226

(297 replies, posted in Starmada)

Bit of a laugh: lol
Volatile Torpedo - Will not shut up! "I'm mad at you, I'm gonna get you, really I am, you dirty rat"
Telescopic Gun, close ranged - Boxing glove on a spring.
Scatter Torpedo - Launches and then does a runner.

Paul
Edited.

227

(297 replies, posted in Starmada)

madpax wrote:
Marauder wrote:

, that you get to select one of their ships each phase to get moved.

That's a thing I didn't understand. If I follow the rules, when I have to move one ship, the opponent will decide which one.
It seems bizarre and not enticing you to have smaller fleets of big ships.
I would understand such a a rule as long as the opponent may choose one of your ships if you have to move more than one ship.
Did I miss something?

Marc

I do not think that I have seen this used for movement before, wonder how many people will use it.

Here is a fun alternative. have a chit for each ship and draw for which ship moves next. Players alternate drawing a chit from the pot. For each command level (on highest level ship) if you draw a ship that you prefer to move later in the turn you can put the chit back in the pot instead. Of course it may be picked next - that is the luck of the draw. smile

Paul

The first two alien species, Stirkler and Jelly Pods. (in pdf thread).

Paul
[attachment=1]JP Regular Infantry 1Bn.png[/attachment]
[attachment=0]Stirkler 1st Cavalry.png[/attachment]

Here are the pdf files for the aliens abduction of Napoleonics.
Just to show what can be done, this could be expanded on.
I have used templates to create these counters and with a few small changes any historic units could be made.
Although a fictional setting, they have been based upon French (maybe the most used uniform type).
[attachment=1]Quantum Legion Musket and Lance.zip[/attachment]
[attachment=0]Quantum Legion Musket and Alien.zip[/attachment]
Have Fun.

Paul

230

(8 replies, posted in Starmada)

Your best bet is a bookstore dealing in out of print books but if this (see link) is anything to go by the price is OTT.

http://www.barnesandnoble.com/w/sovereign-stars-daniel-kast/1005144973?ean=9780971597938&itm=4&usri=daniel+kast

ISBN is given as 9780971597938 but I have also seen ISBN 9789715979368

Paul

231

(297 replies, posted in Starmada)

VBAM works but like most campaign games that try to cover every eventuality, they take time, sometimes a lot.
If you have the time to invest in the game and learning the rules a campaign can be enjoyable.
From my point of view, having the VBAM/Starmada ship conversion made the actual battles the best part. smile

It all comes down to the individuals preferences, a campaign that uses Starmada to decide battles or a campaign system that simply gives you a nice reason to blast enemy starships to dust.

Paul

232

(297 replies, posted in Starmada)

Enpeze wrote:
tytalan wrote:

Dan,
I know that you worked with VBAM for the empire level to add to Starmada but have you ever thought or using Starfire for the Empire level?  I do think the it is a better choice as it is both more comprehensive and more fully developed that what I have see with VBAM.  It is also more complex also.


More complexity than VBAM (which is already insanely complex and unplayable for most people with family and normal working time) is not really a positive sign.

I'll second that.
VBAM put has put people off campaigns although I cannot judge the version being worked on now. A less complex campaign system that gives reasons for space battles (without having to know that Joe Bloggs is upset that he did not become first minister of third planet on the left), that anyone can pick up and use is needed.
We need a KISS campaign book along the line of This is your empire, This is your spending money, You can buy these forces and lastly a set of objective cards (More space needed, capture/find a new planet : Pirate attack, go sort it out).
That way we can have fun without the lengthy headache.

Paul

See http://www.mj12games.com/forum/viewtopic.php?f=30&t=2131

I think a few people have had a go at the conversion.

Paul

234

(12 replies, posted in Starmada)

BeowulfJB wrote:

Real Life?
You mean we are not living in a sleep-induced world as shown in "The Matrix"
I learn something new every day... <LOL> lol

Have you never looked at a set of numbers that you may use frequently and thought that they must be right but "look" a little bit "different"?

Paul

235

(23 replies, posted in The Admiralty Edition)

I just have to ask, What has a re-telling of the storyline got to do with ships for Starmada AE?

You might want to put "Spoiler" in the thread title, there may be some that want to watch the dvd. smile

Paul

236

(51 replies, posted in Starmada)

madpax wrote:
Blacklancer99 wrote:

Dan, it may be pure semantics, but in my experience people either love or hate "Vector" movement as Ken has defined (and I for what it's worth agree with). I think if you say that Starmada:Whateverthehellthenexteditioniscalled has a Vector-based movement system, there are some people who will A.) Find reason to complain that Starmada doesn't use Vector movement as they know it, so they are upset, or B.) I don't like Vector movement, so I will continue to use the "old" rules from S:AE, or maybe even C.) I don't like Vector based games so I'm not going to buy that Starmada thing.

Worse, they could think it's => http://www.adastragames.com/products/adastra/av.html and hate when they discover Starmada is simple and easy to play.  big_smile

Marc

lol Nice picture on that page. lol
What happens when you get Three Cruiser Houses or a Destroyer Hotel on Fleet Street?

Paul

237

(63 replies, posted in Starmada)

Ozymandias wrote:

Is there going to be an optional rule for hex-facing shields?

You mean like in this thread?
http://www.mj12games.com/forum/viewtopic.php?f=2&t=3565&start=100
Paul

238

(13 replies, posted in Starmada)

Daniel Berger wrote:

Carronade is in the Rules Annex. It means the weapon can't fire at long range, though it pays the SU cost as though it could.

