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hundvig wrote:I know Wells is canonical for Iron Stars, but are we adopting anything from Verne? Obviously the Baltimore Gun Club didn't land men on the moon in the 1870's, but do they exist in the setting at all? It's easy enough to ignore the moon shot by just assuming that the crew were killed on "launch" (as they would have been in reality) and the shell missed altogether...but having the (disgraced by failure?) Gun Club as a background element would be cool, and it might give a technologically-justified theme (really BIG guns!) for the US fleet.
I'm not as familiar with Verne's story as that of Wells-- is there any way the two can be reconciled?
Did I mention I REALLY like Keel Bombards?
Not yet. What do you think of keel bombards?
japridemor wrote:I am having difficulty matching up SXCA with what my copy of the rules say concerning DRat. My version (2.0) of the rules under rule A.2.2 says HSx3xappropriate shield factor. My version of SXCA (2.61) has HSx12/(6-Shield).
Well, first of all, the factors in rule A.2.2 are the result of the formula 6/(6-Shield Rating); I use the formula in the Excel spreadsheet 'cause it's easier.
Secondly, there is an errata -- the rulebook should say Hull Points x2, not x3. When this change is made, the two jibe with each other:
HS x 2 x 6/(6-Shields) = HS x 12/(6-Shields)
Anyone remember why it says "x3" in the first place?
God, I'm getting old -- 35 years, 4 days and counting...
Ironchicken wrote:The cost of a turn is based on speed at start of turn and remaining engines.
Up to a speed of 1/2 (rounded up) remaining engines turn cost is 1
Up to a speed of remaining engines turn cost is 2
Up to a speed of 1 1/2 (rounded up) remaining engines turn cost is 3
Up to a speed of twice remaining engines turn cost is 4
etc
I may be terribly slow this AM, but I'm not getting this... can you give an example?
So I had heard that this game was coming out, then nothing...
But a trip to the Specialist Games website shows that it has been out for some time now. Is it in the US? If not, anyone in the UK willing to track down a rulebook that I can buy/trade for?
nimrodd wrote:The 2 major differences between 5 expendable weapons and a single weapon with 5 shots is that: 1) I can fire off all 5 expendable weapons in a single turn and 2) It takes 5 points of damage to that damage track to kill the expendables, whereas it only takes 1 point of damage to kill the single weapon with 5 shots.
Ah... now I see the concern.
Simple enough to correct.
Build an expendable weapon according to rule G.4, then multiply by the square root* of the desired number of shots.
(*Trust me... )
Looking over the existing 'kit', as Matt likes to call it, and I'm wondering about the Babbage Engine:
Does anyone use it in their own designs? Does it seem to be worth it?
Nahuris wrote:Dan, outside of the one shot expendible weapons, and the unlimited shots normal weapons... do you think there is a way to incorporate ammunition costs into the weapons???
Err... I'm not sure why you can't do it with the existing expendable rules. E.g., if you want 10 shots, just add 10 expendable weapons...
Or am I missing something?
themattcurtis wrote:I was never voicin' anythin other than how I pictured the IS universe. It's most likely time for me to bow out, anyway. Todd has ideas cooking for the Moon, and there has to be other folks who'll offer up some ideas for Spanish Civil War, WWI or whatever earthside conflict hits next.
Now, now, there's no need to bow out... just a difference of opinion on how the Greeks should be represented (if at all).
Besides, nothing's official until it's in a rulebook. In the meantime, I love seeing other people's ideas on fleet composition.
murtalianconfederacy wrote:And heres a ~150 pt fleet made up almost entirely of these vessels:
*drool*
God ... I need to find someone to play against so I can field these buggers...
Thanks!
Saedor wrote:This is my only real complaint about Starmada. There is little or no depth in seeking weapons (by which I mean weapons that are represented on the table as seperate entities). It would be fun to create the weapon types you describe, but at present there is no way to cost them.
Well, then let me fix this complaint!
All of the customized fighter options can be applied to drones without too much trouble, and the point costs should be pretty much on target...
themattcurtis wrote:My point was that it just feels right, in my mind, to have a fleet that roughly mirrors a state's real life capablities in the years leading up to WWI.
I agree.
Which means the Greeks should have the same -- if not greater -- capability than the Turks, based on ships in hand (in sea?) at the outbreak of WW1.
Finally, I don't want to see the fleets blend together anymore than you do -- but this is a game, after all, and no one's gonna want to play the Greeks (or any other fleet for that matter) if there aren't some cool ship choices.
