Facinating.   8-)
These fleets are a little like the fleets in Battlestar Galactica:  Latge Battle-carriers as the big ships of the fleet.  Has anyone tried these out?  I have never used ECM because if I had different levels of ECM on my ships, it would be one more thing that I would have to keep track of and I try to make my ships simple to play.  I wonder how my ships would do against this fleet...

277

(36 replies, posted in Starmada Nova)

Three signifiicant revisions to this evolving design:
  The previous version without the Mass Drivers was not a success, so I added them back. 
  To keep costs down, I reduced the firepower of the main guns a little.
  The trust was Increased to Five (!)

I played this version of the Arizona Class yesterday at the AncientCity Con here in Jacksonville in several games.  It worked well.  8-)

     USS ARIZONA (CR=470)
HULL = 31
Armor = 43 (= 29 Ablative Armor)
THRUST [5][4][3][2][1]    WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fire Control; Fragile Systems

WEAPONS ARCS RANGE ATTACK DICE -4   -6   -8 -10
12× 14 Inch Plasma Guns (Acr/Dx3) [FX4][FX4][AX4][AX4] 6-12-18;    4 3 2 1 1 1 0 0 0 0 0 0
4× 5 Inch Turbo-Laser Guns (Acr/Rpt) [PS4][PS4][PS4][PS4] 5-10-15;   4 3 2 1 1 1 0 0 0 0 0 0
3× 3 Inch Turbo-Laser Guns (Acr/Rpt) [TR3][PS3][RT3] 3-6-9;     3 2 1 1 1 0 0 0 0 0 0 0
11× 20 Mm Turbo-Laser Guns (Acr/Rpt) [TT] 1-2-3;      11 8 6 4 3 2 1 1 1 0 0 0
3× Mass Drivers (Acr/Cts) [CD] 5-10-15;       3 2 1 1 1 0 0 0 0 0 0 0

This ship worked well.  The "20 Mm T-L Guns" are for shooting at fighters/seekers, etc.  They also work very well when I move this ship to range one against hostile ships.  With the thrust=5, that is easier. 
When I calculate how many dice to roll for the three T-L Gun batteries, I add all the T-L Gun dice together & roll all of them at once since they have the same weapon traits.  This way the ship only needs three rolls of dice to fire all its weapons. (First I roll Plasma Guns, then T-L Guns, then Mass Drivers)
  Cheers

278

(11 replies, posted in Starmada Nova)

I noticed that the maximum range of some weapons on this huge, but slow ship is 15.  How come there are no weapons that shoot farther?  A ship with weapons that shoot farther and greater speed could in theory pound this ship for a long time and eventually defeat it.

279

(36 replies, posted in Starmada Nova)

Here is a more recent version of this evolving design:

USS Arizona (CR=451)
Hull Size 31 (I like to think of this being reinforced hull of 15 or 16)
Ablative Armor = 29  (43 total armor)
THRUST [4][3][2][1][1]    WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fire Control; Fragile Systems
WEAPONS ARCS RANGE ATTACK DICE -4   -6   -8 -10
12× 14 Inch Plasma Guns (Acr/Dx2) [FX4][FX4][AX4][AX4] 6-12-18;     8 5 4 3 2 1 1 1 0 0 0 0
4× 5 Inch Turbo-Laser Guns (Acr/Rpt) [PS4][PS4][PS4][PS4] 5-10-15;   4 3 2 1 1 1 0 0 0 0 0 0
3× 3 Inch Turbo-Laser Guns (Acr/Rpt) [TR3][PS3][RT3] 3-6-9;       3 2 1 1 1 0 0 0 0 0 0 0
11× 20 Mm Turbo-Laser Guns (Acr/Rpt) [TT] 1-2-3        11 8 6 4 3 2 1 1 1 0 0 0

I deleted all of the Sct & Dfs because they are ignored for any AA fire at fighters, etc.
The Mass Drivers that I had were not worth their cost & were deleated also.  Their is no piercing on any weapons because no one here in Jacksonville uses shields on their ships anymore.  I don't use ECM because it is one more thing to keep track of, for me.  This ship is simple to play, challanging to manuever & get a full broadside off.
I make it a personal choice to not have more Ablative Armor than Hull on any of my ships.
This USS Arizona is no longer my biggest ship.  I have made an IJN Yamato; it has a CR=675 and is larger with more firepower. :!:
Cheers.

