251

(1 replies, posted in For the Masses)

of course, now I see how big they actually are. They are awfully large. A shame. They have several nice pieces in the line.

252

(1 replies, posted in For the Masses)

Nice!

http://theminiaturespage.com/news/654645/

253

(28 replies, posted in Iron Stars)

But are they illuminating a ship, or a location?

I ask that, and I now I am trying to picture using the secondaries (or even a new special kit - though I like using the guns they should be limited in number) to place "flare" markers on the table (that could die down like explosions in starmada). I like the random drift nature of missed shots, too.

Then if a ship were in the circle they are illuminated, but then can move out of the circle. Any ships that move in next turn are illuminated (if the flare is still active).

Drop them down on a logical approach and turn the search lights on to the gaps...

254

(1 replies, posted in For the Masses)

We talked about it once before but I cannot remember why we did not adopt it.

I agree it could work, though by lost commanders

jimbeau wrote:

How about this for those low-command armies, or ones that have lost commanders:

I assume you mean lost some - not all. Group movement does not address the issue of hapless, fearless, and dead officers.

Also, I would think that they do not have to be continguous. I would think that it could just be any unit within the commander's command distance.

255

(3 replies, posted in For the Masses)

And don't forget the

Wood Elves
* some loosely defined High Elves
* Laxud (jungle lizards)

I for one agree, Wes, the lists are what give the rules body - put some meat on the bones as it were.

We are also working on sample monsters to summon, and organized predefined spell lists.


Any ideas are welcome on lists.

256

(25 replies, posted in The Sovereign Stars)

getting there.
I would make the <AGR> smaller, though.
And the fonts in general are less sharp than they were before.

257

(25 replies, posted in The Sovereign Stars)

What if you put <AGR> or <EDEN> at the bottom with the stat bar?

258

(25 replies, posted in The Sovereign Stars)

Ah, I was reading it as System:World for some reason.

259

(25 replies, posted in The Sovereign Stars)

Very nice loooking
(though how a swirly red ball looks like Eden, I have no idea smile )

I really like the symbols over numbers. Gives it a strong feel.

260

(8 replies, posted in For the Masses)

A simpler option to be considered is to just give units with the
Testudo ability a bonus defense against ranged fire. The unit has the
ability, as needed, to react to ranged attacks and use their shields
to defend. Would that be better?

I don't like this at all.
It leaves the unit much too maneuverable when in the testudo.
There definitely needs to be some restriction on how many movement
points a unit can spend when in the formation. Maybe one movement
point per command.
And the shielding should probably help only on missile fire coming in
through the front hexsides.
And I would also make it a purchased ability.
Kevin

It will definitely be a purchased ability, regardless of how it ends up. So no fear there.

Nice catch, the wording would need to specify direction of the protection. Not sure it should be restricted only to the front, though. The flanks should also get a bonus.

I am not sure how to handle the movement restriction. Easy to deal with when directly trying to model the action - as with the first suggestion. Harder to deal with when more abstracted, as with the last. Will probably have to compromise on something, and movement may be it.

I have a platoon of GZG 15mm NAC that I finally (two years of patiently awaiting final paint dabs and basing) got around to finishing. They still need transport, but they are ready to rock and roll.

Before I decide if I want to come up with completely unique stats, I was curious if anyone has looked at converting Stargrunt values to Defiance.

262

(8 replies, posted in For the Masses)

elrics wrote:

As another option, could it be a hexstand-by-hexstand option?  A formation of three stands could opt for none, some, or all of its stands to "turtle up" each time it takes a reform action.

--Rich Spainhour

I had not thought of it that way.

Just thinking about it quickly here, it may be hard to indicate the status of individual elements, and unit cohesion would limit the ability of the unit to move with some elements turtled.

Needs some thought, but may be possible.

263

(3 replies, posted in The Sovereign Stars)

You might look at VBAM: http://www.vbamgames.com.
They are also working on a Starmada tie-in

264

(8 replies, posted in For the Masses)

There was some feedback on this regarding testudo that I liked, and want to continue the discussion (but don't have my email right now to get this quite right...)

