![]() ![]() It was like playing Warhammer 40k with starships! That is to say, there are no rules for inertia, limited turning, or limited firing arcs. We tried several different systems and enjoyed some of them a great deal (especially Space Fleet, with it's quirky rules and hidden movement) but none really clicked with us until we tried Rocketmen: Axis of Evil.Īfterward, we realized that we enjoyed the game more than the others we’d tried because Rocketmen isn’t a real naval wargame. (I knew from the start that complex and slow moving systems like Star Fleet Battles - even in it’s simplified form as Federation Commander - and FASA's Star Trek Tactical Combat Simulator weren't for us.) ![]() Then my son and I started watching Star Trek: The Original Series, and began a quest to find a sci-fi naval game that's a good fit for us. (Though I don't hesitate to tinker with them by replacing any mechanics that I find especially annoying.) Somewhere along the way, I realized that I was quite content just playing these games and no longer felt the need to create my own. Thus began a long and very interesting journey: I had no idea how many different sci-fi skirmish rule sets there are! I've enjoyed collecting and trying out as many of these systems as I can get my hands on (an ongoing project with no end in sight, fortunately.) I especially love sci-fi ground warfare in the skirmish scale (an interest that was started by playing Warhammer 40,000, of course.) I decided that if I was really serious about the idea, I'd best start looking at the different systems already out there. Like most every one else who plays miniature wargames, I've thought of creating my own game. ![]()
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