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Miniatures Adventure => Future Wars => Topic started by: pixelgeek on August 08, 2020, 05:10:23 PM

Title: Free movement in Full Thrust?
Post by: pixelgeek on August 08, 2020, 05:10:23 PM
Has anyone tried playing Full Thrust without plotted movement? Is it doable?

I rather like the rules but I have never been a fan of plotting my turns out. Even in X-Wing I tend to screw up and that is far simpler than Full Thrust.
Title: Re: Free movement in Full Thrust?
Post by: Storm Wolf on August 08, 2020, 05:29:20 PM
Not really, I don't think?

I used to play FT a lot and I always liked the plotted movement.

Glen
Title: Re: Free movement in Full Thrust?
Post by: Braz on August 11, 2020, 12:30:30 AM
Just some musings so YMMV. Depending on the version of the rules you are using and which movement type you could try alternating ship movement. Move all out of control ships and terrain first then slowest to fastest ships based on their thrust rating alternating ships until all ships of given thrust have moved.

Not sure about fighters and missiles but probably move fighters during ship movement also but must move all fighters first before any ships for a given thrust rating.  Give fighters a theoretical thrust rating for turn order/initiative 5(torpedo/heavy),  6 for standard/attack, and interceptors 7/fast 8.

Salvo missiles would be trickier. I'd treat as direct fire weapons at half range or less. Further than that select the aim point as
usual using the smaller 3 inch targeting or alternately place missiles at mid-point during launch phase and then move missiles in the forward arc of the missile during the attack phase attacking the closest ship or if come within 3 inches first. This gives ships a chance to evade missiles or escorts to get in front to block.
Totally untested and not sure what else would break from memory.
Gotta break out my ships and rules again.
Title: Re: Free movement in Full Thrust?
Post by: Neldoreth on August 11, 2020, 04:08:01 AM
It's interesting how Full Thrust really tries to emulate the old naval wargames, where it appears to have been important for the 'simulation' to force players to make decisions without knowing what decisions the other fleet is making.

I imagine alternating based on speed as Braz suggested would work fine. I would imagine things like missiles and fighters should be pretty maneuverable though, and so should probably go last of all since they of all things would be able to adapt to enemy movement the most.

How do the other space ship rules do it?

Thanks
n
Title: Re: Free movement in Full Thrust?
Post by: pixelgeek on August 11, 2020, 03:02:23 PM
Just some musings so YMMV. Depending on the version of the rules you are using and which movement type you could try alternating ship movement. Move all out of control ships and terrain first then slowest to fastest ships based on their thrust rating alternating ships until all ships of given thrust have moved.

That might work. Thanks for the suggestions. Missiles might be troublesome as you mention
Title: Re: Free movement in Full Thrust?
Post by: pixelgeek on August 11, 2020, 03:06:28 PM
It's interesting how Full Thrust really tries to emulate the old naval wargames, where it appears to have been important for the 'simulation' to force players to make decisions without knowing what decisions the other fleet is making.

Which really doesn't fit a sci-fi game IMO. It also leads to fleets getting disorganized across the table which seems like it would make the game less fun. I suspect that the order system was more 'current' when the rules were published but its not really current anymore

How do the other space ship rules do it?

It is all over the place. Armada has a system where you pick your commands but not how they are executed which seems, to me, a better way to model command and control but also make larger vessels less flexible in terms of movement and fire.

Other systems do alternating activations or IGOUGO.
Title: Re: Free movement in Full Thrust?
Post by: DS615 on August 11, 2020, 03:44:50 PM
You need to play it, then you'll actually see how it works.
Don't tinker with the rules until you've played through the "right way" a couple of times.
There's a lot of situations where just thinking about something doesn't come out the same as actually seeing it in practice.

Plotting the movement isn't hard, and it works very well.
You can't get "disorganized" unless you simply lack the ability to visualize anything and are just marking random turns down.
(Which also works as a mechanic, and is pretty fun; ex Robo Rally)
Title: Re: Free movement in Full Thrust?
Post by: pixelgeek on August 11, 2020, 03:47:49 PM
Plotting the movement isn't hard, and it works very well.

I don't play games that require plotted movement. Not sure if you read my original post. So 'play it and see' isn't an option.
Title: Re: Free movement in Full Thrust?
Post by: Ultravanillasmurf on August 12, 2020, 06:53:57 AM
It has been probably 25 years since I last played Full Thrust, it was a lot of fun even if there was a lot of going round in ever expanding circles until the ship fell off the board.

I did found it easier than the Traveller (small) boxed game whose name I forget (not High Guard, the others small ship one with multiple counters per ship).
.
Plotting the movement isn't hard, and it works very well.
I don't play games that require plotted movement. Not sure if you read my original post. So 'play it and see' isn't an option.
I would not say plotting the movement was not hard (see above ^__^), but it is an integral part of the game - it is a bit like wanting to play Malifaux but being averse to playing cards.

You could use parts of the rules (within copyright laws ^__^) but you would not be playing Full Thrust.
[Apologies for the interruption, I had to exorcise my keyboard].

As always, your game, your rules ^__^
Title: Re: Free movement in Full Thrust?
Post by: Ultravanillasmurf on August 12, 2020, 07:07:27 AM
I was thinking of Mayday.
https://wiki.travellerrpg.com/Mayday (https://wiki.travellerrpg.com/Mayday)