-MWS-
> > > 3) Their base movement is 16 MU, and they get no secondary move.
x 12'),
I measure in cm rather than inches, so my usual gaming table is
equivalent to 10' x 6'4". Plenty of space to move fast in - the extra
width compared to your tables means a lot here, since I can turn the ships
around at higher speeds without "falling off". 'Course, I *like*
Thrust-8 ships <g>
Later,
My table space is usually limited to a TV tray...So I use an old starfire map
and counters. I use a "scale" of 3" per hex on the map. That turns my old
starfire map into 123" by 90" table. 8D It doesn't play too badly.
Donald Hosford
> Oerjan Ohlson wrote:
> -MWS-
In a message dated 99-02-19 01:31:50 EST, you write:
<< My table space is usually limited to a TV tray...So I use an old starfire
map and counters. I use a "scale" of 3" per hex on the map. That turns my old
starfire map into 123" by 90" table. 8D It doesn't play too badly.
> [quoted text omitted]
Interesting, how do you handle movement? The Starfire map is based on 6 sides,
the FT system 12.
-Stephen
> DracSpy@aol.com wrote:
> In a message dated 99-02-19 01:31:50 EST, you write:
Well...On the two occasions that I had completed a game...I was using a
variation of the triplanetary system. (ie: Use grease pencils to mark your
vector.) I used a "vector counter" instead. Place it in the hex where your
ship will be next turn(assuming no maneuvers). Then move the vector counter
hex 1 hex in any direction for each thrust point used. Lay a ruler between the
ship counter, and the vector counter to check for colisions. To keep it simple
(and to approximate the FT2 move system) I just pointed the ship counter so
the vector counter is in it's front arc, but still facing one of the six
edges.
Fire arcs were simple...Just lay the ruler across the counter, corner to
corner. Or you could use the hex sides for the FB arcs.
The rest of the game is normal.
In a message dated 99-02-22 01:09:20 EST, you write:
<< Well...On the two occasions that I had completed a game...I was using a
variation of the triplanetary system. (ie: Use grease pencils to mark your
vector.) I used a "vector counter" instead. Place it in the hex where your
ship will be next turn(assuming no maneuvers). Then move the vector counter
hex 1 hex in any direction for each thrust point used. Lay a ruler between the
ship counter, and the vector counter to check for colisions. To keep it simple
(and to approximate the FT2 move system) I just pointed the ship counter so
the vector counter is in it's front arc, but still facing one of the six
edges.
Fire arcs were simple...Just lay the ruler across the counter, corner to
corner. Or you could use the hex sides for the FB arcs.
The rest of the game is normal.
Donald Hosford >> That sounds interesting, I'll try it out with a small fleet
of ships and let you know how it goes, maybe I'll dust off More Thrust and
Full Thrust and put to geather a small game.
-Stephen