251

(1 replies, posted in Starmada)

If moving forward would decrease the range to the target, the seeker must move forward. Otherwise, the seeker must turn towards the target.

252

(1 replies, posted in Starmada)

Yes.

253

(6 replies, posted in Starmada)

Welcome back, and glad to hear you're doing well. smile

254

(6 replies, posted in Starmada)

Overthrusters effectively widen your firing arcs without using any engine power.

255

(6 replies, posted in Starmada)

As I said, that was the rule in Admiralty. You can keep doing it that way and no one's going to break down your door and arrest you.

Yet. smile

256

(6 replies, posted in Starmada)

BeowulfJB wrote:

After all movement is completed, then ships with Overthrusters may pivot one hex-facing port or starboard.
Are we using Overthrusters correctly?

That is how Overthrusters worked in Admiralty. In the Unity edition, it was changed such that the engine requirement of a pivot (p.17) is reduced by -1.

257

(2 replies, posted in Starmada)

It's not explicitly written as a rule, but if it's something ships can do in the SFU, and your opponent agrees to allow it, I don't see why not.

258

(1 replies, posted in Grand Fleets)

You want the Third Edition:

http://mj12games.com/grandfleets/mjg0730.html

259

(2 replies, posted in Starmada)

No, it is missing. I'm not sure why. Here is the card.

260

(7 replies, posted in Starmada)

I plan on playing Hydrans, myself.

261

(7 replies, posted in Starmada)

Distant Armada is roughly 50% done, and I'm trying to keep it on the fast track to completion.

262

(2 replies, posted in Starmada)

(I did see your post, but wanted to check my FedCom rules before responding. Either way, it's probably best that you split it out as a separate topic.)

A 3-hex strand of strength 4 web has a total strength of 12 (5M1b1: "A given Web Strand has a Total number of points, and the strength of the Web Strand is this total divided by the length of the web in hexes"). When it degrades, it is this TOTAL which is reduced by 1 per hex of length. Thus, in the example, the strength drops from 12 to 9, while each individual hex in the strand has its strength drop from 4 to 3 (5M1b2: "At the end of each turn, reduce the Strength Total of each Web Strand by one for each hex of the Strand").

What this means in practice is that a strand of strength 4 web will always take four turns to degrade, regardless of length (assuming no reinforcement).

You are, however, correct. There should be a rule somewhere on p.14 to the effect that each web strand with a strength greater than zero has its strength reduced by 1 during the End Phase. This reduction happens before reinforcement.

I've been railing against size creep since 1995. big_smile

264

(9 replies, posted in Starmada)

cnuzzi wrote:

So, how exactly does a ship escape from a web in Starmada? Let's say a Klingon ship with an Engine Rating of 5 enters a strength 3 web on turn 1. It stops. The next movement phase (turn 2)  it now has an engine rating of 2. The web is still at strength 3. What can the Klingon do? Is that optional engine doubling rule the only way out?

During turn 2, it moves out of the web with an engine rating of 2. In essence, it is spending 3 movement points to exit.

Ah, for the days when I capped starship designs at hull size 10...

266

(9 replies, posted in Starmada)

Double first, then reduce.

267

(14 replies, posted in Starmada)

No. It's PDF-only for the time being, while we gather any feedback/errata (a smart move on ADB's part). It will be available as a book in the very near future.

268

(1 replies, posted in Starmada)

cnuzzi wrote:

1 - Can drones be targeted at other drones in Starmada SFU, as in Fed Com?

Yes.

2 - Assuming the answer to the above is "yes", let's say a Klingon D7 fires a drone at a Fed CA. The CA then launches a drone targeted at the Klingon drone. The next Fighter Phase, the D7's drone activates first and enters the hex containing both the CA and the Fed drone. What happens?

When a seeker flight activates, any one seeker targeting the activated flight may activate first (Starmada Unity Rulebook p.41). Thus, the Fed drone could interrupt the Klingon drone's activation.

269

(1 replies, posted in Starmada)

Only starship attacks are affected by the -1 to-hit penalty.

Yes, a nebula voids an SFU cloak.

270

(9 replies, posted in Starmada)

Read "thrust rating" as "engine rating".

And yes, engine doubling is an optional rule in Starmada (D.1: Emergency Thrust).

That's my point -- traditionally, there is no "range" of hull sizes (i.e. displacement) within which a destroyer, cruiser, battleship, etc. would be defined as such. It's all about the role the ship is meant to play in the fleet.

But I also realize that many (most?) starship combat games set up such ranges, so I understand the question. Suffice to say, if I were to provide an "official" list, you and others on this forum would chafe at the size constraints. smile

Historically, wet navies used the ship's role for classification, not its size (although, since the ship's role also dictates its size, there is a significant correlation there, if not true causation).

