Thursday, 12 April 2012

Delta Vector the Game #3 Movement - Gravity & Planets

I know gravity well and orbital speed are affected by other factors besides planetary mass, but I am going to keep it simple. 

I think another rule I will make is that if a space object has less than a 2" radius it has no gravity well, to simplify identifying and using asteroid fields... (I'll need rules for them too I suspect)


Planets have a gravity well equal to their radius. It pulls ships drift markers towards the planet. 

Planets have an orbital speed equal to their diameter. Any ship entering the gravity well at a velocity under orbital speed will have the option of entering orbit. Unless their engines are out, in which case it will be a bumpy landing of crashy explodey kind. 

Ships can circle the planet within the gravity well at orbital speed indefinitely or can break orbit at any time by using thrust.

OTHER PLANET RULES
Satellite bases obviously orbit planets like an orbiting ship does. 

Planets block line of sight.

If a ship's move passes through a planet, is it assumed to have passed over the planet.  Move the drift marker back towards the planet.  If this causes the ship's move to end inside a planet, see the rules below. 

If a ship's move ends inside a planet, then (a) if it's velocity is orbital speed or less it can enter mandatory orbit on the side it entered the gravity well OR (b) if it is travelling faster than orbital speed it will crash and explode

Delta Vector the Game #2 - MOVEMENT (Facing Changes)

I'm going to make facing important - perhaps by making shields stronger on one side or the other.  Ships moving under half thrust can pivot and spin pretty much as they choose, using their directional thrusters.

Ships using lots of thust (over half) will pivot to use their more powerful rear thrusters.

Gameplay Effect: Ships using more thrust will (probably) lose out in flexibility of firing arcs, and perhaps have a weaker defence through the rear arc of the ship.  Ships using less thrust can bring more guns to bear and can keep their weaker side away from the enemy fire.

As you can see, spacecraft using less thrust have more options.

Ships using over half thrust must face a specific direction (rear thruster facing old drift marker).





The pivot occurs at the START of the turn and the facing remains fixed for the remainder of the turn (if using over half thrust)




Ships using less thrust can pivot in any direction at the start of the move, move through the move on the same facing.....





...then get ANOTHER free pivot at the end of the move

Phew, done! I hope that makes sense cos it comes across a little complicated... next up: planetary bodies and gravity wells....

Delta Vector the Game #1 - Movement

Born of my frustration wet navy/Full Thrust clone space games, I've challenged myself to make one that I like.

OK, sorting out movement is my challenge for this week.  I'm borrowing heavily from GDW's Triplanetary - sans hex grid and grease pencil.  You need to measure 1 or 2 times; using a hex grid would speed up the process considerably.

I'm going to explain it with a series of pictures. You will need 3 counters per ship. One counter is under the ship base at all times. I'm using EM4 tiddlywinks as they are cheap and fit perfectly under  a 'standard' hex base (available GZG or EM4). 

Once the movement process is completed only 1 counter is visible so you aren't overly cluttering up the game table.  Obviously you could put a name or code on each ship's set of counters so you don't confuse them.

Ok, here we go:

 #1. The counter shows the ship velocity and drift direction - where it will end up at the end of its next move if no thrust is applied. You don't need to measure anything - this is how ships will look when you are not moving them (i.e. most of the time).



#2. But it is our ship's turn to move and we choose to move him 3" to the left. The ship applies 3" thrust and a new counter is put down, showing the new destination now thrust has been applied.
You may need your tape to measure the thrust distance. 


#3. Now we move the ship to its new location. You will note there was a counter under the ship's base before - ships move from counter to counter. The old pre-thrust drift marker no longer has any relevance, unless you are using the "Facings" optional rule (to be posted separately).




#4. You definitely need to get your tape out now.  Leaving the markers where they are, we measure the new velocity (the distance travelled between the ships old location and its new location). In this example it is 8".



#5. Using the tape, we make a straight line between the old and new ship locations, and go beyond it to put down a new marker 8" in front of the ship. 




Simply remove the rear counter to tidy things up and we are back were we started at step 1, with the counter in front of the ship showing the direction and velocity of its drift. 

I've run through the process a few times and it seems relatively fast (about 30 sec per ship); definitely much faster than writing down orders a la Full Thrust.   I think a player could handle over a dozen ships moved like this with ease, though the counter out in front of each ship could get annoying.  I think I might make black counters to match the space mat and simply do a ship code in white on the counter, instead of using bright counters like in the example.

Not sure about fighters and missiles using the same system though - I will probably either abstract their movement or give them a "fixed" thrust and velocity so you simply have to shift one marker.