280

(11 replies, posted in Starmada Nova)

This is very well done!
Facinating reading and interesting designs.  I like it!! 8-)
The big ships with level 2+ shields looks very formitable. Here in Jacksonville, my friends have stopped using Sields on their ships and we have all remove piercing from all weapons.  Too often, on the first threshhold/damage check they have rollled a 1 or 2 on the shield roll and the ship was then vulnerable for the rest of the game.  Have you had that problem and how have you dealth with it?
My personal naval type ships never had shields, but use ablative armor.

281

(8 replies, posted in Starmada)

<LOL>  I did mean Seekers.  I used the wrong term.  I went back & changed this in the original post.
When I calculated that the "AA Bateries" on my ships had a +3, it was because of these three things:  Short range, Pnp on the weapon, and Fire Control. 
Another question:  If a ship-weapon has Pnp, does it also get another +1 to hit if the ship has Fire Control?  If not, then the best a weapon can get to fire at seekers, fighters, etc. is a +2.   
If so, I will remove the Pnp from all AA weapons on my ships because they all have Fire Control. 
I will be playing Starmada Thursday and Saturday at SunCoast Comics here in Jacksonville.  The fleet  sorties tomorrow!  8-)

282

(8 replies, posted in Starmada)

The week before last I played many games of Starmada with my Dad, Nephew, & Gaming Glenn at his store near Ft Lauderdale.  My nephew used seekers on two of his support ships.  They were formitable and their weapon traits were: {Acr,Dx2,Fcs,Tls}  They were range 18 in a FF arc battery. While the seeker-carrying ships stayed at long range, his other ships and my ships (I was on his side) entered into medium & short range of our opponant's fleet. Am I correct in calculating that any weapons that fire at these seekers get a -4 to hit? (-1 for being seekers, -1 for Acr, -2 for Dx2).  Very few were shot down by the target ships.  Even ships with Shields 3+ were ravaged when c40 of these hit them. 
Do fighters get the same minuses to hit strikers, etc. that ship weapons have, or do the ignore the -1 for shooting at seekers?

I have installed "AA Batteries" in my ships to deal with fighters, seekers, etc.  These are range of only 3, and since Sct & Dfs don't affect fighters, etc. these AA Batteries have {Acr,Pnp,Rpt}.  At short range, and with Fire Control, which all my ships have, this should give a +3 to shoot at seekers, etc.  I have these in TT mounts of up to TT8.  Is there anything I could add to these "AA Batteries"?  Are we handling seekers correctly?

283

(9 replies, posted in Starmada)

We never ended up playing SAE ships against S:NE ships.  My friend is giving S:NE another try. 8-)

284

(9 replies, posted in Starmada)

I played Starmada:NE with my Dad, ephew and GamingGlenn.  One of my nephew's ships fired/launched 33 seakers at one of my BBs.  I had a DN & 2DDs nearby.  All ships fired all of their Turbo-Laser cannon, which has Rpt, and other short-range AA at the salvo.  I was able to shoot down 24 of them.  It is a good idea for ships to have a short ranged AA battery...

285

(9 replies, posted in Starmada)

These ideas sound good.  For SAE ships firing, counting odd numbers only sounds good.  Or perhaps we could have each hull/armor box on a S:NE ship absorb two points of damage.  This would eliminate the need to make another dice roll.  Would that work also?
As for movement, we will probably ust the S:NE movement.  I personally like the entire S:NE system, including the  movement system.   8-)

286

(9 replies, posted in Starmada)

Excellent!  Thanks for the quick reply.
If my friend agrees, we will try this on Tuesday.   I will let everyone know how it goes.

287

(9 replies, posted in Starmada)

Hello everyone,
I will be playing Starmada next week with friends and family.  One of the gamers down south does not want to use the Nova Edition and prefers using the SAE edition.  I was wondering if there was a rough ratio of points.  That is, if one side has 1000 points of S:NE ships, how many points of SAE ships is this equalivinant to?
These are some ideas  on how to translave S:NE ships, weapons, & shields into SAE ships, weapons & shieldsFor SAE ships; and Vice-versa.
SAE ships firing at S:NE ships, I plan to use these conversions:  Piercing +1 will cause shield rolls of "5" to be ignored.  Piercing +2 will be treated the same as Piercing in the S:NE.  The single points of damage that the SAE ships do will be treated as points of damage that shields could block.  Any damage that gets thru will be treated as armor or hull hits.  If a SAE weapon does 2,3,4,or5 points of damage the shield rolls will treat these as if they were Dx2,Dx3,Dx4,Dx5 & vise versa.  I think that I have covered most of the translations/conversions required. :?:
We are playing Tuesday in South Florida.  Any thoughts that players, or designers have would be appreciated.
Cheers

