The Grid System
Posted: Wed Aug 27, 2008 3:23 pm
Finally, after playing a long night involving a lot of vehicular combat and cars fighting helicopters and helicopters chasing boats, I have realized that there is one mechanic in DC which is even worse than the initiative system. So far this has not been a problem since we hardly ever needed to use it. It’s the strange grid system and the different types of speed for creatures, land vehicles, vessels and flying machines.
It took way to much time to calculate the speed for all the different types of transportation only to find out how many meters they make in five seconds. The different types of speed are totally useless. No one needs to know how many 8 m grids a vessel can cover in a turn.
If there will be a new release of DC I think it would be a good idea to standardize the vehicle cards and use one system of Combat Movement for all vehicles. Fortunatly some of the problems occurring while conducting vehicular combat with different types of transportation will be resolved with the abandonment of the initiative and turn system.
And why the hell have all boats a Cruise Speed of X/X in which X equals X?
It took way to much time to calculate the speed for all the different types of transportation only to find out how many meters they make in five seconds. The different types of speed are totally useless. No one needs to know how many 8 m grids a vessel can cover in a turn.
If there will be a new release of DC I think it would be a good idea to standardize the vehicle cards and use one system of Combat Movement for all vehicles. Fortunatly some of the problems occurring while conducting vehicular combat with different types of transportation will be resolved with the abandonment of the initiative and turn system.
And why the hell have all boats a Cruise Speed of X/X in which X equals X?