This week I will try to tidy up movement rules including facing, and add planets and terrain movement rules.  If time, I will look at initiative and reactions, or "Anything but IGOUGO"

Spaceship Game Design

Space games are boring.  Whilst land combat games (in particular skirmish games) have changed radically since the 90s, and come in a wide range of flavours. spaceship games remain variations on Full Thrust. Silent Death, another 90s carryover, is the only spacefighter game going.  Most games are very much wet-navy (usually WW2) in space, with buckets of dice, lots of hitboxes and criticals.  After I realised I spent more time printing off ship record cards, and filling them in during the game, than I did actually playing (i.e. making move choices, moving models around and making pew pew noises), I gave up playing space games as I awaited The One Ruleset that would make space fun again.  It hasn't come. 

Playing Infinity and Tomorrow's War lately has shown me that you CAN spend more time making decisions than chugging dice and performing laborious record-keeping, and it's pretty darn fun.

So what would my ideal spaceship game look like?


#1. Record keeping would be minimised. This includes no written orders. Piles of tokens are to be avoided as well as they look unsightly on the space battlefield. Critical hits would be restricted to a few generic areas, such as firepower, defence and mobility. Damage to be simplified into descriptive labels like "cosmetic damage, significant damage, crippled, destroyed" and shields to  "full, failing, down"

#2. Movement in vacuum would allow ships to drift and maintain inertia until thrust alters their direction. This is a must as anything else is just a glorified naval game. Moreover, movement should be hexless as hexes are easy to add into a game but not everyone has or wants a hex starmat. 

#3. Ships would not miraculously teleport past each other, but be able to react to and fire at each other throughout their movement, in a contested reaction style similar to Ambush Alley Games or Infinity.  You shouldn't be able to wander off for half an hour for coffee while your opponent makes all his moves. 

#4. No IGOUGO.  Ship initiative should really matter, as this is important part of 'tactics' - this should be a meta-game in itself; having initiative perhaps allowing players to force enemies to move particular ships, or try to maintain momentum with risky rolls. 

#5. Maneuver should be important. Whether by specific weapon or shield facings, or 'to hit' modifiers that vary according to angle and closing speed, a game should never be resolved by shoving all your models into the middle of the table and chugging dice. 

#6. All game rules must be streamlined, and offer as many choices, in as simple a way as possible.  The player should be constantly faced with agonising tactical decisions, but be able to execute them swiftly and easily.  Add in more decison-making layers, but only if they are simple and fast to execute.  Perhaps an order system like Battlefleet Gothic or simply allowing ships to have "attacking/defensive/speed" boosts like in the videogame Homeworld.  Any options offered should consider if the added tactical naunces are worth the tradeoff in game speed/playability.

#7 Ship design rules must be simple, robust and resist abuse. Most space gamers love creating new ships, and they also love winning - a dangerous combination.  There should be a modest range of generic weapon choices, kinetic and energy - just enough in variety to simulate a range of TV shows and movies.

#8. All rules should follow the motto: Maximum choices, minimum recording.  You should constantly be thinking about the next move or counter to your foe, not pawing through the rulebook or rolling to tick off 30 criticals.  

Plotting enemy courses weeks in advance, swarms of remote and AI drones with a wide variety of roles, sand warheads to scrub off electronics...

#9. Rules can simulate all TV series, but avoid WW2-in-space tendancies, leaning towards what I might hesitantly refer as 'slightly harder' sci fi.  Think Lost Fleet, Risen Empire and Dread Empire's Fall with ships on set vectors and swooping rapid engagements rather than Star Wars & Star Trek style with ships hovering in space exchanging broadsides)

#10. Ship crew skill can matter. Whilst not necessarily modifying firing rolls (as most space weapons would be computer controlled anyway, one presumes) this could impact areas such as initiative, maneuver and damage control.

#11. A campaign system should be included. This should be simple, focusing on making scenarios for fighting rather than resource gathering and research, and allow limited but not gamebreaking crew advancement/upgrades/traits so players can get attached to favourite ships, but not create the undefeatable USS Enterprise-with-uber-lazors-of-doom. 

#12. Each player should be able to manage about a dozen units comfortably and a game should finish in a reasonable amount of time - say 45 minutes to 2 hours. 

Epic battles at fractions of lightspeed; using enemy velocity to predict where your opponent will be as the position you receive is always out of date; clouds of "grapeshot" ball bearings to defeat missiles and shields - this is the best sci fi reading out there

So enough whinging - time to get off my butt and do something.  Keep an eye on this blog as I try to fulfil these criteria...   the next post is "Movement" as I try to come up with a simple, no recordkeeping vector system....

Cold Navy - In the Flash

Late last year I looked at the very interesting spaceship designs by Cold Navy. 

I picked up some Terran and Mauridian ships when he had a sale and they have sat in my shed, where they await a decent set of spaceship rules to play - or until I make my own (more on that later).  Ravenstar was great to deal with and very helpful with his emails, despite his lack of shopfront presence and price list - his blog seems the best source of pics. He even extended a BSG special to cover Cold Navy stuff so I got 20% off.  Nice guy!

