Wednesday, July 18, 2012

GQIII - Game Aid Lesson Learned


During last weekends naval game, I found the the rules worked fine, the game aids I had used did not.  So lessons learned:


  1. Tape measures and rulers.  I pulled an unintended fast one on my players and went with the half scaled version of GQ, 1cm=2000 yds versus the normal 1cm=1000 yds.  I don't think any one moved twice as fast as they should have , but it would be easier and cleaner to have scaled rulers.  Luckily these are available as PDFs from GQ and I've printed off a set of 12 on cardstock.
  2. Turn gauges.  I used the original scale turn gauges instead of the correct scaled one.  The rulers from GQ include a cm=200 turn gauge, so that's what I'll used next time round. 
  3. Ship Cards.  This is where I really messed up.  I tried to make some spiffy reusable ship cards using the Deluxe ship stats from GQ, a photo of the ship, file cards and those plastic sleeves that game stores sell for card games.  However, the combination of the size of card I chose, the printing and the cut and pasting from the GQ document to the card file resulted in Cards that looked great at first glance but only semi-readable.  I'm back to the mouse pad on this one.   I think I'll go back to Angus K's site to admire his cards.
  4. Markers.  The sticky tab arrows I brought for torpedoes worked very well I thought.  Same for the plastic hit and fire makers provided by Curt (he of no childers and thus bigger war-games budget), but I'll stick to the homemade (and cheaper) versions.

4 comments:

  1. Don't let Angus K know, his ego is bad enough :)

    ReplyDelete
    Replies
    1. Sounds like there are those who can balance him out nicely!

      Cheers

      PD

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  2. Good report

    I have to confess having looked at GQIII but shied back to GQII

    ReplyDelete
    Replies
    1. I am happy I made the move. The biggest change is in the gun combat which now has the right feel instead of the abstract method used in the past.

      PD

      Delete