288

(12 replies, posted in Starmada)

Thanks for the clear-up. 
That was what I thought based on the wording.  It makes escorts able to be delt with two ways:  Scout ships, and pulverizing the Escort.  8-)

289

(12 replies, posted in Starmada)

If a ship with the trait Escort is destroyed, does its effect linger for the rest of the turn; is any fire thru the hex that the escort was in b4 it was destroyed still blocked for the rest of the turn?
:arrow: For example, a hostile heavy cruiser is only 15 hexes from one of my Arizona class DNs and will get blasted by this DN.  To protect this vulnerable CA, my opponant moves a small escort right next to the CA in between to block line-of-sight.  When we enter the firing phase, my first ship to shoot is a DD that fires at & destroys the small escort ship.  Does this then clear the blocked line of sight so that my DN can fire at the hostile CA, and, of course,  the CA could fire back?

290

(0 replies, posted in Starmada)

Hello everyone,

My friends and I have played many games of Starmada Nova Edition.  I didn't use shields from the beginning, and instead used Ablative Armor to protect my ships.  Too many times I had rolled to many 1s &2 s while making damage checks on my ships so I gave all of my ships "Fragile Systems" because the loss of two system boxes seemed to happen over half the time anyway..  I used all of the savings in CV to add more hull & armor to my ships.  This way, I know what hapens when they are damaged, then crippled.  Note:  All of my ships on the DryDock are listed under SJG Gamer.

All of my friends have been following my lead.  No ships now have shields, and everyone's ships seem to have "Fragile Systems" and armor for protection.  Interesting developement.  Fragile systems just does not work with shields...

What trends have other players seen in the games they play among themselves and their friends?

291

(127 replies, posted in Starmada)

Not a problem. 
I changed the Arizona class DNs from 4 dice of 14 Inch Plasma cannon with {Acr,Dx2,Dx2} and a CR=425
back to having eight dice of 14 Inch Plasma Cannon with {Acr,Dx2} and a CR=436.  This CR436 version is in the B-Basin. The damage potential is the same.   8-)
I am playing Starmada tomorrow & Saturday at Suncoast Comics & Games here in Jacksonville.

292

(127 replies, posted in Starmada)

I up graded the "Arkansas" to have six mounts with Dx2.  Simple

:idea: Is it allowed to give a weapon Dx2 twice in order to make it do four points of damage per hit?  That is, to simulate Dx4?
If so, can Dx2,Dx3 be used to give a weapon Six points of damage per hit, etc,?
I have given my largest DN four mounts that have Acr,Dx2,Dx2 [FX1,FX1.AX1,AX1] to represent the four triple 14"Gun turrets that the USS Arizona had.   I hope this Legal.  I plan to try these out on Friday afternoon.  This version is in the B-Basin.

293

(5 replies, posted in Starmada)

I added in one other thing to make it easier for new players:  I gave all weapons the weapon trait Guided.  This way, there is no need to worry about the -1 for Short Range or the +1 for Long Range.  Until the ship is "Damaged" the left most number is the number of dice that need to be rolled.   It worked well at the Rapier2012 Convention here in Jacksonville last weekend.  One of the games was 2600 points on a side with five players including me.  It was much fun. 8-)

294

(36 replies, posted in Starmada Nova)

Another Revision of this DN to maximize firepower. All weapons now have Accuracy (Acr)...

USS ARIZONA [Combat Value = 436]
ARMOR=40 (27 Ablative Armor)
HULL=28
THRUST [4][3][2][1][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fire Control; Fragile Systems
                                                          WEAPONS ARCS     RANGE;   ATTACK DICE -4   -6   -8 -10
12× 14 Inch Plasma Cannon (Acr/Dx2) [FX4][FX4][AX4][AX4] 6-12-18;  8 6 4 3 2 1 1 1 0 0 0 0
3× 5 Inch Turbo-Laser Cannon (Acr/Rpt) [PS3][PS3][PS3] 5-10-15;   3 2 1 1 1 0 0 0 0 0 0 0
2× 3 Inch Laser Cannon (Acr/Dfs/Sct) [TT2][TT2] 2-4-6;    2 1 1 1 0 0 0 0 0 0 0 0
2× Mass Driver3 (Acr/Cts/Prc) [CD2][CD2] 5-10-15;     2 1 1 1 0 0 0 0 0 0 0 0

This newest version of my Largest Dreadnought has a lot of firepower and adequate defenses. It will take 37 hull hits before this ship is damaged. After that is goes away fairly quickly...
Thoughts?

