FT: hex grid, Wave Guns

5 posts ยท Jul 26 1999 to Jul 27 1999

From: Glen Bailey <Glen.Bailey@s...>

Date: Mon, 26 Jul 1999 09:08:10 -0400

Subject: FT: hex grid, Wave Guns

Anyone else play FT on a hex grid playing area? We have been, it takes some
explaining about hex spine movement but it works well. We made a house rule
that if your movement ends on a hex spine then shift to the hex forward and to
the right. Someone wanted to have the option of choosing which hex but that
seems unfair to me since no other position has this advantage. Another wanted
to alternate left and right, but then that requires keeping track and I prefer
to keep bookkeeping to a minimum. Any thoughts?

Then I fired a Wave Gun on the hex grid. But a two inch diameter is not quite
the same as two hexes. When facing a hexside then what 2 of 3 hexes does the
wave gun travel? Firer's choice? When facing a hex spine the first hex of
travel is easy (a hex on either side) but the second hex of travel has a hex
in the middle and one to either side. So which one of those is the wave gun
in? Use the same method as ships and go to the one on the right?. Any
suggestions?

From: Michael Llaneza <maserati@e...>

Date: Mon, 26 Jul 1999 06:26:30 -0700

Subject: Re:FT: hex grid, Wave Guns

> At 9:08 AM -0400 7/26/99, Glen Bailey wrote:

I've been a big fan of hexspine facings since I first played GDW's Air
Superiority back about a decade ago. The designer chose hexspine facings so he
could do a more accurate simulation of aircraft movement. His solution is to
actually place the counter on the hex spine rather than forcing it into one or
the other hexes (I'll have to look up how this system handles range to an
aircraft on a spine).

From: Donald Hosford <hosford.donald@a...>

Date: Tue, 27 Jul 1999 03:51:35 -0400

Subject: Re: FT: hex grid, Wave Guns

> Glen Bailey wrote:

> Anyone else play FT on a hex grid playing area? We have been, it

I have. All I did, was assume that 1 hex was 2" of
movement/range/whatever.  The Ships allways faced one of the hex sides.
Otherwise movement was like "Triplanetary" (ie, you had a "velocity counter"
for each ship, that showed which hex the ship would be in, if it didn't
maneuver. the velocity counter could be moved 1 hex in any direction for each
point of thrust. To keep things simple, I made the ships maneuver for free
(only to keep the velocity counter in the ship's forward arc.)

I didn't get around to trying wave guns on it though. Seemed to work ok
otherwise.

From: ScottSaylo@a...

Date: Tue, 27 Jul 1999 09:15:15 EDT

Subject: Re: FT: hex grid, Wave Guns

In a message dated 7/27/99 2:54:11 AM EST, hosford.donald@acd.net
writes:

<<
> Anyone else play FT on a hex grid playing area? We have been, it

12 Point hex movement was pioneered by SPI's modern air combat game "Air

War". They resolved the issue by saying the hex to the right, then refined it
to allow you to choose which hex. You might have the player call the hex
choice before he moves - then stick him with the right/left choice.

From: PCARON <Pcaron@c...>

Date: Tue, 27 Jul 1999 09:24:13 -0700

Subject: Re: FT: hex grid, Wave Guns

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