Just been reading through the Honor Harrington novels again, and one thing which always jumps to mind is how good a well-done tabletop wargame based on them might be.
Now, before anyone says "there is one", let me expand on that a bit. The Saganami Island Tactical Simulator is very much a wargame after the Harpoon school - trying to be as realistic as possible.
The upshot of this is a hex-based game which has 3d, newtonian movement, and multiple salvoes-fired-per-ship-per-round to track. The game is very much designed around single-ship duels or pairs of ships, as in the early Honor Harrington books like On Basilisk Station or The Honor Of The Queen.
Not a bad thing - there will be people who want to play games like that. But it's much like Starfleet Battles vs A Call To Arms; if you want to play the larger fleet actions (as a quick example, the opening battle of the war, the First Battle of Hancock, has a total of 6 dreadnoughts and 11 battlecruisers split between the two fighting groups, with attached screening cruisers, whilst the First Battle of Nightingale - far from the biggest in the series - has 80 dreadnoughts and superdreadnoughts involved) it's not possible in any realistic time-frame. Like, say, the human lifespan....
A Call To Arms is the most 'fleet based' - rather than ship or at best squadron-based - space wargame I've played that's really going at the moment. I was thinking of trying to produce a set of home-brew rules for HH using it - although if Mongoose were to talk to the current licensees and do it officially, that'd be amazing...
Essentially, this is going to be a place for brain dumps and to try and poke people who've played the various incarnations of A Call To Arms (B5, NA, SF) for inspiration.
A big part will be how to make movement not 3d and not newtonian and still "feel right" - plus I'm tempted to suggest making a 'playing piece' be a division or squadron of ships, not a single ship in its own right (so numbers of AD for a weapon might well be X, 2X and so on, varying with the number of surviving ships). That plus scaling playing times out - so a missile salvo is fired and hits within one turn - may cut down the book-keeping a lot, which is the main thing I'd be very cautious about.
Big battles tend to be very much about manouvring formations to concentrate fire or to shield one formation with another's point defence, and - especially - to lap round the end of formations and fire into the gaps in a ship's defences at the bow or stern (the Honorverse's version of 'shields' are produced by the same system which produces the ship's engine field, and can't be closed ahead or astern, because handwavium physics)
What are people's thoughts? Has anything similar been done? Any suggestions or advice?
Now, before anyone says "there is one", let me expand on that a bit. The Saganami Island Tactical Simulator is very much a wargame after the Harpoon school - trying to be as realistic as possible.
The upshot of this is a hex-based game which has 3d, newtonian movement, and multiple salvoes-fired-per-ship-per-round to track. The game is very much designed around single-ship duels or pairs of ships, as in the early Honor Harrington books like On Basilisk Station or The Honor Of The Queen.
Not a bad thing - there will be people who want to play games like that. But it's much like Starfleet Battles vs A Call To Arms; if you want to play the larger fleet actions (as a quick example, the opening battle of the war, the First Battle of Hancock, has a total of 6 dreadnoughts and 11 battlecruisers split between the two fighting groups, with attached screening cruisers, whilst the First Battle of Nightingale - far from the biggest in the series - has 80 dreadnoughts and superdreadnoughts involved) it's not possible in any realistic time-frame. Like, say, the human lifespan....
A Call To Arms is the most 'fleet based' - rather than ship or at best squadron-based - space wargame I've played that's really going at the moment. I was thinking of trying to produce a set of home-brew rules for HH using it - although if Mongoose were to talk to the current licensees and do it officially, that'd be amazing...
Essentially, this is going to be a place for brain dumps and to try and poke people who've played the various incarnations of A Call To Arms (B5, NA, SF) for inspiration.
A big part will be how to make movement not 3d and not newtonian and still "feel right" - plus I'm tempted to suggest making a 'playing piece' be a division or squadron of ships, not a single ship in its own right (so numbers of AD for a weapon might well be X, 2X and so on, varying with the number of surviving ships). That plus scaling playing times out - so a missile salvo is fired and hits within one turn - may cut down the book-keeping a lot, which is the main thing I'd be very cautious about.
Big battles tend to be very much about manouvring formations to concentrate fire or to shield one formation with another's point defence, and - especially - to lap round the end of formations and fire into the gaps in a ship's defences at the bow or stern (the Honorverse's version of 'shields' are produced by the same system which produces the ship's engine field, and can't be closed ahead or astern, because handwavium physics)
What are people's thoughts? Has anything similar been done? Any suggestions or advice?