This Friday saw the release of THW "Star Navy". I bought and read the rules on Friday night, had a question or two, but I got an answer very quickly Saturday morning from both Desert Scribe of Super Galactic Dreadnought and Ed from THW and away I went...
I only used one house rule. I am a "hex" guy, so I pulled out the Battleship map as you can see below. 1 hex= 1"
The Star Navy of the Kingdom of Colores (KC) has really been considered a joke up to this point in the timeline. When first established in 1951, KC did not have a single ship that could be considered military. The various colonies of the KC contracted with free company ships for troop movements and cover for any actual combat actions. The next stage of development was lease and/or purchase of ships flagged as their own. These original ships were worn out, obsolete, cast-offs that were barely space worthy. Plus, they needed large numbers of alien contract personnel to even navigate out of port. The appearance of any real warship sent the Royal Squadrons fleeing.
Finally, after decades of development, the Colores ships feel ready to contest the skies.
Imperial ships have long flouted KC local space during transit by jumping in and making a dry pass at the closest ship or installation, then jumping out, mocking the very idea of sovereignty. Imperial Captains consider it a kind of sport. It serves as a warning and as intimidation to the smaller states in Sector Six.
Today would be different.
I used all the charts and mechanics for setting up, fighting, and for "after the battle". I found the rules to be clear, quick, and nicely narrative oriented.
I am not without reservations about these rules, but I don't think it would be fair to comment until I am more familiar with them. I will say that this is a very different approach than I have seen before, and that reinforces my view that I need to play more. My first impression was that it was easy and fun, and we will see about the rest.