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#1 Tim

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Posted 29 March 2011 - 12:46 PM

Hi All,

I've been trying to get some more information GQ3 and have been only partially successful. I've found the table of contents, which is somewhat helpful. There is an old introduction in this forum but the link appears to be broken.

I have 1:1800 scale models (A&A) and have played War at Sea, Victory at Sea and Naval Thunder. War at sea is a fun little game, but limited in depth. Victory at sea was not bad, but not quite deep enough - and I really do need a point system as we like to make our own fleets. Naval thunder was actually very much what I was looking for (for surface battles), but left us very wanting for air and sub operations - Naval Thunder has both air and sub action occur mostly before the game begins - which isn't much fun as you can lose the game before you even start the battle if you get a couple of bad critical hits.

Can anyone give me a sense of how surface, air and sub operations are done in GQ3? I'm hoping its what I'm looking for but I just want a bit more positive info before I buy.

Thanks,
-Tim

#2 Bob Benge

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Posted 06 April 2011 - 07:38 AM

Hi All,

I've been trying to get some more information GQ3 and have been only partially successful. I've found the table of contents, which is somewhat helpful. There is an old introduction in this forum but the link appears to be broken.

I have 1:1800 scale models (A&A) and have played War at Sea, Victory at Sea and Naval Thunder. War at sea is a fun little game, but limited in depth. Victory at sea was not bad, but not quite deep enough - and I really do need a point system as we like to make our own fleets. Naval thunder was actually very much what I was looking for (for surface battles), but left us very wanting for air and sub operations - Naval Thunder has both air and sub action occur mostly before the game begins - which isn't much fun as you can lose the game before you even start the battle if you get a couple of bad critical hits.

Can anyone give me a sense of how surface, air and sub operations are done in GQ3? I'm hoping its what I'm looking for but I just want a bit more positive info before I buy.

Thanks,
-Tim


Sorry for the delay Tim. Lonnie and the GQ3 moderators have been out for a bit. Please be patient and I am sure they'll get back to you very soon.
~ Bob Benge ~
ODGW Designer
Product Manager - Mein Panzer

#3 Blue Leader

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Posted 23 April 2011 - 03:01 PM

Hi All,

I've been trying to get some more information GQ3 and have been only partially successful. I've found the table of contents, which is somewhat helpful. There is an old introduction in this forum but the link appears to be broken.

I have 1:1800 scale models (A&A) and have played War at Sea, Victory at Sea and Naval Thunder. War at sea is a fun little game, but limited in depth. Victory at sea was not bad, but not quite deep enough - and I really do need a point system as we like to make our own fleets. Naval thunder was actually very much what I was looking for (for surface battles), but left us very wanting for air and sub operations - Naval Thunder has both air and sub action occur mostly before the game begins - which isn't much fun as you can lose the game before you even start the battle if you get a couple of bad critical hits.


Sub and air warfare are integrated into the regular GQIII, they are very strong rules, about the best out there for simulating the air aspect of naval gaming. My original background is with Command at Sea, and the air rules for GQIII are a vast improvement. There are two ways to handle air in GQIII, one is a bit simplified and abstracted campaign method which yields very good results, and there is a more detailed tactical method for those who want to really fly their planes into attack. In the tactical method, the three minute tactical turn is broken down into one minute air phases during which both planes and ships move and fire. It is not very complex, at one convention I attended complete novices to the rules were up and playing in a matter of minutes, and they managed two successful attacks on a hapless Japanese battlecruiser. Sub warfare is well-handled by the rules also, this time within the framework of the three minute tactical turns. You can play exclusive sub games, or aircraft attacks, but these all happen within the standard turns. There is no separate sequence forcing you to resolve them before all other combat. I am familiar with Naval Thunder and its sequenced movement, and feel the methodGQIII uses which integrates all elements together is superior.

Can anyone give me a sense of how surface, air and sub operations are done in GQ3? I'm hoping its what I'm looking for but I just want a bit more positive info before I buy.

Cheers,
Blue Leader

#4 Tim

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Posted 16 May 2011 - 04:52 PM

Sub and air warfare are integrated into the regular GQIII, they are very strong rules, about the best out there for simulating the air aspect of naval gaming. My original background is with Command at Sea, and the air rules for GQIII are a vast improvement. There are two ways to handle air in GQIII, one is a bit simplified and abstracted campaign method which yields very good results, and there is a more detailed tactical method for those who want to really fly their planes into attack. In the tactical method, the three minute tactical turn is broken down into one minute air phases during which both planes and ships move and fire. It is not very complex, at one convention I attended complete novices to the rules were up and playing in a matter of minutes, and they managed two successful attacks on a hapless Japanese battlecruiser. Sub warfare is well-handled by the rules also, this time within the framework of the three minute tactical turns. You can play exclusive sub games, or aircraft attacks, but these all happen within the standard turns. There is no separate sequence forcing you to resolve them before all other combat. I am familiar with Naval Thunder and its sequenced movement, and feel the methodGQIII uses which integrates all elements together is superior.

Can anyone give me a sense of how surface, air and sub operations are done in GQ3? I'm hoping its what I'm looking for but I just want a bit more positive info before I buy.

Cheers,
Blue Leader



Thanks for the reply Blue Leader.

I did pick up GQIII and gave it a read. It is quite comprehensive to say the least. I need to get one of my buddies to try it out with me so I can really get a feel for it. The surface combat seems very straight forward (because really all the complexities are integrated into the tables).

I really like the little SSDs for all the ships.

-Tim

#5 gregoryk

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Posted 16 June 2011 - 10:18 AM

Hi All,

I've been trying to get some more information GQ3 and have been only partially successful. I've found the table of contents, which is somewhat helpful. There is an old introduction in this forum but the link appears to be broken.

I have 1:1800 scale models (A&A) and have played War at Sea, Victory at Sea and Naval Thunder. War at sea is a fun little game, but limited in depth. Victory at sea was not bad, but not quite deep enough - and I really do need a point system as we like to make our own fleets. Naval thunder was actually very much what I was looking for (for surface battles), but left us very wanting for air and sub operations - Naval Thunder has both air and sub action occur mostly before the game begins - which isn't much fun as you can lose the game before you even start the battle if you get a couple of bad critical hits.

Can anyone give me a sense of how surface, air and sub operations are done in GQ3? I'm hoping its what I'm looking for but I just want a bit more positive info before I buy.

Thanks,
-Tim

Tim,

GQIII has sub combat take place on a map just like surface combat many people do not like to play out sub combat, feeling that ASW stands for awfully slow warfare. Our design team is working on a new approach that will speed up resolution, and give gamers a viable option for this important and interesting aspect of naval warfare. Naval aviation is handled in two ways by GQIII, one method is called campaign resolution and as might be surmised, trades detail for speed. The other method which I prefer, is called tactical and involves moving plane miniatures on the tactical area, with each individual plane miniature representing three aircraft. The three minute tactical turn is broken down into three one-minute air phases, and both aircraft and ships are moved during them, making attacking, especially with torpedoes much more challenging, as one needs to be consider ship movement.coordinating all the planes is quite a challenge, too; this aspect of naval warfare appeals to me, since my dad was a naval aviator during WWII. His all-time favorite aircraft was the FM-2, the General Motors version of the Wildcat, which had distinctively better handling characteristics than the Grumman F4F's.

Cheers, Blue Leader




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