The Cold Navy ships alongside some Firestorm Armada ships for scale. 

However, prepping them for an undercoat, I recieved a bit of a shock.  Either I got a bad batch or the master moulds might be wearing out, judging by the the flash, bubbles and miscast chunks; which equalled the infamous Firestorm Armada Dindrenzi before Spartan fixed their moulds. I don't mind a bit of prep but at times I felt I may as well have bought a chunk of resin and carved the spaceship myself.  Even after attacking the ships for an hour or so I'm still not happy with the current finish. 

Even after surgery to tidy them, these escorts look rough.

That said, Ravenstar has an excellent reputation in BSG models and I probably just got a bad batch.  Given his excellent customer service, I'm sure I could have sorted it with him but I have found playing mail tag with America is not worth the time, cost or hassle. 

Size & Scale:  They would go well on a table with GZG metals, but the although the CN cruisers were comparatively large, they were still dwarfed by the Firestorm Armada offerings.  That said, I find the FA ships kinda ridiculous on the tabletop (sometimes a battleship can't even move its own length in a turn)so no complaints for size. 

Plus
Beautiful, unique designs
Lots of interesting detail
Ravenstar has excellent customer service, helpful, with good emails and pics

Minus
Hard to find pics and prices
My models were shoddily cast with a lot of work needed with hobby knife, plastic filler and file to get them presentable
GZG metals > resin Ravenstar for quality finish; Firestorm Armada ships give you more resin for your buck

TL:DR
I really liked the service and the interesting designs, and I'd like to have written a nicer review, but after all the doctoring to make them presentable, I'd like to see how they paint up before giving a final verdict

Sunday, 18 December 2011

1/4800 Tumbling Dice Sailing Ships

Having completed an prolonged move of house (miniatures packed in boxes and lack of internet contributing to a general malaise on the hobby front) the first box I found were my 1/4800 Tumbling Dice ships.

I decided it was time to give the Trafalgar rules a run, so a few Family Guy episodes later, I had a small fleet ready.  

Paint Scheme
A scorched brown hull, sails and rigging, chaos black sides, with yellow blobs for the "Nelson checker" look.  I'll get around to gilding the sterns sometime.  Bleached bone over graveyard brown for the sails completed my quick-n-nasty paint job.  I felt the best effect to make the model 'pop' was the white wake on the base.  These took surprisingly long to do, considering my super simple rushed paint job. 

Tumbling Dice 1/4800 Review
+ Good feeling of 'life' in the sculpts
+ Good sense of scale; looks effective as a fleet
+ Affordability - 18 SOL, 3 frigates, 2 sloops, 2 brigs and 2 cutters for $20 = a complete fleet

- surprisingly long to paint even with a quick-n-nasty scheme
- the smaller 2-decker was much smaller than even the frigates in every way. Since they included 12 of these in the fleet pack I presume they represent the popular 74-gunner but one presumes a 74-gunner would not be 2/3rds the size of a larger frigate. I know frigates were as long as many SOL, but the frigates are bulkier to boot.
- no merchant or special ship options (bomb ketches etc) althought the abovementioned stubby 74 looks more like a small merchant than a warship...

 The USB stick gives an idea of the tiny scale of these ships - the biggest would base on a 10c piece.  

 Other Scales
I've revisited this, but so far my internet searching has lead me to conclude:
1/1200 - Skytrex $6/ship. Langton & GHQ fall into more 'models' than playing pieces at $12-15 each.
1/2000 - Valiant has bulk $100 specials that work out to $3/ship.  They are well detailed but a bit fiddly/breakable, and look good either rigged or not.  They fit well enough with 1/2400 apparently.
1/2400 - $3 ea - Tumbling Dice > Old Glory due to superior cast rigging and ability to buy individual ships. Hallmark are finer and fiddlier and seem to be $4-5. They do NOT have the cast ratlines which is probably more realistic but the extra cost is not worth it I feel.

1/3000 - West Wind > Navwar due to price and availability/ease of ordering. Super cheap in packs ($1-50 a ship) but I prefer more 'standard' 1/1200 or 1/2400 scales. Also not a great step up from 1/4800, which is under $1 a ship.

Thursday, 10 November 2011

Terrain - JR Miniatures Free Shipping

Report cards have me snowed under and unwilling to spend more time typing than I have to...  but this is worth checking out - the annual JR Minis free shipping sale.

Since shipping is prohibitive for terrain usually, this is a great chance to snap up a bargain. They do 28mm, 15mm and 6mm.

This is last Christmas' order - about $100 for a complete 15mm Middle Eastern town good for fantasy, medieval through modern and sci fi.  Buildings are about $10 each...

Highly recommended