I admit it, I am a stubborn person. I tend to stick with things even after it has become obvious that they just aren't working out (as is evidenced by my continuing pursuit of perfecting the the hotdogerito, a hot dog with cheese rolled in a soft taco shell and deep-fried- I swear it will work out eventually!). But in this case I am willing to finally admit defeat. My Red Stars and Rising Suns rules suffer from a fatal flaw that I adopted at inception and was too blind to see.
That flaw is the adoption of the concept of hexagonal movement even though I had developed a way to chart movement without the ridiculous constraint of sixty-degree turns. The problem hovered at the edge of my consciousness as I struggled to build movement charts to reflect the different capabilities of the various 1930's era aircraft that I was designing the rules to depict. The realization finally dawned on me that there was no need to ape the six-point movement system that I had inherited from other air war games meant to be played on a hex-map. The circles that I had made could have as many different angles as I wished to paint on them. Simply using octagons would add a good bit more subtly to the turns without much extra complication (aside from me having to re-work all of my existing maneuver books). Octagons are impossible on a printed map as they do not link up without dead spaces. Moving diagonally on this surface would be the same as moving using squares.
However, without the need to link in a rigid pattern this allows us to move at a forty-five degree angle and maintain a proper center-to-center movement distance.
Check you email. I sent you a couple of charts
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