295

(11 replies, posted in Starmada)

Interesting.  Here is what I use in my ships:
My DNs & BBs have a thrust rating of 4;
my BCs, CAs, CLs, DDs, & CVs, CVls have a thrust of 5;
my CVE has a thrust of 4. 8-)
The Federation & Klingon ships I have made for new players to use all have a thrust of 5.
And I have a one hull "gunboat"  with a speed of 8 and a CombatValue=10

All of my ships now have Acr on all of their weapons.  The game my friends & I play on Thursday will be interesting...

296

(127 replies, posted in Starmada)

What I think I will do is to treat the two FX mounts together as firing only 3 dice, the CD weapons as firing 3 dice and the AX weapons as firing 3 also.  If I need to shoot at 6 different targets, a rare event, I will will treat these mains as if they were:  FX5 FX6 CD5 CD6 AX5 AX6  wich will give nine dice. The reason this ship has 12 weapons and only 9 dice is because a made the BAS .75 to give this ship with twelve 12"TLCs less firepower than the bigger ships that have twelve 14"T-LCs and 12 dice.
Sometimes I overcomplicate things... :ugeek:

297

(127 replies, posted in Starmada)

Hello Everyone,
Rapier2012 gaming con is going well.  I had a new player who loved the game and will probably order it.   8-)

I noticed that there have been upgrades to the DryDock.  It indicates on the ship SSD how many weapons are in a bank.  I have a Queen Elizabeth class DN made similiarly to the Modernized WW2 version of that British BB.  The naval ship had eight 15" guns and I wanted my starship version to have 12 attack dice for the entire main battery.  So I changed the BAS to 1.5 and presto, the sheet says 8 x 15 Inch Turbo-Laser Cannon with 12 dice in the first column.  Awesome!

Something that perplexes me a little in another ship design.  My Arkansas design has FX2,FX2,FX2,CD2,CD2,CD2,AX2,AX2 for its 12 Inch Turbo Lasers.  I changed the BAS to .75 to give 9 dice in the first column to make the firepower protortional to the larger QE DNs.  The design gives this for this battery:
    12× 12 Inch Turbo-Laser Cannon (Rpt) [FX5][FX5][CD5][CD5][AX5][AX5]   6-12-18;   12 8 6 4 3 2 2 1 1 1 0 0
In theory, if I fire the six banks/turrets at different targets, the battery will yeild 12 dice total two each on six targets.  But, if I concentrate on one target in the CD arc, I will only have 9 attack dice.  It was not my intention to get 12 attack dice for the SUs& cost of a 9 dice attack weapon.  Did I do anything wrong?  Is this legal?
(should I take two aspirins & call/write in the morning<LOL>)

298

(5 replies, posted in Starmada)

Are these going to be S:NE Editions of these?  If so, I want to order copies of these.
I am Loving the S:NE, and playing regularly here in Jacksonville.  I will be running two games at Rapier2012, the local gaming convention here this weekend. 8-)

299

(38 replies, posted in Starmada)

I have played fighters, I use Strong Fighters, but I found that they need piercing. 
Cricket has figured that adds a ( x 1.36) modifier to the cost of the flight.  So what I have been doing is making sure that the # of flights I have on my carrier designs is a multiple of 7.  This way I can use them as regular strong fighters, or swap out each group of seven for five with Strong & Piercing.  I presume that the cost is nearly the same for each.
Shielded ships are brutal for fighters to have to deal with.  In all honesty, I have yet to use these strong fighters with Piercing yet.  Hopefully, when I play on Thursday, I will get to use them.  Although, it seems my friends have abandoned shields on their ships going for lotsa armor instead.  This means I may simply use the Strong fighters without piercing after-all... :geek:

300

(38 replies, posted in Starmada)

When I play again, I will use  my 724pt CVL USS Independance design.  This ship with 13 Hull & 9 Ablative armor and a few weapons can carry either 21 Flights with Str or 15 Flights with Str & Prc.  The ship will have DDGs escorting it that have Seeker weapons as their main battery.  8-)
Will let everyone know hot the battle went...