Couldn't we just use a protractor, ruler and a calculator?StarshipTitanic wrote:Using a grid lets us use the Pythagorean Theorem for distances.InnocentBystander wrote:Neat, but we don't specifically need squares. If I recall correctly, the BFG board is just a blank table with whatever hazards and space ships there need to be (of course a nice stellar backdrop would be keen )
Someone should make a gimp file that has the standard board size (46x72cm or something wierd like that..?), and make some objects for blast markers and fighters and the like. Plus a ruler if it doesn't already have something similar.
EDIT: Provided that the markers are placed on intersections rather than within squares.
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Ok, try this:
http://filexoom.com/files/9764/Test%20Battlefield.psd
It's the .psd format file that I used. The layers and groups are arranged the way I had them, as an example. It uses the previous botched base 12 grid. Just swap the layer out for whatever you want. When I was playing, I found the grid to be mostly useless.
http://filexoom.com/files/9764/Test%20Battlefield.psd
It's the .psd format file that I used. The layers and groups are arranged the way I had them, as an example. It uses the previous botched base 12 grid. Just swap the layer out for whatever you want. When I was playing, I found the grid to be mostly useless.
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They aren't that bad, really. Ships take 1 or 2 turns in warp to travel to the edge of a system, and then, depending on distance, just look at the travel time chart. So if I'm a 25cm Imperium Cruiser, it takes me 1 turn to exit the system, and 3 turns for every unit of distance I travel in the warp, assuming there is no storm going on.GeneralTacticus wrote:Since somebody suggested a vote on NL's suggested campaign rules: I like the rules for fleet expansion and repairs, but I really don't like the movement system. Far too much complexity.
I do have a question - do these campaign turns have any relation to tactical combat turns? Can I bring in reinforcements for long battles?
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That would seem most unlikely unless they're in the same system. Or you're necrons. Which you're not.InnocentBystander wrote:I do have a question - do these campaign turns have any relation to tactical combat turns? Can I bring in reinforcements for long battles?
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Sooooo... start a new thread to vote on which rules to use?
EDIT: Also i am lacking in photoshop so i apparently i can't open that file that someone put up eariler.
EDIT: Also i am lacking in photoshop so i apparently i can't open that file that someone put up eariler.
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Die?InnocentBystander wrote:I just read the Necron fleet list and cried. Everything ignores holo-fields! What's an eldar to do?
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Use Gimp2000AD wrote:Sooooo... start a new thread to vote on which rules to use?
EDIT: Also i am lacking in photoshop so i apparently i can't open that file that someone put up eariler.
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Yes, but I don't see how that's easier or faster. My screen isn't much bigger than 30cm. It would make measuring any further a bitch.InnocentBystander wrote:Couldn't we just use a protractor, ruler and a calculator?
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as much as people are complaining about hex tiles, they make for fantastic measuring aides, with the only weakness being facing.
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...you dont plan to use a physical ruler held up to your moniter do you?
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I had a crazy idea. You know that image that Acidburns made? It has a ruler; why not just 'rotate' that ruler! Sweet, no math!
Facing is kinda important for BFGHotfoot wrote:as much as people are complaining about hex tiles, they make for fantastic measuring aides, with the only weakness being facing.
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I figured that was what we were going to do.InnocentBystander wrote:I had a crazy idea. You know that image that Acidburns made? It has a ruler; why not just 'rotate' that ruler! Sweet, no math!
Facing is kinda important for BFGHotfoot wrote:as much as people are complaining about hex tiles, they make for fantastic measuring aides, with the only weakness being facing.
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Brainfart, I didn't think about zooming at all.Keevan_Colton wrote:...you dont plan to use a physical ruler held up to your moniter do you?
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You can do whatever facing you like. You're thinking too much inside the box.InnocentBystander wrote:I had a crazy idea. You know that image that Acidburns made? It has a ruler; why not just 'rotate' that ruler! Sweet, no math!
Facing is kinda important for BFGHotfoot wrote:as much as people are complaining about hex tiles, they make for fantastic measuring aides, with the only weakness being facing.
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Hex, inside the hex!Hotfoot wrote:You can do whatever facing you like. You're thinking too much inside the box.InnocentBystander wrote:I had a crazy idea. You know that image that Acidburns made? It has a ruler; why not just 'rotate' that ruler! Sweet, no math!
Facing is kinda important for BFGHotfoot wrote:as much as people are complaining about hex tiles, they make for fantastic measuring aides, with the only weakness being facing.
GIMP can do just about everything we need. All you have to do is keep a record of which way each ship is facing.
http://bbs.stardestroyer.net/viewtopic.php?t=95057
http://bbs.stardestroyer.net/viewtopic.php?t=95057
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Or... you could just save the file after every turn, thus allowing you to see what each turn looked like, and to run out of time and resume a day later.InnocentBystander wrote:I suggest we make a new layer for each ship/torp/fighter each turn, and make them invisible; that has the bonus of letting us go back and see what each turn looked like
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I guess that worksFeil wrote:Or... you could just save the file after every turn, thus allowing you to see what each turn looked like, and to run out of time and resume a day later.InnocentBystander wrote:I suggest we make a new layer for each ship/torp/fighter each turn, and make them invisible; that has the bonus of letting us go back and see what each turn looked like
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Just rotate the ship icons dummy .Feil wrote:GIMP can do just about everything we need. All you have to do is keep a record of which way each ship is facing.
The reason I advocate the pshop/gimp method is because it is almost an exact replica of the tabletop. No calculations, recordings of facing are required, at all. All objects are placed on layers AND grouped into folders. One folder for imperial ships, further divided into cruisers and escorts. Each ship is on it's own layer, named after the ship. Same for ordnance and blast markers. The purpose of the ruler is that yes, you can rotate it and use it exactly as a real ruler. Also, all ship are turned to match their heading, no recording required.
The only problem is that folk will have to learn to use GIMP perhaps, but all you need to learn is how to select a layer, move and rotate. I will say that I find GIMP rather clumsy, but that could be because I havn't had to use it much. Mind you, if we are using the Desktop sharing, only one person needs to have a graphics program. So I can "host" a game with photoshop etc.
I'm sorry if I sound ignorant, but could someone please explain to me what the ideas for playing are? I have no idea what GIMP is, and have never heard of desktop sharing before.
On the subject of the campaign rules, I kind of like them, even if it takes far too long to get out of a system.
On the subject of the campaign rules, I kind of like them, even if it takes far too long to get out of a system.
Power corrupts, but Absolute power is kind of neat.