Weapons with Carronade get a SU cost reduction. Some of it is for fluff but you can have a slightly more powerful weapon for the same cost but a reduced range.

Paul

239

(2 replies, posted in Wardogs)

The 10 is the base number for a "Lock on".
The AR is the number needed for a hit to do damage so a 9 or greater will cause some damage. A weapon with a DMG rating 3 at short range will have a chance.
This does not take into account any weapon enhancements that the attacker may have to increase the chance of a hit.

Once you start taking hits smaller weapons get their chance of causing damage.
You may have cause to care if the mech is easy to lock on.

Paul

240

(76 replies, posted in Starmada)

Ozymandias wrote:

I notice that on the weapon readouts the strongest arcs are the ones with the lowest numbers.

It seems like it'd be nice if the arc #s were counted from the right, so the higher numbers were the stronger weapons?

I don't know if this would actually work, but high = bad seems somewhat counter-intuitive.

I think that you have it "back to front". smile
The arc numbers depend upon the total number of weapons in a battery and how many of the weapons fire into the arc.
"Low" numbers can mean that most or the weapons are covering that arc or that there are not many weapons opverall in that battery.
All will become clear when the rules are released and you have played with them.
I thought it odd at first but have come to like the system.

Paul

241

(297 replies, posted in Starmada)

warrenss2 wrote:

What I would like to be able to do is to grab a Heavy Cruiser from (maybe) Kilngon Armada and a properly scaled Star Wars Star Destroyer and then have at it!!!

Properly scaled, the Star Destroyer would swat the Klingon ship in the first turn or ignore it. smile
If you must have bigger ships do what some did with Full Thrust (Star-Ranger's Star Wars ships were made in several sections).
Same as if making a large station like B5, which might have a command section, fighter section, living section and power section.

Paul

242

(15 replies, posted in Starmada)

underling wrote:

Currently the Escort ability works in a similar fashion (I believe) to how it does in SFO.
Line of sight is blocked when it is traced through a hex with a ship with the Escort ability.
I'm not sure if this works both ways (blocks both enemy and friendly fire), but I think it does.
Kevin

In SFO it specifies enemy fire is blocked, last I saw, the new rules do not actually say that it is only enemy fire. I have suggested a little clarification.
It is good that the "little ships" have found another reason to be targeted. smile

Paul

243

(0 replies, posted in Starmada)

In the files.
Should be enough for a small battle, say 30-40 Flights/Squadrons a side. smile

Paul

244

(2 replies, posted in Starmada)

SFO has counters. See examples:
http://www.mj12games.com/forum/viewtopic.php?f=58&t=2693&p=21734&hilit=SFO+counters#p21734
http://www.mj12games.com/forum/viewtopic.php?f=58&t=2693&hilit=SFO+counters&start=60

Paul

245

(297 replies, posted in Starmada)

mikeaxe wrote:

My original response, by the way, was I liked the idea of crossing of an entire row on a single shield lose but to suggest using plain old numbers as they can be still read when somewhat smaller than the dice icons, cool as the icons are. But if you are the only ship in the quadrant ....
I of course want to play "you're the only Armada in the quadrant" and therefore always looking to reduce the amount of paper shuffling.

I have tried playing a few ships from B&K using "lose a row per shield loss" but with Three rows, as usual protecting against Kinetic, Energy or Ballistic weapons and I think that works too.
The dice icons (per the book) could easily be changed to numbers.

mikeaxe wrote:

Thanks for the christmas prezzy Paul I will have a look at doing some nice ships over this weekend (nothing special happening on Sunday is there????).

You're welcome, don't forget it is a true type font so it can be used in just about anything not just spreadsheets.

Paul

246

(297 replies, posted in Starmada)

The trouble with "ignores Armor" as a trait is that eventually all new ships will have it and Armor becomes a waste of time.

"Your Battleship, My ignores armor, ignores shields continuing damage weapon just blew it up! Yes I know it was just one shot" lol

My thought is that it was one of those traits like piercing +3 that can skew a game.

Paul

247

(9 replies, posted in Starmada)

My personal Heaven would to be able to see the print if the data was on a card that size!

You will most likely (depending on the final design) be able to get 4-6 ships on an A4 sheet.

Paul

248

(7 replies, posted in Starmada)

I have made a slight revision, just install over the first one.
Was printing a data card and did not quite like two of the icons which needed a little tweak.
Paul

249

(7 replies, posted in Starmada)

madpax wrote:

Very fine!
I prefer that than simple writings. And it easier to indicate they are used/eliminated.

Is it possible though, to add them automatically via an excel sheet?
I've never heard excel was able to add icons, but I don't know what it could do.

Marc

Thank you.
I like check boxes and was getting a bit fed up with the usual blank squares.
It is possible since it is seen by excel as just another font, the example is from the Shipyard/SFO conversion. Just to show how using Icons looks I substituted the systems line for ="Y?/RRMM~~~~~~".
Wherever I have included check boxes already on the Starmada sheet change the repeated letter for the Starsheet1 letter and apply the font to the cell.

Paul

250

(7 replies, posted in Starmada)

Happy Christmas.
My present to you all.
Starsheet 1 an Icon font for all of those little ship bits. In the files section.
Aracnonoi example for SFO below.
Paul
[attachment=0]SFO Spinner class ICON.png[/attachment]