My work to incorporate Testudo was to avoid the howl of Roman fans who would want it. Yes, it probably fit more in a situation when the unit could not reach the enemy - another tactic was to just run behind the shields at the enemy archers as fast as possible...

Regarding the functional unit size of the unit carrying it out... probably was smaller - century size (I think). This means it would be dependant on the defined scale of the battle you were fighting. Not preferable.

You could argue that applying the ability to an FtM unit (cohort, legion, whatever the scale) represents the smaller elements of the unit carrying out the action according to their drill as a whole.

A simpler option to be considered is to just give units with the Testudo ability a bonus defense against ranged fire. The unit has the ability, as needed, to react to ranged attacks and use their shields to defend. Would that be better?

265

(11 replies, posted in For the Masses)

We do have new fortifications rules for testing in the what is being worked on, yes.

266

(8 replies, posted in For the Masses)

I was thinking of something like the following:

Testudo
=====
Some units have carefully drilled and practiced an ability to arrange themselves and their shields in such a way to provide extra defense against ranged attacks. Historically, the Roman Legionaries were noted for this capability.

Activating a Testudo formation for a unit with this special ability is a special reform order.
The unit is arranged in a double column formation, with the two elements side-by-side in the front, and each successive element in a rear hex-side of the element in its front hex-side. The other front hex of the unit should be facing to the side, out from the main body of the Testudo.

It takes a reform order to deactivate Testudo.

Once a unit enters Testudo, it must remain in the formation for the remainder of the Turn that it activated the formation.  Units that begin a Turn in Testudo, may deactivate the formation at any time during that Turn.

Units declare they are in Testudo formation for that turn are considered to have +2 ranged attack defense, but cannot move more than 1 hex per turn. The only valid order to a unit while active Testudo formation is to Move - they can neither declare a melee or ranged attacks, nor may they Reform - accept to deactivate the formation.
=====

Thoughts?

267

(16 replies, posted in Discussion)

well, the stores around us are generally poor. I do not hold out much hope of us being able to arrange much.

OTOH, a new one is opening that I have some faith in. Not sure when it will actually open its doors, though.

268

(4 replies, posted in Discussion)

Work has asked me to consider an opportunity, yes.

Real preliminary... but I ranked gaming community right up there with salary, schools, churches, etc. wink

269

(4 replies, posted in Discussion)

Thank you. Perfect feedback.
At least now I have hope... smile

270

(4 replies, posted in Discussion)

Anyone here have experience with the gaming in central Missouri on the I70 corridor?

Particularly in the Columbia/Boonville area?

271

(8 replies, posted in News)

Given that I speak the American dialect of English, and not Kastilian: Skedule is shall ever remain.

On the other hand, yippee!
And I promises to pays me taxes when you rules the worlds.

272

(16 replies, posted in Discussion)

being the dork that I am... I mean
"that store in St. Louis I can't remember the name of but can drive to".

273

(16 replies, posted in Discussion)

I've been there. Good store, indeed.

I like "that store I can't remember the name of but can drive to".

274

(16 replies, posted in Discussion)

2.5 hours isn't that bad. We could make the occasional appearance, Jim. smile

(Well... when I am actually in Illiniois, that is.)

If your local store has good traffic, one way is to just set up at a visible table in the store and run some small games with you and a friend. You can snag interested people that way, and hopefully have it take off from there. I hope to be able to do something similar with a new store opening near us. wink

We have had good success running demo games at conventions - so if you have any local or small cons, run a game or two there to see who is hanging out.

275

(11 replies, posted in For the Masses)

Ok I am confused. If this is a new version read on- if this is a add on to the current version of FTM stop reading.

Will this be a replacement to the current version of FTM? And if so will the
people who bought the current version have it made available to them??

Wes.

Nothing is finalized, yet.

Basically, as with any ruleset there are opportunities for player feedback and other improvement points. Just as there have been several versions of Starmada over the years, FtM has had some refinement after over a year on general release. We are exploring these, and are continuing to solicit input to make them better.

We are still developing any plan of how to implement the changes.