How would you scale the Knight Hawks map?

Anonymous's picture
Anonymous
November 11, 2009 - 11:27am
Post in as much detail as possible how you would change the scale of the KH board-game from 10,000 km hexes to another scale. The goal is to allow cinematic fighter combat (fighters zooming around larger ships).

Or consider keeping the 10,000 km hexes and add special rules for fighters in the same hex as larger ships.

Best post wins a prize!


Comments:

Sam's picture
Sam
November 11, 2009 - 11:47am

I'll come up with something a little later, but here's a thought to consider.
 
The primary map, regardless of scale, could be considered a strategic map, whereas the battle at point blank range around large ships could be played out on a tactical map. Any vessel entering the same hex on the strategic map with an opposing ship would have their combats played out on the tactical/near space map. All scales would be greatly affected (hex size, vessel speed, turn duration, weapon ranges, weapon damage and chance to hit, targeting systems would be easier, etc ...).

As a turn on the strategic map is 10 minutes, perhaps the tactical map turn would only be a minute. Furious point blank action that isn't restrained by the immense difficulties of targeting, manuvering, or detecting over vast distances.


Anonymous's picture
w00t (not verified)
November 11, 2009 - 1:37pm
Sam, your idea about changing the time from 10 min to 1 min reminded me of a project I'm working on. I basically broke down the 10 minute turn into 1 minute segments. Based on the ships current speed the table below gives you the number of hexes it can move. Here is a snapshot. Not sure how it would fit in the model but wanted to mention.



Minute
Speed 1
2
3
4
5
6
7
8
9
10
1 -
-
-
-
-
1 -
-
-
-
2-
-
-
-
1 -
-
-
-
1
3-
-
-
1 -
-
1 -
-
1
4-
-
1 -
1 -
-
1 -
1
5-
1 -
1 -
1 -
1 -
1

Sam's picture
Sam
November 11, 2009 - 3:07pm

Here's another idea ... weapon damages would be much greater at close range due to better weapon accuracy and less energy diffusion/dispersion with beam weapons, etc ... So have any hit which does Hull damage roll another time on the damage table, one roll per d10 (or fraction thereof) the weapon does, ignoring any further hull damage results (and not re-rolling).


Anonymous's picture
w00t (not verified)
November 11, 2009 - 8:50pm
Sam, excellent idea. /me likes

Sargonarhes's picture
Sargonarhes
December 7, 2009 - 4:34pm
A thought on shortening the segements should also have an effect on the larger weapons. After all battleships can't rapid fire it's main guns, so weapons that are moving player only weapons suddenly have a very slow rate of fire. Like once every 10 turns. This would also limit laser batteries to once every 5 turns.
Unless you want lasers to be constantly blazeing away.
In every age, in every place, the deeds of men remain the same.

Anonymous's picture
w00t (not verified)
December 9, 2009 - 8:14am
In addition to breaking down the 10 minute turn into 1 minute segments I considered having weapons fire at different rates. I never playtested the rule because on paper is appeared to be cumbersome.

Using my table above say an LC's ROF (rate of fire) is 5, meaning it can fire every 5 segments. I fire my LC on segment 9. The weapon will be ready to fire again on segment 4 of the next turn. By having different rates suddenly some weapons are more powerful during the KH turn and could  mis-balances the Repair turn.

For example, let's say a LB has a ROF of 2 and the LC 5.

LB does 1d10 damage and can fire 5 times during one KH turn. That's 5d10 which on the average will do 28 pts of damage. The LC can only fire twice doing 4d10 damage (avg 22 pts).

...food for thought. Smile