*
Welcome, Guest. Please login or register.
March 29, 2024, 11:53:24 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1686648
  • Total Topics: 118117
  • Online Today: 788
  • Online Ever: 2235
  • (October 29, 2023, 12:32:45 AM)
Users Online

Recent

Author Topic: axles and alloys questions  (Read 2536 times)

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
axles and alloys questions
« on: June 18, 2015, 04:53:04 PM »
i downloaded the latest rules (from 2014) and reading over them, it seems like a massively long table is needed since your moves have to be "the full speed distance".  seems like movement is cumulative -  turn 1 assuming speed is 0 goes 5", turn 2 accelerates 5" so moves 10", turn 3 accelerates 5" so move 15"; by turn 4 everyone is off my table (i don't have a lot of space) unless i do a 'repeating table' thing (think asteroids video game).
do i read that correctly?  or just move the acceleration/deceleration and track the final speed?

i like these rules and will be testing them out this weekend once i have finished my next 2 vehicles.  but i might tweak the drifting rules (no heavy vehicles allowed to drift).

Offline cameron

  • Bookworm
  • Posts: 91
    • Cameron's Tiny Little Men
Re: axles and alloys questions
« Reply #1 on: June 18, 2015, 06:19:17 PM »
Bigger is better, but I have played A&A on a 6x4 table comfortably. It sounds like your question assumes that everybody is just traveling in a straight line, which is not the intent of the game - I don't think it would be much use for Mad Max style extended chases. It's much more of a dogfight with cars, with people zooming around in circles trying to get position to fire on / ram / napalm each other.

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
Re: axles and alloys questions
« Reply #2 on: June 18, 2015, 10:00:21 PM »
cameron> yes i did an initial walk through as a chase as i thought that would be simplest to do.   more playing to do to get the hang of the rules.

Offline pistolpete

  • Mad Scientist
  • Posts: 836
  • Rent money is for rent - telly savalas
Re: axles and alloys thoughts
« Reply #3 on: July 01, 2015, 04:15:16 PM »
so another run through the rules more in line with the 'running around trying to shoot/ram/napalm each other' and it plays very much like dog-fight games (check your six).  cars go fast to get close, decrease speed to get better position, then go fast to get away and make another pass.  if had to describe the action overall it would be 'elastic'.  because of that, i think games would easily take more than 15 turns, short turns but still. 

has that been anyone else's experience?

Offline Papa Spanky

  • Scientist
  • Posts: 475
    • Geek in the Basement
Re: axles and alloys questions
« Reply #4 on: July 01, 2015, 10:57:19 PM »
My expirience with this game has been more of a arena type fight. no one really got to speed, because they either needed to turn or were killed. Weapons fire is pretty devastating, and the game usually ends before one lap or circut is finished.
If you want straight line movement, I use one speed as a "control" and have everyone move up or down the road based on that contol speed. I move any terrain effects down the road at that speed, and have a rolling road setup. Its that or use a really long hallway...

 

Related Topics

  Subject / Started by Replies Last post
9 Replies
9892 Views
Last post April 29, 2010, 05:48:40 PM
by Hawkeye
3 Replies
2748 Views
Last post June 17, 2010, 11:52:36 AM
by Doomsdave
10 Replies
3720 Views
Last post July 30, 2010, 12:33:54 PM
by Froggy the Great
2 Replies
2058 Views
Last post August 03, 2010, 04:11:57 PM
by warrenss2
6 Replies
1018 Views
Last post May 19, 2020, 04:15:24 PM
by Abbner Home