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Saturday, 26 August 2006

Wings of War hex modifications

These are the basic modifications we used for our hex based version of Wings of War. Obviously, they lack the principal item -- the hex based cards themselves. This is for two reasons:
  • The cards for the small tables are not done yet
  • I'm not sure whether I can publish these cards, copyright wise -- but I'll check.
For now, here's the few modifications we used:

Movement

Movement is done using the new hex based maneuver cards. There are two sets of cards:
  • A version for small tables (or tables with large hexes)
  • A version for bigger tables
The two versions differ in the single fact that the small table cards have had the first hex of all movement arrows removed, so in a pinch the bigger table version can be used for a smaller table by ignoring the first red (or blue in the case of a Split S) hex.

Planes are always oriented towards hex sides, not vertices.

Firing range

Short range is 3 hexes, long range is 6 hexes.

Firing arc

The firing arc is found by drawing two lines from the center of the hex out through the vertices left and right of the hex side towards which the plane is facing. Hexes bisected by this line count as part of the firing arc.

The firing arc for rear gunners is the same from the rear of the hex, but excluding the hexes directly behind the plane.

__Update__: the up to date version of these rules now live on the main site [here](http://www.nirya.be/snv/rules/wings_of_war_hexified_1.html)

2 comments:

  1. Bart,
    One of the things I was thinking about over the weekend:
    You mentioned that the firing ranges were originally 5/10 hexes, to keep the same scale as the movement distances. Now we have them at 3/6. But this has a major impact on the game, maybe more than we originally thought. In the original WoW game, if one can shoot at an enemy, chances are you can shoot again next phase, since the shooting range is larger than the movement distance during that phase. With 3/6 ranges, we have the opposite: movement is larger than shooting ... ?
    Eliminiating the first hex is a solution, but even then shooting ranges might have to be set at 4/9 or 4/8 or something like that?
    Phil

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  2. OK - let's try a game with a 3/6 and one with a 4/8 shooting range and see which of the two feels best. Rule building the empirical way :)

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