took a break from histabletop
game to complete his impressive Tallahassee cruisermodel
. He's designed it so each subcomponent fits together tightly and the overall structure balances well. As an extra bonus, you can see how hisminiature fighters
scale nicely, so he'll actually be able to use the 24" capship in his future gaming endeavors. Sounds like fun!I've had another project I've been working on for a while: Scratchbuilding. I started with the Excalibur... realized I was in way over my head, took it back a step and worked on the Tallahassee Cruiser... lost the materials for that... and decided to go for broke and started over on the cruiser but built to be 24" long. I threw on the last parts of the Tallahassee Cruiser last night. I learned a lot from this build, mostly in the way of bracing and how to square parts of the model up.
That's one of the Hellcat tokens I built for the game. The Cruiser is too small to be 'accurate' in terms of scale, but it does help show what my thinking is for involving cap ships in the game. The cap ships would basically BE the board while the Turrets would basically be immobile fighters that can't dodge and have really really good turn value to represent the rotational speed of the turret. The engines, bridges, launch bays, etc would all be similar to this with some different attributes to account for the different systems. In one-off games cap ships would likely be a 'destroy the target' sort of thing. Have something like 750 hull points that have to be reduced to 0.
In campaign games, things like Carriers would be critical to protect and would likely be the focus of the campaign itself, with it's destruction being the completion of the campaign.