2,651

(14 replies, posted in Starmada)

Nahuris wrote:

During a recent discussion with my group, the subject of spinal mounts came up. While discussing it, I thought...... Why not a lighter or heavier version of the standard spinal mount?

Not a bad idea-- and one that is relatively easy to implement...

2,652

(4 replies, posted in Starmada)

RiflemanIII wrote:

So, what would be added/missing, just so I know which I have?

That's the thing, I don't have a copy, so I don't know.

But it wouldn't be a PDF, and it wouldn't be a professionally-printed book... I think it was HTML from '95 or '96.

2,653

(4 replies, posted in Starmada)

RiflemanIII wrote:

Are you looking for hard copy or .pdf?

A scan would be fine... doesn't matter what format.

2,654

(4 replies, posted in Starmada)

I have to swallow my pride and ask...

Does anyone have a copy of Starmada 2?

My collection is missing an evolution... sad

2,655

(3 replies, posted in Spitting Fire)

elsyr wrote:

The question is this - does that mean immediately immediately, as in before the additional forward movement?  Or does the plane make the additional required forward movement (it will, by definition have enough MP to do that), and then stop?

You move as far as your MPs will allow -- once you run out of MPs, your move ends.

So, if I have 3 MPs remaining, and I need to move 4', then I move 3' and then stop. If I have to move 2', then I move 2', but I cannot complete the turn since it will cost more than my remaining 1 MP to do so.

Also, a tight turn or half loop has an MP cost associated with it.  I am assuming, since it is not mentioned, that a normal turn has no MP cost.  Is this correct?

Yes.

2,656

(39 replies, posted in Starmada)

Iron Knight wrote:

1.    Does the game work well with more than 2 players?

Sure. We've been playing three, four, even eight-sided battles at conventions for years.

Although, like any multi-sided game, you can have the problem of two players bashing each other's heads in while the third holds back to sweep away the pieces...

2.    How far does the design aspect of the game go?  Can players build their own weapons, equipment, or fighters?

As of this moment, you cannot build your own equipment, as their effects are so difficult to quantify... but you can design your own weapons from scratch, with something like seven million possibilities. smile

Fighters are also highly-customizeable.

3.    Does crew or officers have roles in Starmada?

Not at present, no.

4.    How well do the VBAM books work with Starmada?

Very well, considering that the two were designed separately and joined at the hip only recently. wink

5.    Does Starmada have any balance issues and what are they? (got  to watch for those power gamers in my group)

I say "no", but my bias should be obvious... smile

Honestly, several things have come up in discussion (search the archives for some samples), but none have been convincingly argued, IMHO.

6.    Is Starmada X or Starmada Brigades better?

Depends. If you just want the rules, and plan to go with your own designs, then get the Starmada X book (it's slightly cheaper). However, if you want to see many examples of what other players have done with the design system, pick up Brigade. Rules-wise, the two books are identical.

7.    Are more expansions to Starmada planned?

Depends on what you mean by "planned". smile

2,657

(16 replies, posted in Spitting Fire)

thedugan wrote:

With Starmada, Iron Stars, Grand Fleets, the various ARES variants, and  now Spitting Fire - I get the impression is Dan is running aound like some sort of large, hairy, demented Christmas Elf from one group of talent to another, hammering on it for a while then hitting it a lick with his magic 'game designer' wand so the rest of us elves can label it MJ12 and publish....... :-D

Can't say I can tell if this is meant to be complimentary or not...

wink

2,658

(16 replies, posted in Spitting Fire)

elsyr wrote:

I can't wait for some bomber, ground attack, and nightfighter rules!  And, of course, for a plane calculator so that I can stat up all of those obscure planes I have models of (Do-24 or BV-138 anyone?).

All things in the planning stages... stay tuned. smile

Ok - the inevitable nits to pick:

1) I am surprised at some of the turn ratings.  I know you were trying to be objective about this and not deal with which plane is "supposed" to be more maneuverable than another, but some of the numbers do seem a bit whacky.

