Sneaky Scot wrote:... the Honor Harrington series... There's also a game system out there, but something that involves "an easily understood vector mechanics systems to allow you to recreate the battles in the novels" strikes me as way too complicated...
The games is called "Saganami Island Tactical Simulator" or "SITS". It's produced by
Ad Astra Games , which is owned by Ken Burnside - who worked for ADB for a time.
SITS (and it's cousins, Assault Vector: Tactical - or AV:T and Squadron Strike) all use a relatively easy to comprehend, 3-D vectored movement / targeting system. Through to use of tilt-blocks (allowing ships to be positioned in an attitude where they are rolled / pitched 30 and 60 degrees off plane (relative to the table top), combined with stacking tiles indicating the altitude (relative to the table top) allow you to maneuver / target / and fire in 3 dimensions.
It sounds and looks more complicated than it actually is. You have to walk through it 2 or 3 times to get the hang of it... but after that - the 3D movement is easy...
The hard part is learning to deal with vectored thrust...
Once you apply thrust is a direction, you continue to travel in that direction (until you reverse and cancel the thrust) or thrust in a second direction. After 25 years of SFB (and other space games) where if you didn't accelerate in a given turn, you didn't move... it's un-concerting to travel 7 hexes in direction A one turn, then turn 60 degrees (to direction B) and thrust 4 hexes and not end up 4 hexes in direction B [due to continued velocity in direction A].
For the first few games...
I was overshooting targets...
4 hexes thrust in A on turn 2 plus 4 hexes thrust on turn two leaves a speed of 8, which must be cancelled out or you zoom right past your target.
Add to this vectored thrust as you attempt to maneuver to "cross your opponents T", plus thrust in a positive / negative altitude and you really have to think your maneuvers out in advance.
And when I didn't manage to over-shoot, I was out of firing position...
I would wither be rolled to far to the right of left for my main batteries to bear...
Or I would be pitched up / down at an angle that left half of my main armaments pointed the wrong way...
Or my opponent would just flat-out, out maneuver me...
He'd come in perfectly...
Cross my T during the mid-turn firing phase, fire all weapons...
And then roll 180-degrees to bring the other broadside to bear in time for the end of turn firing phase!
All in all, though it's still a fun game and everyone should try it.
If you're going to Origins, Ken will be there teaching / demo'ing this system and you owe it to yourself to check it out.