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Miniatures combat

Posted: Tue Jan 13, 2009 12:20 am
by Froggy the Great
So I was thinking of how to run tabletop miniatures battles in the CD universe. Anyone done this?

For capitol ships, it looks like full Thrust would work, and the rules are freely downloadable.

For fighters, maybe Wings of War from Fantasy Flight Games? It's a WWI/WWII fighters game, but that's really what most space fighter combat is anyway.

Any thoughts?

Re: Miniatures combat

Posted: Tue Jan 13, 2009 2:39 am
by Morchaint
that would be cool however.. I have no table. nor cash to buy miniatures with :( :cry:

Re: Miniatures combat

Posted: Tue Jan 13, 2009 2:48 am
by Froggy the Great
Well, you could print out overlays for the Scimitar and other fighters and put them on the plane cards - it's a card game with a miniatures element really.

Re: Miniatures combat

Posted: Tue Jan 13, 2009 8:47 am
by Morchaint
that sounds neat. sort of like magic the gathering except with minatures?

Re: Miniatures combat

Posted: Tue Jan 13, 2009 1:19 pm
by Froggy the Great
Sort of, though if you consider the money spent on M:TG, it's a lot less since you know what you're getting.

Re: Miniatures combat

Posted: Tue Jan 13, 2009 7:11 pm
by Morchaint
oh yea. still I think of all the time I spend using dice and other counters for creatures I had, and here I coulda modified it and used actual miniatures. sadly. I no longer OWN any magic cards,. I sold them. got about 150$ out of them. but I just sold them in a garage sale not a card shop

Re: Miniatures combat

Posted: Wed Jan 14, 2009 12:09 am
by Froggy the Great
I never got into cards - I like my tin soldiers.

Which brings us back to - anyone know whether the WW1 or WW2 version of Wings of War would work best for CD?

Re: Miniatures combat

Posted: Thu Jan 15, 2009 1:59 pm
by DWG
Froggy the Great wrote:So I was thinking of how to run tabletop miniatures battles in the CD universe.
Interesting thought. What suits best would to some degree depend on the scale of the battles. FT is the obvious choice for fleet actions, but for one-on-one I'd prefer something a bit more detailed. If I was doing it myself then I might kludge together a vector movement system with the combat and damage mechanisms from Sky Galleons of Mars/Ironclads and Etherflyers as I know the system and it's set up for the same sort of relatively close range actions we seem to see in CD.

Re: Miniatures combat

Posted: Thu Jan 15, 2009 11:25 pm
by Froggy the Great
Yeah. If David would just get his ships produced in resin or metal (he's got the 3D forms already built, obviously) then there'd be one heck of a nice FT game going. I tried after making the Vorstok, but Life Happened, as it tends to do.

For fighter-scale, I'm looking for something that I wouldn't have to put much thought into - just pick up and play. That's why I suggested Wings of War.

Re: Miniatures combat

Posted: Sat Jan 31, 2009 8:20 pm
by SciFiGuy
how about just straight forward vector addition?
you'd have to pick a scale for each hex and assign rates of accelleration and decelleration to the ships.
For range determination, just # of hexes (or squares) X scale = distance to target.

You can use a simple percentage system for weapons "chance to hit".
Say a weapon is 100% accurate at 1 hex and 0% accurate at 10 hexes.
Each hex adds or takes away 10% (in this case).

The hardest part would be creating the stats for each ship.
You have to compare them during your build and make sure they add up right.
So, Ship "A" has greater speed but less manuever. Ship "B" is the opposite.

At the end of the day, all done proper, the game should be decided by tactics of the players.

I've assisted in a number of game designs. It CAN get complicated, but doesn't have to be.