One thing to keep in mind about turn ratings-- they are fixed and do not vary depending upon how fast a plane goes. Thus, when determining "maneuverability", one should look at the ratio of turn rating to maximum speed, rather than just at the turn rating.

Looking at it this way, the Spitfire is more maneuverable (4.5) than the Zerstorer or Mustang (both 4.0); although this still means the Hornisse (3.4) can outmaneuver a Wurger (3.0)...

Another thing to keep in mind is that, as this is not a one-on-one dogfighting ruleset, the ability to turn inside an opponent is not critical. So while some of these numbers may seem odd at first glance, they certainly don't make or break an aircraft.

None of my reference books have it, but I know there ARE references containing the roll and yaw rates for different planes of the era

Exactly the problem -- I know the data exists, but how to get at it is a mystery. Thus the decision to stick with basic stats, and values derivitive from those, like wing loading and power/mass ratio.

2) I am also a little puzzled by the defense ratings.  Most of them are 4+, which seems reasonable, but the ones that got 5+ ratings surprised me - particularly the A6M.  How were these derived?  It doesn't seem to me to be related to the amount of armor on the plane, or whether it carried an inline or a radial engine, or on the size of the plane (target area).  Am I missing something obvious?

I thought I had put something in there about what exactly the defense rating simulates, but I guess not. The defense rating does not translate to physical protection (that's what the damage boxes are for), but the ability to evade -- thus, a 5+ plane is one that is more maneuverable, not one that is more heavily-armored.

2,659

(16 replies, posted in Spitting Fire)

elsyr wrote:

... and it looks great.  I've been looking all over for a game that would do for WWII air combat what Starmada did for space combat, and hopefully this is the one!

Hope it lives up to your expectations. smile

Will you be putting together a plane builder calculator for this game?  It seems to me that no matter how many expansions you put out, you'll never get everyone's favorite plane published.  Aside from thatm, I like the "open source" feel of a lot of MJ12 games, and hope to see it continue with this one.

In all likelihood, yes... it'll take a little time, tho. I've got a spreadsheet that created the planes in the rulebook, but it's not exactly user-friendly.

Also, is there any chance you'll be putting out printed die-cut marker counters?

Printed counters, maybe -- but die-cut is something I've never been able to find a vendor for. Any suggestions?

2,660

(3 replies, posted in Starmada)

Are the owners of this site lurking around here?

http://www.cs.grinnell.edu/~millerbr/

Just wondering... looks pretty neat.

2,661

(1 replies, posted in News)

Majestic Twelve Games is proud to announce the release of Spitting Fire, a pseudo-historical game of aerial combat set during the turbulent years of World War II.

Between 1939 and 1945, nearly the entire globe became embroiled in the most expansive and destructive conflict ever seen. Although responsible for unimaginable terror and tragedy, the war also gave birth to innovation and invention on an unprecedented scale.

With Spitting Fire, players can take control of the aircraft forged in this crucible of conflict, and battle each other in skies the world over!

We should state at the outset that those who are aching for a historically-accurate, painstakingly-researched, richly-detailed simulation of World War II dogfights should probably look elsewhere. While such games can be exciting, they aren't what we had in mind. However, if you want a fast-playing, fun game that gives a nod to history without getting bogged down in historical minutiae, then Spitting Fire is for you.

In addition to the 52-page, full-color rulebook, MJ12 is also releasing the first set of aircraft disks. Easier than painting your own miniatures, and sturdier than cardboard counters, these disks are perfect for Spitting Fire or any other WW2 aircraft game.

Each pack contains four metal disks, 1.5" in diameter. Also included are four laminated data cards with all the information necessary to use the aircraft in Spitting Fire. This set of disks includes 40 different planes from seven nations.

For more information regarding Spitting Fire, please visit our web site: www.mj12games.com.

2,662

(34 replies, posted in Spitting Fire)

Faustus21 wrote:

2 people....

Guess I will need to invest in some new models then.
And look forward to the bomber supplement.

*Imagines doing BoB games with decent amount of bombers*

big_smile

Exactly what I intend to do...

