226

(28 replies, posted in Starmada)

All these are interesting, I looked up the Battle of Jutland and this was the list of the Royal Navy ships involved:
Total: 151 combat ships
28 battleships
9 battlecruisers
8 armoured cruisers
26 light cruisers
78 destroyers
1 minelayer
There were 37 DNs, 35 Cruisers, and 78 DDs.  It seems as if Britian's Grand Fleet followed the ratio:
For each DN, one cruiser & two DDs... 8-)  8-)

227

(28 replies, posted in Starmada)

I actually agree with this philosophy.  Yesterday, I played a 1500 point game here in Jacksonville.  I had a CR450 BB, a CR251 CL, four CR151 DDs, and a couple of CR110 FFs.  My friend had a CR750 ship, two CR350 ships and three CR24 ships.  It was a fun, brutal slugfest, but I won.
:arrow: BTW, I will be in S.Fla. for a week and we are playing Starmada at Gaming Glenn's excellent gaming store Dragon's Lair in Davie on Tuesday @ 1pm.   8-)

228

(18 replies, posted in Starmada)

<LOL>  U2 may be right.  We don't use Marines, not sure why...(?)
And when we used munitions/expendables, we concluded that the Weapon Trait Expendable is Very Broken,
IOHO (InOurHumbleOpinion). 
If you do use the Expendable WT, just design an fast attack ship with short range expendables that have Sctr,Dfs,Dx2,Dx3.  When you have innitiative, overload engines and have this ships-killer charge into the enemy formation as your last ship move.  Then fire all of these too-low-CR weapons and watch most of the enemy fleet vanish before your very eyes... :shock:

229

(18 replies, posted in Starmada)

My friends & I here in Jacksonville have all given "Fragile Systems" to all of our ships.  There are several reasons we do this.
First, it makes the ship less expensive so it can have more hull and armor and hull delaying the threshold checks.
Second, it takes the guess-work out of making the damage/crippled rolls.  Too many times I have rolled a 1 or 2 and figured if I am gona loose two boxes too often, might as well have "Fragile Systems"...
Third, it makes the damage & crippled checks simple:  just mark off two boxes!

IT works for us; we are very competitive, but have much fun with the game. 8-)
Cheers,
Steven
Jacksonville, Fla.

230

(18 replies, posted in Starmada)

I haven't used Regeneration in the S{NE version, but have in the past.  The secret is to have your entire fleet fire at the ship with regeneration again & again until its blown up.  Your fleet should have higher firepower.
My friends & I here in Jacksonville have stopped using shields, and all of our ships have "Fragile Systems".   This allows a ship to have a lot more hull. armor & weapons.  But I admit that no one here has taken regeneration yet.
:idea: What I would do in a battle where a fleet has some ships with regeneration and others without it, would be to destroy the ones that don't have it because their firepower to cost ratio is higher than the ships with regeneration.  Then pulverize the regen. ships...
Let me know if this works.

231

(10 replies, posted in Starmada)

In one of the novels written in the STARFIRE Universe, by David Webber, there was a race of aliens that had special ships equipped with a ram that rammed enemy ships causing double the damage, and then troops boarded the rammed ships.  They also had missile/boarding pods with good range.  The designers of STARFIRE later published a suppliment with these ships & the ramms.  8-) 
Whopps, gotta go; it is c7am and I need to head off to work (Public School Teacher here)
Cheers
Steven Gilchrist

232

(10 replies, posted in Starmada)

Your idea is excellent. 8-)   I wonder if I can convince my gaming friends down here to try it...

233

(36 replies, posted in Starmada Nova)

Here is the latest version, with a different form on "Heavy Torpedoes"
It has more hull and its CV is eighty more than the previous version.  But it also has a little more firepower... 8-)

FOUR-LARGE-TURRET-class Dreadnoughts (620)
46ARMOR (= 31 AblativeArmor)
61HULL (I think of it as 30.5 Reinforced Hull from the Starmada Compendium)
THRUST [5][4][3][2][1]  WEAPONS [_][1][2][3][4]
      ECM [_][_][_][_][_]    SHIELDS [_][_][_][_][_]
Fragile Systems; Overthrusters
       WEAPONS (traits)                     [ARCS]                    RANGE;     ATTACK DICE
4× Plasma Cannon (Acr/Dx3/Gid) [FX4][FX4][AX4][AX4] 6-12-18;  4 3 2 1 1 1 0 0 0 0 0 0
10× Chain Guns (Acr/Dfs/Rpt) [TT]     2-4-6;     10 7 5 3 2 2 1 1 1 0 0 0
10× Heavy Torpedoes (Acr/Cts/Sct) [CD]    2-4-6;  10 7 5 3 2 2 1 1 1 0 0 0

     I will let everyone know how it works.

