dmj
Paint Manipulator
Posts: 245
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Post by dmj on Mar 14, 2014 15:33:52 GMT
Having just laid out a mat that I felt I needed a grid to simulate a wide turn of a ship trying to get a broadside, putting the grid on the Mat takes longer than any other part of the craft. It's tedious and annoying. The main reason I'm gridless every where else In my game.
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dmandrew
Cardboard Collector
cuttin' cardboard
Posts: 22
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Post by dmandrew on Mar 16, 2014 2:34:42 GMT
I like grid-less play... Its freeing to the players and eliminates bogging down the movement of the game. I also like ignoring the initiative phase... I hate how slow it makes combat.
Just find what your group likes about these play styles... and use what work best for you and yours.
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Post by DMScotty on Mar 16, 2014 3:55:32 GMT
You could also make a angled template that represented the angle this ship could turn in a round. That way the ship could only turn so far.
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dmandrew
Cardboard Collector
cuttin' cardboard
Posts: 22
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Post by dmandrew on Mar 16, 2014 22:23:43 GMT
You could also make a angled template that represented the angle this ship could turn in a round. That way the ship could only turn so far. Like in Xwings minis by fantasy flight and that other old airplane mini game ...
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Post by sgtslag on Mar 19, 2014 21:53:02 GMT
Red Baron, a WW I aeroplane game, uses Turn Arcs, labeled A-H, marked off in inches of curved movement. They make movement on an arc, super-easy to do. If needed, I can scan them, and post it as a PDF for you (or I can e-mail it, as well). I've got quite a collection of Dragon models, and I hope to use them in mass battle games, or even a modified version of Red Baron, replacing planes with smaller Dragon models (from Grenadier's old, long OOP, Dragon aerial combat game). The killer is the very-limited range on their breath weapons; clinching in mid-air for tooth-and-claw combat means both are falling. Thought it would be a simple mod to game rules, at first... Cheers!
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dmj
Paint Manipulator
Posts: 245
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Post by dmj on Mar 20, 2014 14:00:58 GMT
See ships turn in two different patterns per ship based on weather under full sail or half sail. This is the ship basic statistics Speed is shown as two numbers the first is how fast the ship moves at full sail and the second is half sail. Drift represents two things the first is how far after a ships turn ends it will drift in the direction if the wind. And second during a turn a ship must move forward the drift number and side ways the same to make any turn up to the turn degree stat. A frigate has a turn of 90 degrees and a drift of 2/1 so going full sail the ship will move forward 2 and 2 to it port side to turn only 90 degrees that rround. Alternately a sloop has a turn of 135 degrees and a drift of 1/0 which means in one turn a sloop can turn almost completely around going only 1 forward and 1 to its port side. At half sail the drift is roughly halved and a frigate can make its 90 degree turn in 1x1 and the sloop turns it's 135 degrees in 0 which means it will turn in the same spot it's on This is a example of two different ships at full sail starting a turn at the same line a sloop and a frigate.
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dmj
Paint Manipulator
Posts: 245
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Post by dmj on Mar 20, 2014 14:10:46 GMT
I know that was a long dry post just showing the rules I'm working with they are setup to represent a smaller ships maneuverability advantage.
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dmj
Paint Manipulator
Posts: 245
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Post by dmj on Mar 20, 2014 15:08:34 GMT
Though I toyed with the idea of a t square marked in inches it would work the same as long as the player can decently estimate the degrees turned. Which shouldn't be hard given the way they are setup on the 8 basic points of a compass.
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Post by Deleted on Dec 19, 2014 6:56:30 GMT
You should try grid less playing. Make a angled or t square template that represent the angles of the movement of the ship.
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Post by DnDPaladin on Dec 24, 2014 0:57:05 GMT
in the books i have, they say a ship takes a certain number of 11 degrees to turn. something like 32 clicks they say where one click would be 11 degrees. i found that correct. so maybe you could use that. thats for boats and some of them can turn faster then others of course. its not like the book i read was offical.
i agree that grids have been the main reason why i was avoiding tiles alltogether. but now that i have done some and all. its a real pain to do them.
i also gone gridless since then for my games. my players feels it more. at least do not care. i can safely say it didn't change anything for them. they still calculates thru the sticks. the only difference for them is how easier it is to check for line of sight. not that we didn't do that in the first place. i seriously dont see any real differences except that it is easier for me to lay out the content of the room, i just pull the stuff up and lay them down. the sizes do themselves up.
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