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LanceND

Ship battle - Hex or square grid?

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How do you prefer to run ship battles in your games? Do you se Hex or square Grid battle maps?

Im thinking of using square grid and calling diagonal movements 1unit per box, rather than say 3 units for every 2 diagonal boxes to keep things simple. I was thinking Hex as 45deg moves are easy, but not so much wth 90deg moves.

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We have a reversable battle map, and for space combat I like the Hex map. 90 degrees mapping to two turns is a little weird, but it makes calculating firing angles and distances really easy.

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Erathia, you really are excellent! Thanks with all this help.

How big a battle map do you use, a 30x30 grid?

Also how do you mark it up, just whiteboard pens and then draw in "blobs" to represent asteroids/nebulae/radiation pockets? I ask because i have read mention of Battlefleet Gothic templates being used, so i ask incase there was a template sheet i can download to help being it more alive with better imagery beyond my mediocre sketches.

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We use a Chessex battlemap, which I think is 26x26. For ships and some markers we use the BFG official markers from Games Workshop's site here: http://www.games-workshop.com/gws/content/article.jsp?catId=cat480005a&categoryId=6700003a&section=&aId=21500018a&_requestid=2297342

 

Search for Battle Fleet Gothic Resources on Google to find it.

 

For ships I do the same thing where I take the pictures of the ships in the PDF, then scale them and print them out double/sided with a marker on them and use those to represent ships in the combat itself.

 

When all else fails, pennies and string!

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I knew the rules were on there, but templates and scenarios also? Wow, that has just made my life more fun now. And with that i have all i need for a little project im working on. Wait out for pictures, it should be entertaining at the very least :)

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I've been looking at using a hex map for my game... one weird thing is the turns become 60 degree increments instead of 45. This means a single turn (done for free) can bring a ship directly to your aft into your Starboard or Port firing arcs. With a square map, a Cruiser would have to pull off a Come to New Heading maneuver to make that happen. So using a hex map instead of a square map nullifies some of the tactical options small ships have to engage larger ships.

 

Edit: NECRO!!

Edited by JasonMi

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I recommend squares for ship combat, as well as for pure vehicle/craft/aeronautica battles. The reason being that everything is done in either ninety or forty five degrees. Hexes all the way for character battles though, where positioning is generally more important than movement.

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I found that just having the ship miniatures and a measuring tape worked fine for the games I ran. 1 inch to 1VU was the scale I used, but that might just be the miniatures I had looking too big with a 1cm scale (I used the Twilight Imperium ships as my minis for space battles). With engagement range being 20VU, I found that we had more than enough space for the average engagement.

 

Maybe it's just having more wargames experience in the group I played with, but we never found calculating arcs and turning hard without any squares or other aids.

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For testing purposes, i tested both and think square fits better. Hex is just too much of a hassle to properly measure and do turns.

But then, we use roll20 mostly for our games, wo i can turn it off on a whim if we get the feeling to do some more "freeform" :)

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