234

(10 replies, posted in Starmada)

The space-combat game Starfire had rules for ramming.  I used to play that game before discovering Full Thrust, which I abandoned when I found a copy of the Starmada Compendium and began playing Starmada.  The rest is history.
The Starmada rules based damage on hull size.  Bigger ships did more damage to smaller ship whether they rammed or were rammed.  Armor absorbed two points of damage if intact b4 the ram and still could absorb one point of damage if it had been damaged in combat b4 being rammed.  Also, the ship being rammed was able to fire all of its weapons at the rammer at short range b4 being hit.  It made for some interesting battles when the ships got to short range.

235

(127 replies, posted in Starmada)

I noticed that there seemed to be no SU cost for "Escort" a couple of months ago when I added it to a three hull PT Boat I had made.  It merely added to the cost.  I have never used this ship tho.  I don't have any ships that I want to keep hidden; all my ships have good firepower... 8-)

236

(15 replies, posted in Starmada)

No one here uses fighters.  The two times I used them in S:NE, they failed miserablely; they are not cost effective.

237

(15 replies, posted in Starmada)

My friends and I are playing Starmada, here in Jacksonville, at Suncoast Comics near NAS Jax on Roosevelt Blvd. 
All are welcome. 8-)   
We will continue our restriction allowing only two weapons traits on weapons, with Acr & Prc not counting in that number.  Also, although we don't use Expendables, Seekers are allowed...

238

(19 replies, posted in Starmada)

S p a m m e r   =   L o s e r

239

(15 replies, posted in Starmada)

Hello everyone from Jacksonville,
My friends and I played two games of Starmada today using the Two Weapon-Trait limit, (Acr & Prc don't count against this limit).  The games were fine and lasted a little longer, and were less brutal than before. 
Some of the weapon combos we had on our ships included {Dx2+Dx3, Slow+Cts, Dx3+Cts, Tls+Dx3, Dfs+Rpt}.  All of these weapons also had Acr, and none had Prc because no one here used shields.  In fact, all of our ships have Fragile Systems.  One of my friends has Long Range Sensors on all of his ships, I have Overthrusters on all of mine, and another friend uses neither.   
I think we have made things unbroken, and made the game more fun to play. 8-)

240

(36 replies, posted in Starmada Nova)

Here is the version of this DN with only Two Weapon Traits not including Accuracy or Piercing:

FOUR-LARGE-TURRET-class Dreadnoughts (540)
46ARMOR (= 31 AblativeArmor)
46HULL (I think of it as 23 Reinforced Hull from the Starmada Compendium)
THRUST [5][4][3][2][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fragile Systems; Overthrusters
WEAPONS ARCS    RANGE    ATTACK DICE    -4    -6    -8    -10
4× Plasma Cannon (Acr/Dx3/Gid) [FX4][FX4][AX4][AX4]   6-12-18;    4 3 2 1 1 1 0 0 0 0 0 0
10× Chain Guns (Acr/Dfs/Rpt) [TT]   2-4-6;         10 7 5 3 2 2 1 1 1 0 0 0
4× Heavy Mass Drivers (Acr/Dx2/Dx3) [CD]   5-10-15;    4 3 2 1 1 1 0 0 0 0 0 0

This ship still has good fire-power, but not the excessive firepower that our designs were having b4 this change. 8-)

241

(15 replies, posted in Starmada)

A friend and I played today and are going a make a change to the Srarmada Games we play here in Jacksonville: 

:idea: We want to restrict all weapons to having only TWO Weapon Traits.  Note, Accuracy & Piercing will not count against this limit, so a weapon could have these two (Acr & Prc) and two more. 
[We will still not allow the weapon trait Expendible because we think it is Very Broken.]

This will prevent games from being like today's game was where, in the first shot, a c150 point ship, with a weapon that had Five weapon traits including Slw, destroyed a 520 point DN that had 45 Hull & 45 Armor with one shot.

We are going to try this on Saturday and we think it will be effective. 8-)

242

(36 replies, posted in Starmada Nova)

Now that we are No Longer allowing Expendible Weapons, this is the latest version of my 4-Turret DN:

FOUR-LARGE-TURRET-class Dreadnoughts (531)
46ARMOR (= 31 AblativeArmor)
46HULL (I think of it as 23 Reinforced Hull from the Starmada Compendium)
THRUST [5][4][3][2][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fragile Systems; Overthrusters
WEAPONS ARCS RANGE ATTACK DICE -4 -6 -8 -10
4× Heavy Plasma Guns (Acr/Dx3/Gid) [FX4][FX4][AX4][AX4] 6-12-18;   4 3 2 1 1 1 0 0 0 0 0 0
10× Chain Guns (Acr/Dfs/Rpt) [TT] 2-4-6;     10 7 5 3 2 2 1 1 1 0 0 0
1× Mass Drivers (Acr/Dx2/Dx3/Fcs/Tls) [CD] 6-12-18;  1 1 0 0 0 0 0 0 0 0 0 0

This ship has excellent long-range firepower.  I have used it successfully with 150 point destroyers that have the same Mass-driver battery and two Chain Guns.

