RE: hex grid, Wave Guns
From: "Bell, Brian K" <Brian_Bell@d...>
Date: Mon, 26 Jul 1999 10:43:03 -0400
Subject: RE: hex grid, Wave Guns
I have played small, games of FT using hexes. We used the following
modification for hexes:
1. Each hex face turn costs 2 movement points (round up).
2. No edge lines (center of hex only) allowed.
3. 1 hex = 1"
4. Wave guns/Nova Cannons used actual measurement. If it covered the
stand
riser/center point of the figure, the target ship was hit.
5. Cinematic movement only.
6. When figuring range, count hexes instead of direct measurement.
Basically, we limited facing/heading to the hex sides (doing away with
the
odd clock faces and keeping the even clock faces).
-----
Brian Bell
-----
> -----Original Message-----
> From: Glen Bailey [SMTP:Glen.Bailey@sabre.com]
> Sent: Monday, July 26, 1999 9:08 AM
> To: GZG digest
> Subject: FT: hex grid, Wave Guns
>
> Anyone else play FT on a hex grid playing area? We have been, it
> takes some explaining about hex spine movement but it works well.
> We made a house rule that if your movement ends on a hex spine
> then shift to the hex forward and to the right. Someone wanted
> to have the option of choosing which hex but that seems unfair
> to me since no other position has this advantage. Another wanted
> to alternate left and right, but then that requires keeping track
> and I prefer to keep bookkeeping to a minimum. Any thoughts?
>
> Then I fired a Wave Gun on the hex grid. But a two inch diameter
> is not quite the same as two hexes. When facing a hexside then
> what 2 of 3 hexes does the wave gun travel? Firer's choice?
> When facing a hex spine the first hex of travel is easy (a hex
> on either side) but the second hex of travel has a hex in the
> middle and one to either side. So which one of those is
> the wave gun in? Use the same method as ships and go to the one
> on the right?. Any suggestions?
>
> Glen