Originally posted by SgtHulka:
I've been trying really hard to like AHL, but the turn sequence is so complex I'm having a very hard time.
AHL divides the turn into, what, six phases IIRC.
Basically what you get is six times the rounds (a phase acting as a round) with each character able to do less each round.
Instead of running across a room, firing your weapon, and ducking behind cover (like you can do in Snapshot), AHL is more like: You run across the room. Wait. Wait for your next phase. Wait for everyone else and the NPCs to complete their phase one. Then fire your weapon. Wait. Wait again. Then duck behind cover.
What I've found is this: Both
Snapshot and
Azhanti High Lightning are good games. The deal is, is that they're good for different purposes.
Snapshot is the roleplayer's tactical combat rules set. It's meant as a tactical option to the free-form option in the main Traveller rules.
And, Snapshot works well filling that roll.
Azhanti High Lighting, OTOH, is not meant for typical roleplaying. It's meant for a more wargame-style of play. In fact, AHL is best suited to
indoor actions with large numbers of troops, while
outdoor actions are handled with
Striker. IIRC, it's two AHL rounds to one Striker round.
So, if you're wargaming--as in doing boarding actions after a
High Guard fleet encounter, or doing house-to-house combat after your
Striker troops have taken the village---then
Azhanti High Lightning is your game.
AHL can be fun, but it works best in that role.
But...
If you're doing a typical Traveller campaign, where the action is focused on the PCs,
Snapshot is better suited to that need--used as a tactical alternative to the usual free-form Traveller rpg combat system.
Striker and
Azhanti High Lightning: Best for strategic outdoor/indoor encounters with faceless troops.
Snapshot and
Traveller RPG Combat: Best for rpg encounters involving the player characters.
The same goes for starship combat.
High Guard is best used for large fleet encounters without focus on the PCs.
Book 2 Space Combat or
Mayday is best used when the action is focused on the player's ship.
In fact, using the Range Band movement method from
Starter Traveller, a Bk 2 space combat enounter need not use a tactical map at all. When I run space combat, I typically lay out the deck plans for the player's ship and use Range Bands to keep track of range to the enemy vessel. In this way, Bk 2 helps me, as the GM, focus on
what's going on inside the player's ship during the battle instead of looking at a map with relative ship positions. I describe what the characters see on their instruments. I'll take time during the combat round for the engineer to race through the corridors, role-playing his repairs. I'll describe the sparks and air leakage and lights dimming to the ship's gunner when the turret is hit.
I'm not trying to derail the thread--it's just that, that's how I see the various Traveller games being used in the grand Traveller mix.
-S4