We are discussing the HG ship combat rules. Please refer to them for details.
I somewhat remember them. I guess I blanked the parts that were nonsensical.
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We are discussing the HG ship combat rules. Please refer to them for details.
nonsensical.
I never saw it that way. I always understood HG to be an abstraction, and that the distances involved were fairly great: that the reserve was out of weapons range as long as the line was capable of resisting. YMMV.
What if your 2nd line IS in range and you still have a "1st line"? At that point it makes no sense.
HG is an abstraction, but the rules have to be taken as they stand because that is what the ships are built around.
This isn't Flatland.
Here's a puzzler for you. According to HG launch and recovery occur during the fleet allocation phase. Now can a tender drop its riders and fall back to reserve in the same turn? The rules are actually rather vague on this. I rule they can't, and if they can't it can make life interesting. Forces tenders to endure at least one round in the line, or deploy to the reserve delaying the arrive of the riders till the second round.
No, there's nothing in the design rules that pins it to that rule. Also, there is NOTHING preventing closing with a reserve just because some ships in the line can fire. This isn't Flatland.
Maybe we'll fix that.
Throw it all away and start from scratch, sorry, but with so many conflicting systems, strange rules and unintended consequences, it is the best solution.
T5 is the place to do it.
IMO of course.
No no no. No. Nope! ^_^ Within the letter of the rule, it starts out incapable of firing offensive weapons (not having them.) Within the spirit of the rule, the whole question is just plain silly.
Nothing in the design rules no.No, there's nothing in the design rules that pins it to that rule. Also, there is NOTHING preventing closing with a reserve just because some ships in the line can fire. This isn't Flatland.
I had a thread a long time ago aimed at working out how to convert HG designs to the combat values on the FFW/I:E counters.I think it would be good to setup the situation we are trying to model, I've done quite a bit of combat design with equipment, battles and campaigns for ww2, but that is easier because there is a lot of detailed information. Also I have seen how realism and game play often don't mix, too much realism (and complexity) such as with Advanced Squad Leader can make game play clumsy.
What about adapting one of the board game systems, like FFW or Imperium?
I think that was the point. HG isn't realistic because it ignores the realities of movement in space.So it is flatland - if you want game that realistically models vector movement in 3d and includes weapon ranges etc. HG isn't it.
I had a thread a long time ago aimed at working out how to convert HG designs to the combat values on the FFW/I:E counters.
Add movement around a system rules and you have quite a good squadron/fleet wargame.
I had a thread a long time ago aimed at working out how to convert HG designs to the combat values on the FFW/I:E counters.
Add movement around a system rules and you have quite a good squadron/fleet wargame.