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Saganami Island Tactical Simulator : ウィキペディア英語版 | Saganami Island Tactical Simulator
''Saganami Island Tactical Simulator'' (''SITS'') is a tabletop wargame set in the Honorverse, a series of military science fiction novels written by David Weber and others and published by Baen Books. The first edition was based on the ''Attack Vector: Tactical'' game engine, whereas the second edition featured a rewrite of those rules. Originally published in 2005 by Ad Astra Games, the second edition was published in 2007, and is based on their later released ''Squadron Strike'' movement engine, which uses whole turn pre-plotted movement, rather than segmented movement and time keeping. As of 2014, the game is now published by Final Sword Productions. The game was developed in concert with Honorverse author David Weber and is considered canonical to the universe. The game is described, in an in-universe introduction in the rules pamphlet, as an aid issued to Royal Manticoran Navy cadets at the Saganami Island Naval Academy (from which the game gets its name) and is used by cadets at the Academy to prepare themselves for the much more complex computerized simulators. The game, the introduction continues, is also used by Manticoran line officers on active duty starships to wargame, in the military sense, various combat scenarios before engaging in the time-consuming process of programming the ship's simulator. == General Overview ==
The game play focuses on single ship or small unit engagements, as shown in the earlier books in the Honorverse series. Players use ships pulled from the Honorverse books, or created by the game designers specifically for the game, in deathmatch-style simulated combat or in scenario gaming, where one side attempts to prevent the other from achieving an objective, such as the protection (or destruction) of a convoy. The turn sequence has players plotting ship movement by use of grease pencils or eraseable markers on laminated cards; all movements are plotted simultaneously, as are all fire decisions, then are resolved in turn. Effects, if any, of battle damage or damage control efforts are applied after weapons fire is resolved, and the next turn begins.
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