Re: TNE Crewing Requirements-->Designing big ships

Part of thread: Re: TNE Crewing Requirements-->Designing big ships · 0 replies ↳ In reply to Re: TNE Crewing Requirements-->Designing big ships — dcndcn13
You obviously had an intuitive sense of the BL/BR division of labor that I
just mentioned in another post.

You probably also realized that the BL/BR hex grid was so large in order
to permit/encourage/require/reward use of minis.
But it also did allow us to use larger counters with garish ship paint
schemes on them, which is always nice. I put the Maryland flag on as many
things as I possibly can. And the Blue Angels paint job, and Richard
Petty's colors.

> I had a hybrid of the two I was using. PC ship and important NPC were
> always BL while "red shirts" (friendly and hostile) were BR. If the PC's
> were fighting the main villain it went all BL. I didn't quite codify
> everything down but it mostly worked. I didn't like how big the hex grids
> were so was using an old hex map from the FLGS I had used with the old
> FASA
> Star Trek Tactical Combat Simulator with significantly smaller hexes and
> usually dice (d4) for the vector markers. Never had enough of the RAFM
> miniatures to use, though.
>
> Speaking of which, I emailed them at sales@rafm about more
> Clippers/modules
> but never got a response back yet. Might try again here soon some of the
> more unique email addresses.