[ACTA:SF] Hex Mats vs Measuring

GamerDude

Cosmic Mongoose
I know this was discussed recently but I'm trying to make a decision for how I play this in pvt and value the opinions of everyone in this forum.

I am considering purchasing a larger white on black 1" hex mat for playing SF on merely as a way to simplify things down a little bit more for some quicker play. For this I'd hunt down some of the black hex shaped ship bases I've seen in some of the "my paint job" pictures to help with facing and such.

I even have an idea for templates so figuring out what is in a "4-inch blast radius" is quick and simple.

So, in the experience of those who play on a hex grid, or at least tried it, do you feel it enhanced, hindered or just didn't make much difference?

Thank you
Al B. [B-}
 
Okay are you looking at converting to a hex based system or just using it to make measuring easier? It might be easier if you just used a map with squares on it.
 
I actually played on a hex based system and enjoyed it. it was very easy to convert it over. however, a 1" hex map is not going to be big enough for the starline 2500 ships. I actually made a custom map using 40mm hexes, I think it's between 1.5" - 1.75". if you have tons of space, I'd use 1.75" hexes or even 2" hexes.
 
I find measuring to be faster than counting hexes especially if you don't get too uptight about being 100% exact. Especially when it comes to making angled turns I find people tend to see what is a straight line and how many degrees are in an angle a bit differently from their own perspective, but it is just a game and the point is to have fun, not get wrapped up in precision measuring.

Hex games tend to be more rigid and limiting I find as well, I love using a clear star map. Although I have not tried playing like this yet, not allowing pre-measuing would be interesting as well, and would speed up the game and add some suspense to combat, "Did I move enough to get in KillZone?", well lets declare the shot and find out. A fair amount of time is currently spent measuring threat distances and ranges to target before deciding how to move in every game I play.
 
Rambler said:
Okay are you looking at converting to a hex based system or just using it to make measuring easier? It might be easier if you just used a map with squares on it.
First, thank you all for the input so far. Every voice helps.

but, Um... not sure what a "hex based system" would be except maybe modifying how firing arcs are done.

Basically what I'm looking at is using the normal firing arcs listed in the ACTA core rules for what you can fire at, and then counting distances with the hexes - as direct a path as possible/minimum number of hexes (since there are plenty of ways to count hexes and claim the distance is greater so you are out of range).

Since in ACTA:SF you are allowed to pre-measure, players can just be quietly counting hexes without disrupting the current player's turn. Space ships all have some kind of sensor which can measure distance fairly well so why not have a way to quietly recreate that ability?

I want to use hexes instead of squares because of the issue with diagonals... the diagonal on a 1 inch square is 1.414 inches long. I have my own type of square grid I've developed for RPGs that does a decent job of making a square grid work similar to a hex grid, but still measuring diagonally for something like ACTA I'd still be better off using a measuring tape.

What cha all think?
Al B. [B-}
 
GamerDude said:
Rambler said:
Okay are you looking at converting to a hex based system or just using it to make measuring easier? It might be easier if you just used a map with squares on it.
but, Um... not sure what a "hex based system" would be except maybe modifying how firing arcs are done.
What cha all think?
Al B. [B-}
I'm just using a hex map and counting hexes for range, modifying 1 turn for a 90 degree turn and modifying the fire arcs slightly. to me, hexes are faster than measuring and then trying to see what's in range rather than just counting hexes. maybe if you stay at really far distances, I can see how counting hexes could be a pain.
 
The firing arcs that were adopted over from Federation Commander (and that are seen in both Star Fleet Battles and Starmada) were originally intended for use on a hex map; so are based on 60-degree arcs rather than 90-degree ones. (You can see a few samples of these arcs on the slightly out of date FC master weapons chart.)

So, for example, the FC version of the Fed CA can't fire its port or starboard phasers-1 in the aft 120-degree firing arc of the ship, since the nacelles are in the way (though the SFB version can fire directly aft, between the nacelles themselves); whereas ships with flatter nacelles (such as the Fed CS) can. That kind of detail was lost in the conversion to A Call to Arms: Star Fleet; since both the CA and CS have hemispheric firing arcs for their side-saucer phasers in that game.


Are there any double-sided maps you could look for; one with a hex-map on one side, and a clear starfield on the other? That way you could use the clear side for ACtA:SF play; and then flip it over to try out the hex map, if you ever felt like giving one of the other SFU space combat games a go.
 
Back
Top