There was a good article recently in one of the UK wargamers magazines (can't
remember which) about gaming on the surface of an asteroid. The basic premise
was to assume that the asteroid was a rough cube, and thus could be
represented on the
tabletop by six equal-sized square areas - one for each face of the
cube. By moving off the edge of one face you come on at the matching edge of
an adjacent face. IIRC there were rules for firing at units which were close
(within 2") of the edge of an
adjacent face, which presumably would gain hull-down cover or similar.
We're very tempted to use this as the basis of a show game next year.
> Tony Wilkinson wrote:
> At 13:40 30/11/98 -0500, you wrote:
Just trying to be 'first', there is/was a microgame based on just this
kind of combat. I think it was a Task Force Games production, and, if I recall
correctly, included various shapes including torus or 'donut'.
Would velcro 'hooks' on the bases of troops work on fuzzy inflatables?
;->=
The_Beast
> At 09:03 01/12/98 -0600, you wrote:
If we're thinking about the same game, that would be Metagaming's "Black
Hole"- 2 mining companies using converted asteroid mining vehicles to
fight
for control of a doughnut shaped asteroid with a mini-black hole in the
middle. Missiles could hurtle helically around the toroid until they hit
something, and units could fire or even fly across the central gap, black hole
permitting.
Rob
> On Tue, 1 Dec 1998, Tony Francis wrote:
> There was a good article recently in one of the UK wargamers magazines
It wouldn't need to be a cube, always. Try a rectagular shape - four
long
narrow sides and two square 'ends' - think the Martian moons.
The other way to do it, slightly more abstractly, is to have the limited
ranges mentioned earlier (24", say) and have the last 4" or 6" of the band
count as automatic hulldown for the target, to represent the curvature of the
planetoid.
(I'll have the math checked on this, but it _seems_ right...)
Brian (burger00@camosun.bc.ca)
-- http://www.geocities.com/Area51/Nebula/9774/ --DS2/SG2/games
website--
> By moving
We're very
> tempted to use this as the basis of a show game next year.
> At 14:52 01/12/98 +0000, you wrote:
By moving
> off the edge of one face you come on at the matching edge of an
We're very
> tempted to use this as the basis of a show game next year.
This sounds very close to what a friend of mind came up with (or claimed to)
to do "Forever War" type senario in SGII. Knowing his reading habits the
magazine would be "Practical Wargamer" probably early this year. I have a copy
of the senario if anyone is interested. Drop a private email and I'll send it
out.
> Tony Francis wrote:
In the ancient SPI game STARSOLDIER, one of the scenarios took place on a
cylindrical asteroid. The map was assumed to be joined at the north and south
ends, and the east and west map ends were impassable. Due to the closeness of
the horizon, weapons ranges were short. Unless one was stupid and used your
powered armor suit's jets to fly at high altitude. True, you could see almost
every one on the map, but by the same token they could see you. And so could
all their weapons.