Playing the KH Board Game
Posted: Wed Jul 23, 2008 12:50 am
If you haven't familiarized yourself with the Star Frontiers Knight Hawks system yet, or it's been a whilke, here's the low down on using the hex map for resolving combat.
First off is the map scale, one hex equals 10,000km. The game is played in a sequence of game turns, one turn of play equates to ten minutes of elapsed time. Each turn is divided in half, the first half being "side A's turn" and the second is "side B's turn" (adding additional sides extends the turn sequence...but for the purpose of this game we will only be using the standard two sided resolution).
During side A's turn A is the moving side and B is the non moving side, then for the second half of the sequence side B becomes the moving side with side A being the non moving side.
1> Side A's turn
a) Movement: Side A announces which ship(s) are activating defenses. Orbiting ships and stations are moved afterwards, then side A moves their ship(s) making sure no ship moves a longer or shorter distance than the prior speed permits. The new/current speed will be recorded afterwards
b) Combat: Side A will declare which weapon systems will be used against which targets, and all attacks will be resolved. Side B will announce which defensive weapons will be used against ships within their range, and their attacks will be resolved. Even if a side B ship is destroyed, it will still be permitted its defensive fire sequence.
2> Side B's turn (repeat as above, switching A and B)
Map Positioning
The hex map inthis game has letters across the left border and numbers onthe top and bottom borders. TO report a hex position, use the letter/number coordinates. Letter coordinates are read across the map left to right with each letter representing each row. Numbers at the bottom represent the diagonal column that travels up and to the right of the number, numbers at the top represent the diagonal column going down and to the left from the number. Some columns will have the same number but the shorter ones that don't extend top to bottom will only be represented by the number at the top or bottom where it commences.
Using the sample diagram below, the white fighter is in hex F-6, the red fighter is in hex J-12, and the yellow fighter is in hex L-8
First off is the map scale, one hex equals 10,000km. The game is played in a sequence of game turns, one turn of play equates to ten minutes of elapsed time. Each turn is divided in half, the first half being "side A's turn" and the second is "side B's turn" (adding additional sides extends the turn sequence...but for the purpose of this game we will only be using the standard two sided resolution).
During side A's turn A is the moving side and B is the non moving side, then for the second half of the sequence side B becomes the moving side with side A being the non moving side.
1> Side A's turn
a) Movement: Side A announces which ship(s) are activating defenses. Orbiting ships and stations are moved afterwards, then side A moves their ship(s) making sure no ship moves a longer or shorter distance than the prior speed permits. The new/current speed will be recorded afterwards
b) Combat: Side A will declare which weapon systems will be used against which targets, and all attacks will be resolved. Side B will announce which defensive weapons will be used against ships within their range, and their attacks will be resolved. Even if a side B ship is destroyed, it will still be permitted its defensive fire sequence.
2> Side B's turn (repeat as above, switching A and B)
Map Positioning
The hex map inthis game has letters across the left border and numbers onthe top and bottom borders. TO report a hex position, use the letter/number coordinates. Letter coordinates are read across the map left to right with each letter representing each row. Numbers at the bottom represent the diagonal column that travels up and to the right of the number, numbers at the top represent the diagonal column going down and to the left from the number. Some columns will have the same number but the shorter ones that don't extend top to bottom will only be represented by the number at the top or bottom where it commences.
Using the sample diagram below, the white fighter is in hex F-6, the red fighter is in hex J-12, and the yellow fighter is in hex L-8