243

(2 replies, posted in Starmada)

I believe that the seekers attack right after their target fires.  This is to give it a chance to do some "AA" fire at the attacking seekers.  If the target of seekers has been destroyed or cloaks, then the seekers having no target just go away; vanish (they go inert?)  If the target is weaponless, then I would guess that the seekers can attack it whenever the owning player of the target declares that it has completed its firing. 
A delema can develope up for the player of the seekers' target.  If he or she has first fire and fires the targeted ship first, then other friendly ships that are nearby don't get to fire their weapons at the seekers attacking that other ship.  This can force a player to change the order that his ships fire...

244

(11 replies, posted in Starmada)

We are playing on Thursday here in Jacksonville.  I will keep track of which ships I move where, and see what effect that has.
:idea: Manuevering may be just as important in this game as ship-designing.

245

(11 replies, posted in Starmada)

Sounds good.  Not sure if my gaming buddies will go for it tho. 
Another solution is to manuever more carefully.  I usually play one c500 point DN and some destroyers.  On turns when my friend moves and fires first, I will move the DN last, and keep it out of the narrow arc of destruction of my friend's attack-ships.  In fact, I can move it into a position where it can fire its range 18 weapons and pick off these smaller attack-ships.  This could work too...

246

(11 replies, posted in Starmada)

i like the idea of allowing weapons to only have one damage modifer from {Dx2,Dx3,Cts}. 
:idea: Also, we could only allow Sct,Dfs,or Tls on weapons that don't have a damage modifier; or is that going too far?

247

(11 replies, posted in Starmada)

We ploayed one game of Starmada using Expendable Weapons:  We quickly decided that they were too powerful for their low cost.  I think the cost multiplier of .2 is too cheap, .5 would be more reasonable, considering the design my friend brought.  Here it is:

Shadow Zone BREAKER class
CR=130, Hull=10, Armor=0, Thrust=9, no shields, no ECM, stealth, etc.
Here was it's only weapon; a brutal expendable weapon:
Death Matrix
Arc=FR, Range=6, it has {Acr,Cts,Dx2,Dx3,Exp,Sct},  Attack Dice 16-11-8-6...

My friend kept this ship just out of range 18, which is the maximum range we limite ship-weapons too.  Then the turn he won innitiative, he overloaded the engines of this ship and charged to range two of my largest Four-turret DN.  This DN has 31 Ablative Armor & 46 Hull, with a cost of 515.  He fired and vaporized this larger DN
I Calculate that at short range this Breaker class ship should, on the average, do 33x21=681 points of damage.  If he had split his fire, he could have Destroyed all ships on my side with one shot. :!:
Have I miss calculated? 
This quickly led us to rapidly agree that expendibles are broken, Very Broken.  No disrespect to the S:NE designers, but I think y'all underestimated the potential power of the Exp Weapon Trait.
Have other players used the Exp W.T.?   How did it turn out?
We are playing S:NE this afternoon w/o the Exp W.T.

248

(36 replies, posted in Starmada Nova)

Since we have just begun using Expendable weapons, I have revised this ship (Again!<LOL>).  It now carries a formitable battery of Expendible Mass Drivers:

FOUR-LARGE-TURRET-class Dreadnoughts (515)
46ARMOR (= 31 AblativeArmor)
46HULL (I think of it as 23 Reinforced Hull from the Starmada Compendium)
THRUST [5][4][3][2][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fragile Systems; Overthrusters
       WEAPONS ARCS                                                   RANGE          ATTACK DICE -4   -6   -8 -10
4× Heavy Plasma Guns (Acr/Dx3/Gid) [FX4][FX4][AX4][AX4]  6-12-18;     4 3 2 1 1 1 0 0 0 0 0 0
11× Chain Guns (Acr/Dfs/Rpt) [TT]   1-2-3;            11 8 5 4 3 2 1 1 1 0 0 0
9× One-Shot Heavy Mass Drivers (Acr/Dx2/Dx3/Exp/Fcs/Tls) [CD] 6-12-18;  5 4 3 2 1 1 1 0 0 0 0 0

At Long Range, this ship can fire one massive salvo of 24 Mass Drivers that do 6 pts of damage each.
Could be a bit Devastating... 8-)
Cheers

249

(11 replies, posted in Starmada)

It has finally happened here in Jacksonville with my gaming buddies: 
Ships are being designed with Expendable Weapons. neutral
One of my friends used two 200 points ships that were armed with only one of these weapons:
Arc=FF7, Range=18, weapon traits=(Acr/Dx2,Cts,Exp,Fcs,Tls).  These two c200 point ships easily destroyed two of my c500 point DNs.  I calculate that this weapon will do an average of 105 points at long range. 
Needless to say, the other side easily won the battle, because the side with expendables has a tremendous advantage; they're brutal.  I personally think that Expendables are under-pointed, but if my friends want to use them, I will have no choice but to install them on my ships.  The next game that we play will be very bloody and innitiative will much more important.  I will post an updated version of my Four-turreted DN with expendable weapons added later.
Cheers

250

(3 replies, posted in Starmada)

Welcome to the Forum! 8-)

I have been playing Starmada for a while and enjoy it a lot.  Designing my own ships and their weapons appeals to me agreat deal.

Cheers