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Playing Off the Grid--WotC Site Update on WaS 10-23-09
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protevangelium

 


Joined: 18 Aug 2008

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Post subject: Playing Off the Grid--WotC Site Update on WaS 10-23-09 Reply with quote
Saw this on the WotC site. Surprised no one posted it yet! See, they sometimes do update it...

Article here: http://www.wizards.com/default.asp?x=ah/aam/20091023

Downloadable pdf here: http://www.wizards.com/avalonhill/rules/War_at_Sea_No_Grid.pdf
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PostSat Oct 24, 2009 3:21 am
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Aquarius

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Interesting!
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PostSat Oct 24, 2009 3:43 am
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Crazy Cat

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Thanks for the update.  Seems like the rule changes/clarifications are coming quite often of late!?  Did they put a new rule book together for the starter rerelease?  If so, I wonder where it picks up/leaves off Question
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PostSat Oct 24, 2009 4:07 am
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swarbs

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Yeah, very cool.
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PostSat Oct 24, 2009 4:08 am
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Rengokuy

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Maybe my grand scenario spoils it, but it still doesn't seem the best system.  Ships are still bound by their grid based stats.  

So a 32 knot ship (speed 2) is still only moving 6 legs, just as a 26 knot ship would.

But it is very intersting none the less...just gotta get a compass
PostSat Oct 24, 2009 4:14 am
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protevangelium

 


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Rengokuy wrote:
But it is very intersting none the less...just gotta get a compass


One of my first inclinations after seeing this post was to go check the Staples site to see how much drafting compasses went for... I might try to find a vintage one just for effect.
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PostSat Oct 24, 2009 4:47 am
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fredmiracle

 

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I managed to drop in while Steve was doing a public demo of it last weekend. Objectively it doesn't really *change* anything much (he wasn't playing with the arcs-of-fire rule even), but subjectively it "felt" much more like naval combat that ships could just go wherever they wanted.

I know it's not a totally new idea, I think AKI posted something similar a couple of years back and I guess other people have been playing this way, but it was inspiring to see it in action.

And yes, the drafting compasses really made it Smile
PostSat Oct 24, 2009 6:07 am
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'Warspite'

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The compass/dividers are a bit nightmare.

Cut some square dowel or strip wood to length and mark it off in three-inch stages as 'legs'.

Have a couple of standard lengths cut up and marked off with coloured pen or self-adhesive tape.

Two-legs, four legs and six legs would be ideal. Cut some 'angle of fire' markers from cardboard or thin fibre board and I think you'd be in business.

The dividers thing sounds fine for a demo game but it would be way too fussy and inaccurate for real play.
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PostSat Oct 24, 2009 10:12 am
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Richter von Manthofen

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Glanced over it - its a mere "mood enhancing thing"

for easy gaming i still prefer the official "Squares"

look svery "homebrew" to me.

but it seems we should be happy that they finally posted two new things. (second is the new Pacific AAM game)
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PostSat Oct 24, 2009 10:31 am
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zaarin7

 

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Here is a thought depending on resources/finances/inclination.  Get a large piece or peices of paper printed like a map of, say, the "Slot" and surounding islands.  Then you could actually pencil in cources and after the battle have a track chart.  Played with arcs and ship turning could be cool but I suspect impractical.
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PostSat Oct 24, 2009 1:14 pm
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tj

 

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I like very much, very similar to the house rules we’ve been using since the game came out.
PostSat Oct 24, 2009 2:42 pm
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doganpc

 
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While I understand that you need a definite point in space to define where a ship is (the bow in these rules) I cannot say that I like it.  Just doesn't feel right, shooting at the tip of something when the body of it is right there.  Coming from a non grid gaming background, coming up with something like this was the first thing we did when the time between releases dragged on.  Kudos, for actually putting a version in print.

Dogan
Now I can print it up and point at it.
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PostSat Oct 24, 2009 3:33 pm
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mutobear

 

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I need to try these rules before making a judgment call.  I think that they need refining. I am going to check my other table top naval games but I think there is a better way.
PostSun Oct 25, 2009 1:48 am
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babs

 

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doganpc wrote:
While I understand that you need a definite point in space to define where a ship is (the bow in these rules) I cannot say that I like it.  Just doesn't feel right, shooting at the tip of something when the body of it is right there.  Coming from a non grid gaming background, coming up with something like this was the first thing we did when the time between releases dragged on.  Kudos, for actually putting a version in print.

Dogan
Now I can print it up and point at it.


The advantage of using the bow is in the movement face. Measuring from the bow makes movement very fast and elegant, especially if you consider the full turn. Very nice.

However, I agree it has a slight disadvantage for attacking. Indeed sounds a bit weird. But I think it is easy to rule that for the purposes of attacking one has to attack the center of the ship.

Babs out!
PostSun Oct 25, 2009 7:26 am
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babs

 

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The author notes that aircraft gets slightly more powerful. I think this is problematic, especially for the japanese / america balance, which already favors the americans.

Two observations:
1. To provide good aircover, one needs cheap escorts. However, as opposed to the grid-based game, one needs more escorts to provide equally effective air. Who's got the worst escorts of the game? Exactly! The Japanese (Akizuki for 10 points). Since they are so expensive, providing good airsupport for the japanese will be even more expensive.

2. Escorts can be picked of relatively easily. They'll be at the edge of the protective circle so they can be defended with little AA. Suffering the most from this are once again the japanese. They got expensive escorts with poor AA.

3. Fighter cover is limited. Fighters seem to be an special category for aircraft placement. When you place your attack aircraft properly, it is hard to cover them with more than 4 fighters. However, the advantage is for the attacker, as they can add in an equal amount of fighters to protect their aircraft, without losing effectiveness.

But then, I still see how this has to work in practice... IF anyone could give it a try?

Babs out!
PostSun Oct 25, 2009 7:36 am
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The_lucky_Y

 


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I prefer the grid just because without it you often end up in arguing that the ship is in range or not especially with those bean counters that even regard a puny fraction of an inch.

The firing arc rules on its own can be used on a grid map too.
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PostSun Oct 25, 2009 10:07 am
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Cmdr_Clint

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It seems worth trying, could be fun Smile
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PostSun Oct 25, 2009 10:27 am
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LuckyE77

 


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They can come up with a new way to play, but still cant put a gallery, condition zebra, or early war!
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PostSun Oct 25, 2009 1:21 pm
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swarbs

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LuckyE77 wrote:
They can come up with a new way to play, but still cant put a gallery, condition zebra, or early war!
I think this is basically just Steve (Huscarl the rules guy) who's just having fun playing the game.  He might have gotten paid for typing his rules up and posting them, but not for development.  This, I think, is pretty great, but it's not the same as paying a few guys to manage the least important part of their web-site.
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PostSun Oct 25, 2009 2:17 pm
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afilter

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...all seems very similar to V@S to me. Wink
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PostSun Oct 25, 2009 2:41 pm
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