Re: FT: hex grid, Wave Guns
From: Donald Hosford <hosford.donald@a...>
Date: Tue, 27 Jul 1999 03:51:35 -0400
Subject: Re: FT: hex grid, Wave Guns
Glen Bailey wrote:
> 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
I have. All I did, was assume that 1 hex was 2" of
movement/range/whatever. The Ships allways faced one of the hex sides.
Otherwise movement was like "Triplanetary" (ie, you had a "velocity
counter" for each ship, that showed which hex the ship would be in, if
it didn't maneuver. the velocity counter could be moved 1 hex in any
direction for each point of thrust. To keep things simple, I made the
ships maneuver for free (only to keep the velocity counter in the ship's
forward arc.)
I didn't get around to trying wave guns on it though. Seemed to work ok
otherwise.
Donald Hosford