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Post by Brian Ború on Mar 14, 2023 16:44:00 GMT
Just now I'm sitting at my first Space Battle HoTT Rebel army and find that my chinese plastic poker chips are exactly 40mm wide. So I'm really tempted to put all units on such circular bases. And I wonder if DBA/HoTT rules would work the same or even better without all this front or side edge or corner conforming fiddling... Well, I'll base my space crafts in this way, and we'll see the impact on the game. Yes, I know, you all will call it HERESY, but I will boldly go where noone has gone before!
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Post by lkmjbc on Mar 14, 2023 17:48:33 GMT
Oh Lord Brian Boru...
Now you have gone and given Stevie a lot of new ideas.
Joe Collins
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Post by elliesdad on Mar 14, 2023 19:48:24 GMT
Boldly go where noone has gone before! I’m hoping you’re referring to Peter Noone (lead singer of Herman’s Hermits). That would be another “claim to fame” for DBA & for wargaming as a whole, if we could count a 1960’s British pop star as “one of us”. 😉 Cheers, Geoff 🤣😅
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Post by stevie on Mar 14, 2023 21:00:09 GMT
Hmmm…HoTT and DBA are both ‘positional’ sets of rules, where the location and orientation of an element in relation to others provides vital tactical information, without the need for on-table markers or fussy paperwork. So it’s important to know when elements are being overlapped or flanked. Still, there is one method you could use where the bases can be any shape you like… …play on a grid. Providing the base stays within a grid square, it could be a circle, a triangle, a hexagon, whatever. Another method is to mark the circular base into four quarters like this:- That way you can still tell the front, rear and flanks…although it’ll be less precise and messy. Alternatively, glue the spaceship picture directly onto your circular disk, and have the whole thing on a short stalk made from a drinking straw, so that it floats above a conventional HoTT base. (Otherwise, use your 40mm circular disks for the Terrestrial Rocky Planet Bases...)
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Post by Brian Ború on Mar 14, 2023 21:38:42 GMT
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Post by Brian Ború on Mar 14, 2023 21:49:15 GMT
Hmmm…HoTT and DBA are both ‘positional’ sets of rules, where the location and orientation of an element in relation to others provides vital tactical information, without the need for on-table markers or fussy paperwork. So it’s important to know when elements are being overlapped or flanked. ... Yes, I'll take care of that. The shape of the space crafts often shows clearly their front or rear etc. And if not, I'll mark the bases or the prints...
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Post by stevie on Mar 14, 2023 22:12:39 GMT
I like it Brian.
I have a suggestion…how about colour-coding the white token symbols? Say dark blue for the front (blue-shifted, as it’s coming towards you) and dark red for the rear (red-shifted, as it’s moving away, plus an exhaust effect). The flank symbols could be dark green, or better still, just leave them black.
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Post by Brian Ború on Mar 15, 2023 11:39:28 GMT
A very beautiful side effect of circular bases is this: It is easy to change formations, from square or line to wedge/cone (see picture above).
This might add a lot of flair or even deepness to the game, if we allow also flanking positions of 60° or 120° (besides our usual 90° and 180°) due to multiple base to base contact.
I feel there are a lot of interesting possiblities...
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Post by Brian Ború on Mar 15, 2023 11:47:11 GMT
I like it Brian. I have a suggestion…how about colour-coding the white token symbols? Say dark blue for the front (blue-shifted, as it’s coming towards you) and dark red for the rear (red-shifted, as it’s moving away, plus an exhaust effect). The flank symbols could be dark green, or better still, just leave them black. Nice idea! (Too bad, I saw it too late! Now everything is black and drying.) Especially the colour coding! I think I'll add some red and blue dots.
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Post by dpd on Apr 14, 2023 0:13:05 GMT
Forget about mere circles. For real 3D play required by true space combat requires a tessellated space divided into rhombic dodecahedrons. A shape that interlocks with other shapes of the same size without cap between them and are spaced so that the distance between the center of one RD is the same to all adjacent RDs (unlike cubes) They are the 3D equivalent of hexagons. mathworld.wolfram.com/RhombicDodecahedron.htmlHow you make that into a 2D gameboard/map is up to you.
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