I see bombers as being used in the game in two ways:

1) As additional aircraft in "fly and die" games. They will have point values like fighters -- and of the bombers I've statted up so far, their costs are equivalent (if not better) than the fighters.

2) In actual bombing runs, where they must maintain formation, speed, and altitude across the board lengthwise. Any bomber that makes it across scores VPs for its side. The point cost of the bomber itself will be reduced appropriately, since its "dogfighting" effectiveness will drop considerably...

I don't know if torpedo and dive bombers should be treated the same way or differently, since I don't know if they had to stay "in formation" like strategic bombers did...

2,663

(34 replies, posted in Spitting Fire)

Faustus21 wrote:

60 planes ? :shock:
That is very impressive, how many players was that with?

Just two... or rather, three, with Jim stepping aside for Noel on the Axis side halfway through.

2,664

(34 replies, posted in Spitting Fire)

Got to play again today -- this time with 60 planes on the board.

Great fun as far as I'm concerned, even though I got my butt kicked; Jim and Noel will have to speak for themselves.

Not much I would change at this point, so hopefully we can finish it up within the week... maybe?

hundvig wrote:

Hmmm...maybe adapt it to be the framework for Space Fleet Omega?  smile

Not bad... although that would mean giving up the Iron Stars conversion.

Hmm... choices, choices.

2,666

(26 replies, posted in Iron Stars)

So... the next Iron Stars book will likely be the previously-discussed "Jane's" type recognition manual, with stats for every ship in existence just before the start of our version of the Great War.

Thus, if there's a fleet you've been dying to see fleshed out, get to work!

...but I'm wondering...

Is there value in taking Starmada and going "retro"?

i.e., take the game back to its roots and see what happens with a revised version of Starmada 1.0?

Just an idle rumination...

2,668

(15 replies, posted in Discussion)

Here I am in Virden, IL, with my 10-year-old sister in law looking over my shoulder, waiting for the turkey to cook.

So I thought I'd say, Happy Turkey Day to those in the states -- and to those outside the states, I say "nyah nyah -- I get to stuff my face until I belch uncontrollably, and it's socially acceptable!"

big_smile

2,669

(34 replies, posted in Spitting Fire)

REAL close to release on this sucker now... can't wait, so that I can focus on other things again. smile

So if you have any last-minute suggestions on what you'd like to see in a WW2 fighter game, now's the time.

2,670

(6 replies, posted in Starmada)

murtalianconfederacy wrote:

(S+1/T+1) x2

Where S is the number of shots, and T is the number of turns

S is the number of shots, total, during the game, or the number of shots each time it fires?

2,671

(29 replies, posted in Game Design)

go0gleplex wrote:

something like that, yes.   Only I think I wouldn't have the sub move on every impulse, but rather have a choice to move all or part of its movement, so with a move of 5 it could move 2, target lock/fire, move 1, launch counter measures, reload tubes, move 2 more, lock and fire again...or however your mechanics work out.

Love it. Gonna steal it.

smile

2,672

(29 replies, posted in Game Design)

RE: Detection...

A halfway point would be to not have movement double-blind, but require detection in order to attack a target...

2,673

(34 replies, posted in Spitting Fire)

And because I'm a dork, here are two data cards for Spitting Fire; one from the actual game, and one just for fun... smile

http://mj12games.com/forum/files/camel_659.png

http://mj12games.com/forum/files/spitfire_186.png

2,674

(34 replies, posted in Spitting Fire)

So, if anyone's got a group that can playtest this sucker within the next few days, I'd be appreciative.

Drop me a line at cricket@mj12games.com.

2,675

(27 replies, posted in Game Design)

go0gleplex wrote:

Just something that started gnawing at the back of my head until it got free.  For now I'm just calling it "Elemental", a free form hex tile board/ wargame.

I really LOVE the premise...

One question from a practical perspective. Is each hextile supposed to have but one hex on it? (i.e., is the hextile a single "space", or does it have multiple "spaces"?)