Caplin wrote:Either, to be honest. The principle seems similar. I guess it is a cone shaped group of hexes, from what I can picture. I gather that places to the left and right of the "cone," aren't in the blind spot?
Any enemies in-between the edges of the cone are in the blindspot. Any enemies outside the edges of the cone, ie. to the right of the right edge and to the left of the left edge, are outside of the cone. So basically any enemies "inside the cone" are "inside the blindspot"
I've never had to try and define it without a visual representation, so I hope that's more clear.
As I've had the chance to look at my copy of the hex map this morning, I feel like I'm missing something. Perhaps the hex numbering is different, but when I go down and right from 4234, I land on 4335, not 4333 or 4133. Those seem to be up, not down. It's a bit confusing because of the way the hex map spreadsheet is laid out, but "right," seems to take me to either 4334 or 4335, depending how I interpret it.
It's entirely possible his map is numbered in the opposite direction (ascending vs. descending), as you are using a map representation and he's using an actual printed map from Starfire. I'd have to exam it in more detail to know for sure. Another possibility is that the numbering could be slightly different left-to-right so that going down and right may be 4234 to 4334 on one map, and may be 4234 to 4335 on another map. Some of the old maps that Task Force Games had made for both Starfire and Star Fleet Battles were slightly off like that.
So I wouldn't worry about it too much.
The important detail is that the edges of the 60-degree blindspot cone starts "aft one hex" and then goes "aft one hex followed by aft and left one hex" for the left edge, and "aft one hex followed by aft and right one hex" for the right edge, continued infinitely. You could think of it sorta like stair-stepping right and left to create the cone.
The 120-degree arc is a little different. You start "aft one hex" and then go "aft and left one hex" for the left edge, and "aft and right one hex" for the right edge. So it's like a straight row of hexes angled away from the ship. It is much easier to map.