STAR CRUISER
Replies:
- #5957 Re: STAR CRUISER by C. Harald Koch
- #5966 2300AD Ship Combat by Timothy Little
I agree that Star Cruiser is one of the most confusing game put out by GDW. I assume that the firing arcs are for ships in adjacent hexes, but that's not the only problem. I think the biggest problem is that beam weapons have such a short range. Considering that most military ships can move 7 hexes in a turn this turns space combat into a "knife fight." It also means that you can detect a hostile ship long before you can fire on it. The idea I think is that missles are supposed to be the main form of combat, but when you're fighting a Delta Class Kafer battleship the thing is going to close with you eventually. In my experience, all movement stops at this point and the two players sit in the same hex, blasting away at each other with their lasers. What I have done in my games is to make long range for beam weapons 3 hexes and short range one hex. This helps keep ships from parking in the same hex and plugging away at each other. I have also experimented with limiting a ships acceleration and deceleration by saying that they from a dead stop they can only move half speed the next turn. Likewise they can only decelerate to half speed their first turn and must wait until the following turn to come to a complete stop. Along with this, ships may only change facing by one hex side per hex of forward movement. This prevents ships from spinning in place and doing 180's in space. The net effect is to make combat more swooping and graceful. The extended range of beam weapons and the limits on turning radius also make the firing arcs that began this discussion all the more important. :) Let me know what you think of these ideas.