The way to differentiate the fleets is not to limit some of them to how big or how many ship classes they can have, but in the capabilities and strategies to be used with individual ships.
themattcurtis wrote:And yeah, my two cents is backwater powers should be fielding relatively small designs (and not many of those to boot). Their battleships would likely be no bigger than most other states' cruisers.
Breakdown of the two fleets' strength at the start of WW1:
(Greek/Turkish)
Pre-dreadnought BB: 2/2
Coast defense ships: 3/1
Armoured cruisers: 1/0
Protected cruisers: 1/2
Destroyers: 14/8
Submarines: 2/0
To me, that indicates the Greek fleet was more powerful than the Turkish.
On top of that, there's no WAY the Greeks are gonna sit by while their rivals get an ether navy. There has to be a sizeable Greek presence in space...
murtalianconfederacy wrote:of the Hellenic Ether Navy!!!
Yes, its the Greeks.
Oh, and I like the ship designs, too...
Can you give us a rundown on fleet doctrine?
hundvig wrote:I could see them buying ships from other nations (USA? Germany?) but not building them themselves. Even then, how many could they really afford? As you pointed out, their economy was less than impressive at this point, historically. OTOH maybe the industrial and technology boom caused by the Martian invasion, the space race, and the K-F Cluster have changed that?
Hmm... we've got Martian invasions, anti-gravity, bugs on the Moon, and ether-dreadnoughts. Do we really have a leg to stand on when deciding if something is "realistic"?
But if we do look at the numbers, the Greeks had 22 ships at the outbreak of WW1, compared to 13 for the Turks. Since the Turks have etherships, I think it's reasonable to assume the Greeks should have the option as well.
jimbeau wrote:shouldn't the front point the same direction?
Uh... they do point in the same direction.
hundvig wrote:What fleets are we seeing in the next expansion? United States, surely, but who else? French? Maybe some of the Scandinavian powers? And how about more White Russian and Chinese designs?
How about this for a teaser?
"Jane's Fighting Ether-Ships of the Great War"...
mwaschak wrote:We already know how to generate the economic value (EP) with the VBAM conversion for any Starmada ship. Surely Economic cost could go from there to megacredits.
Indeed. But I'm not familiar with Traveller, so I don't know if their idea of what a ship should cost is compatible with VBAM's.
Okay... getting back to the original question on this thread;
Does anyone have other ideas on how to rate the "cost" of a ship?
bekosh wrote:I also made some counters using the ship profiles from the site.
Very nice!
Although, with the side-views from that site, it should be possible to even create fold-ups like those for Iron Stars.
http://mj12games.com/forum/files/avenger_102.png
Saedor wrote:1) Damage control. As written in the rules, it's too effective. We stopped using it after turn 5 or 6 as it became apparent that the game would last indefinately with it. A possible alternate rule; Divide the ships current hull points by 3 (round down, minimum of 1). This is the number of damage control rolls allowed per turn. So... a Constitution class starts with 3 rolls (11/3=3.67, rounded down=3) instead of 11.
Hmm... I don't know if the game would last indefinitely-- remember that hull hits cannot be repaired through damage control. Having said that, a more elegant solution to your concern might be to roll the same number of dice as currently allowed, but first roll for 4 (or 5+ if that's still too easy). Any dice that succeed are then rolled to determine repairs as normal.
3) Drones. The rules state that a drone must roll 4+ to hit. My son couldn't understand how a drone could miss, and I kind of agree. I would assume that even if they didn't score a direct hit, they would explode when in proximity to the target and still potentially cause damage.
But then, if you're saying an explosion in the vicinity would "potentially" cause damage, there's still the potential for no damage -- i.e., a "miss".
No, actually, it's the "mj12games" group. The link to the appropriate section of the files is:
http://games.groups.yahoo.com/group/mj12games/files/Starmada%20X/B5%20X%20Playtest/
thedugan wrote:You might take a look at this:
http://www.starfleet-museum.org
Okay... we need something like this for Starmada. Damn, that's cool!
So, apparently, half of wargamers prefer spiral binding:
http://theminiaturespage.com/polls/603080541/
Question, then: would y'all like to see this as an option for MJ12 books? It can be done fairly easily...
Huh. I just did Southam, and came up with 38 points and -1 SU.
I'll check all the ships tonight.
Way ahead of you...
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