Prev: RE: FT:hex grid, Wave Guns Next: Re: "Combat Walkers"

Re: FT: hex grid, Wave Guns

From: "Peter Caron" <pcaron@c...>
Date: Tue, 27 Jul 1999 09:24:13 -0700
Subject: Re: FT: hex grid, Wave Guns


-----Original Message-----
From: ScottSaylo@aol.com <ScottSaylo@aol.com>
To: gzg-l@CSUA.Berkeley.EDU <gzg-l@CSUA.Berkeley.EDU>
Date: Tuesday, July 27, 1999 6:16 AM
Subject: Re: FT: hex grid, Wave Guns

>In a message dated 7/27/99 2:54:11 AM EST, hosford.donald@acd.net
writes:
>
><<
> > 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?
>  >>
>
>
>12 Point hex movement was pioneered by SPI's modern air combat game
"Air
>War". They resolved the issue by saying the hex to the right, then
refined
it
>to allow you to choose which  hex. You might have the player call the
hex
>choice before he moves - then stick him with the right/left choice.
>

either that or roll a d6; 1-3 left, 4-6 right.

Pete

Prev: RE: FT:hex grid, Wave Guns Next: Re: "Combat Walkers"