Carriers "carry" fighters. They tend to be really big because of economy of scale: it's much easier logistically to maintain one ship with 10 fighter flights than 10 ships with one flight each. (In the real world, carriers are big because of the need for a flight deck; in space, such things are unnecessary, so you *could* have the lots of ships with a few fighters each, but sci-fi settings tend to portray carriers as being as large as, if not larger than, battleships.)

Battleships (short for "line of battle ships") are those meant to stand in the line of battle and kick the crap out of the other guy's battleships. Thus, they tend to be the largest ships in the fleet, because bigger is better. Some settings use "dreadnought" as a classification for "heavy battleship" -- while, confusingly, others use it as something lighter than a battleship. It is true that battleships (and battlecruisers, for that matter) were called "dreadnoughts" after 1906 (specifically, "Dreadnought battleships"), but within 10 years these were superseded by super-dreadnoughts, and since "super-dreadnought battleship" sounds silly (and there were no non-dreadnought BBs anymore) the term "battleship" was back on its own. In the end, a battleship is a battleship is a battleship: the biggest, baddest ships in your fleet.

Battlecruisers were an experiment by WW1-era navies, trying to combine the offensive firepower of a battleship with the speed and independence of cruisers. Generally considered a failure, if unfairly so (IMHO). The term fell out of favor by WW2, with only a few examples from that conflict and the Cold War, all of which can be described as "cruiser killers" -- ships with big guns able to defeat any cruiser they come across, but without the defenses needed to go toe-to-toe with a battleship. Sci-fi settings typically consider a battlecruiser to be a "light battleship" (or a really nasty cruiser), with little consideration for this nuance.

In the wet-navy environment, cruisers are meant to "cruise" around the oceans, conducting long-range scouting, engaging in commerce raiding, showing the flag, etc. They generally act independently, and need to be big enough to look after themselves, while fast enough to run away if needed. They can't be too big, though, because at some point they become too valuable to risk on such missions.

Originally there were such things as simple "cruisers"; however, they were unarmored. Once someone thought of putting armor on the deck (to protect the vital spaces below), these became "protected cruisers"; those with armored belts became "armored cruisers". Protected cruisers eventually disappeared as technology improved. Armored cruisers were redundant after battlecruisers came on the scene, and when battlecruisers fell out of favor, there was no impetus to go back to them.

In WW1, there were (obsolete) armored cruisers and light cruisers. Both were used in traditional cruiser roles, while armored cruisers sometimes went up against capital ships, with catastrophic results. Light cruisers also found use as leaders for destroyer flotillas. Between the wars, the Washington and London naval treaties created space for two classes of cruiser: light cruisers had guns of less than 8", while heavy cruisers had guns 8" or larger. There are instances in which "light" cruisers have a greater displacement than "heavy" cruisers. However, in sci-fi settings, light and heavy refer without exception not to the class of armament, but relative size.

Destroyers were originally "torpedo boat destroyers", designed to fend off enemy torpedo boats and keep them away from the battleships. In an ironic twist, they began carrying torpedoes themselves and eventually took on the role of what they were meant to defend against while retaining a secondary defensive purpose. By WW2, destroyers took on many forms, all lumped into the general category of defensive escort for (and potential threat to enemy) capital and merchant ships -- with various anti-aircraft, anti-sub, and anti-destroyer roles. On the whole, you need a lot of them, and they need to be expendable., so they end up small and cheap. Modern destroyers are larger and have drifted into traditional cruiser territory, giving up their defensive escort role to frigates.

When it comes to sci-fi, no ship classification is so confused as the "destroyer". You've got the wet-navy paradigm of a small escort ship, to the Omega-class destroyers of Babylon 5, which are basically heavy cruisers, if not small battleships, all the way up to the Star Destroyers of Star Wars, which refers to an entire range of ship designs which are clearly the most powerful in existence.

Initially defined as a fast ship in the 17th century, a frigate wasn't of any particular size: for the most part, they weren't meant to stand in the line of battle, but some fast battleships were considered "frigates". By the later age of sail, frigates were essentially large cruisers -- as long as ships of the line, but faster and more lightly armed. Then, around the ACW, the "armored frigate" was introduced, and for a short period these were the most powerful ships afloat. These eventually morphed into battleships and armored cruisers, while the term "frigate" fell out of use. Then, in WW2, the British brought term back to describe an ASW escort smaller than a destroyer. Sci-fi settings generally consider the frigate to be a "small destroyer".

273

(14 replies, posted in Starmada)

Of course I meant photons.

274

(14 replies, posted in Starmada)

The Tholians use phasers.

Anyone who buys the PDF will receive a notice when the file is updated.

275

(14 replies, posted in Starmada)

The Orion Doubling omission is a glaring error that I cannot explain. It will be fixed. Likewise the disruptors on the photon-armed bases.

As to why each of the base types is doubled, you have to go back to the previous versions of the book (Admiralty/Nova). In order to match the page count, and thus continue to use the already-printed covers, we had to retain separate entries for (as an example) the Romulan and Gorn Bases, even though they are now both labeled "Plasma-Armed".