimentions but it is really bookie/mathie.

That's my understanding as well - it was described to me as being a great simulator, but not much of a game per-se. Haven't tried it myself yet, tho.

 

Here's a set of rules someone used to modify Full Thrust for his hard SF campaign.

Ooooo! Hadn't seen that one yet - thanks!

 

Edit: Seems the author knows Nyrath. Does he post here too?

Heck, Everybody knows Nyrath! :D

 

Seriously, Nyrath is also active on the GZG Mailing List; Keith posts over there as well. (Don't know if he's here too or not.)

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