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How do you run Space Combat?
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dph
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PostPosted: Sun Nov 15, 2015 10:09 pm    Post subject: How do you run Space Combat? Reply with quote

I've been running Star Wars D6 for a while now and whilst the RAW for Star Ship combat is deliberately flexible I've always wondered how other people run.

We've use minis on a hex grid with four ship arcs and one move or turn (one hex face) for each space move (x2, X3 etc. depending on your speed)
The pilot makes rolls according to speed and terrain difficulties.

It's simple and consistent, but it lacks drama and often results in long, drawn-out D&D style combats.
I'd like to keep the minis but make it a bit more cinematic.
I quite like how the X-Wing mini game works...

I'd be interested to hear a brief description of how others handle space combat?
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garhkal
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PostPosted: Sun Nov 15, 2015 11:47 pm    Post subject: Reply with quote

Don't forget you have a third dimension in combat.
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CRMcNeill
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PostPosted: Mon Nov 16, 2015 5:06 pm    Post subject: Reply with quote

My thoughts...
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Kytross
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PostPosted: Mon Nov 16, 2015 7:10 pm    Post subject: Reply with quote

Legos. I have a big gray Lego base plate and I made some minis for tie fighters and x-wings and the like. I have also used single blocks to represent different craft. Then I can adjust height with Lego blocks underneath them.

It takes awhile to set up but my players who have a hard time imagining in 3D really appreciate it.

I haven't done a big engagement yet, buy it works great with a handful of ships.
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dph
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PostPosted: Mon Nov 16, 2015 9:35 pm    Post subject: Reply with quote

garhkal wrote:
Don't forget you have a third dimension in combat.


So how do you (or anyone else) represent that during combat? I'd like to ad the 3D element but I'd also like to keep it simple, even narrative.

I'm really interested in how people describe the action, when they call on a roll and how they make ships interact.
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garhkal
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PostPosted: Tue Nov 17, 2015 12:47 am    Post subject: Reply with quote

Tossk wrote:
garhkal wrote:
Don't forget you have a third dimension in combat.


So how do you (or anyone else) represent that during combat? I'd like to ad the 3D element but I'd also like to keep it simple, even narrative.

I'm really interested in how people describe the action, when they call on a roll and how they make ships interact.


Use a box of dice to represent those higher, or say a red die by the target marking how high (or low) it is in relation to other targets.
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dph
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PostPosted: Tue Nov 17, 2015 9:53 pm    Post subject: Reply with quote

Thanks guys.

I guess working out how to represent the game with minis physically is not exactly what ai was talking about.

I'm actually more interested in how you handle the sequence of play, how you work out, how one ship moves to another location, do you use special maneuvers and how are they resolved?
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garhkal
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PostPosted: Wed Nov 18, 2015 12:37 am    Post subject: Reply with quote

Often i do use the rules from the rebel sourcebook on fighter's doing spec maneuvers (barrel rolls, dips, inverted etc), as mods for their piloting rolls.
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