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"SPACE FIGHT!" Starship combat boardgame
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<blockquote data-quote="Morrus" data-source="post: 4828283" data-attributes="member: 1"><p>Brief playtesting report:</p><ul> <li data-xf-list-type="ul">Overall, extremely pleased. We learned a lot about the system's strengths and weaknesses, and found the experience was clearly one of a game that's headed in the right direction.</li> <li data-xf-list-type="ul">Movement rules simulated movement how we wanted to perfectly, at a cost of being a little awkward to implement. Clearly the design goal of "fast play/ease of use" was not being met there, but we were delighted with how the various sized ships acted and the difference between fighters, mid-ized ships and massive capital ships.</li> <li data-xf-list-type="ul">Some of the ships were not well designed - that was fine, as they were just numbers thrown onto a template to see how the system "looked". We adjusted them a lot in play.</li> <li data-xf-list-type="ul">Squadron rules need some work.</li> <li data-xf-list-type="ul">Some areas where clarification is needed were highlighted.</li> </ul><p>We fought a battle between a Star Destroyer (launching TIE Fighters) and the Enterprise, three squads of X-Wings and a Klingon Bird of Prey. Each felt and acted exactly how it should. The fighters raced out to meet each other as the larger ships closed more slowly; fighter squadrons streaked along the side of the Star Destroyer blasting at it, taking casualties from its point defences, and dueled in lovely parabolic arcs! One time I misjudged an X-Wing's speed, and it was unable to pull up in time to avoid colliding with an asteroid.</p><p> </p><p>The winner was the Imperials.</p></blockquote><p></p>
[QUOTE="Morrus, post: 4828283, member: 1"] Brief playtesting report: [LIST] [*]Overall, extremely pleased. We learned a lot about the system's strengths and weaknesses, and found the experience was clearly one of a game that's headed in the right direction. [*]Movement rules simulated movement how we wanted to perfectly, at a cost of being a little awkward to implement. Clearly the design goal of "fast play/ease of use" was not being met there, but we were delighted with how the various sized ships acted and the difference between fighters, mid-ized ships and massive capital ships. [*]Some of the ships were not well designed - that was fine, as they were just numbers thrown onto a template to see how the system "looked". We adjusted them a lot in play. [*]Squadron rules need some work. [*]Some areas where clarification is needed were highlighted. [/LIST]We fought a battle between a Star Destroyer (launching TIE Fighters) and the Enterprise, three squads of X-Wings and a Klingon Bird of Prey. Each felt and acted exactly how it should. The fighters raced out to meet each other as the larger ships closed more slowly; fighter squadrons streaked along the side of the Star Destroyer blasting at it, taking casualties from its point defences, and dueled in lovely parabolic arcs! One time I misjudged an X-Wing's speed, and it was unable to pull up in time to avoid colliding with an asteroid. The winner was the Imperials. [/QUOTE]
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