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Adding Dx2 or even Dx3 to simulate theequivilant of Stukas, Dauntlas DBs and Helldivers in WW2 would be excellent.
(And don't forget "Independant Fighters"...O.C.D. here<LOL>)
Stop Spamming; It is annoying!
To have one weapon firing into an arc, such as the FF arc, just type in FF1. If you put in FF0, the "0" means in the arc, no weapons in the FF arc. One weapon would be FF1, not FF0. Once you get the idea, it gets much easier.
Cheers
:idea: Give either the Particle beam the weapon trait "Guided" which will remove any range modifiers and keep it the same to its mak range. This way it will be like a beam that is narrow and consistantant at Short thru Long range. Giving it Piercing and Dx2 or Dx3 will make it more formitable. Most of my ships have "Mass Drivers" as the heavy weapon. these have Piercing & Dx3.
BeowulfJB wrote:I like having "Independant Fighters" the way the were in earlier editions. These fighters do not need a Carrier, but are presumed to come from bases on a planet/space station/asteroid, etc. They may even have hyperdrive just the way that Luke Skywalker's fighter did in the movie "The Empier Strikes Back".
Would their cost in S:NE be
25 x cost-for-fighter-traits x 1.1 ?
If so, I wanted to make some Independant bombers that have {tough+strong+piercing+IndependantFighter}. These could act as B-25s or Beaty Bombers, etc did in WW2.
:idea: Are these numbers good for a trial?
Cheers
PS: The Gaming-con Rapier2012 is in 2 1/2 weeks here in Jacksonville. I will be running several games of S:NE 8-)
Good idea; I will edit the previous post also.
When I played fighters with out piercing, they were Not cost effective against shielded ships.
Cricket has suggested a multiplyer of 1.36 to add piercing to fighters. Since I am not skilled at designing by hand, I have made Carriers with 14, 21, and 28 flights of fighters.
:idea: I can play them as they are or as if they had 10, 15, or 20 fighters with piercing. I am playing Starmada with friends on Thursday and will see how this works out. The CVs will be escorted by DDGs which have seeker-missiles as a main weapon. This will help overload the other side's AA ability.
It will be interesting toill see how it works. I think that the addition of piercing will make the fighters more formatable.
I like having "Long Range Fighters" the way the were in earlier editions. Would their cost in S:NE be
25 x cost-for-fighter-traits x 1.1 ?
If so, I wanted to make some Long-range bombers that have {tough+strong+piercing+LongRangeFighter}. These could act as B-25s or Beaty Bombers, etc did in WW2.
:idea: Are these numbers good for a trial?
Cheers
PS: The Gaming-con Rapier2012 is in 2 1/2 weeks here in Jacksonville. I will be running several games of S:NE 8-)
Welcome to Starmada :!:
I have purchased hex maps from (I think) Geo Hex. They are made in Canada and are made of felt. The one I have now is eleven years old and still works.
Interesting ships, somewhat similiar to what I use.
The 7 DNs I have designed have from 25 to 37 hull, the two cruisers have 13 & 14 hull, and the 4 DDs & DDGs have 7 to 10 hull. All ships have Ablative Armor. The amount of ablative armor is less than the amount of hull. These may seem like large hull numbers, but it works for me and makes these ships very resistant to boarding by Marines. My largest 37 hull DN has 35 Ablative Armor, thrust 4, good firepower but no shields, no ECM, & no Stealth.
Its COMBAT RATING = 518. 8-)
A guess about hull size can be taken based on books that come with the various science fiction movies & Series. The 0riginal Star Trek series from the 1960s has the starship Enterprise being a little larger than the 75,000 nuclear power carrier USS Enterprise. The starship would have been c1200 feet Long. In some Star Wars books with details on the ships, etc it states that a Star destroyer is a mile long, the Super-Star Destroyer is 10 miles long, and the Death Star battlestation was c100 miles across. This could give a means of comparing if we presume that the size & # of hull spaces/SUs is based on size. This is giving these ships the same ruggedness... :geek:
Here is the lastest version of these, the largest of my DNs:
Stevens Ships ARIZONA-class Standard Dreadnought (518)
52 Armor = 35ABLATIVE ARMOR
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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
14 Inch Turbo-Laser Cannon (Rpt) [FX4][FX4][AX4][AX4] 6-12-18; 16 11 8 6 4 3 2 1 1 1 1 0
5 Inch Laser Cannon [PS4][PS4][PS4][PS4] 5-10-15; 4 3 2 1 1 1 1 0 0 0 0 0
Mass Drivers (Dx3/Prc) [CD4][CD4][CD4][CD4] 5-10-15; 4 3 2 1 1 1 1 0 0 0 0 0
3 Inch Laser Cannon (Dfs/Sct) [TT3][TT3][TT3] 2-4-6; 3 2 2 1 1 1 0 0 0 0 0 0
I added on some short-ranged AA guns to deal with fighters, dromes, & seekers as well as small 1-hulled ships. 8-)
I played several games of Starmada here in Jacksonville last week. In one battle, A friend and I played against a c1100 point ship with a dozen weapons that all had Dx2, and half had piercing. It also had shields of strength 2+. My friend played a ship of his with shields 3+ and I played my unshielded armored USS Texas design. The 1100 point juggernaught focused on my friend's ship eventually destroying it, then pounded on my ship. It was a slug fest, but eventually my damaged DN triumphed. The Ablative (front-loaded) Armor was excellent, but not game busting or even game bending. A damaged USS Texas limped away from the fight. one hull box from being crippled. Here is this DN:
Stevens Ships TEXAS-class Standard Dreadnought (481)
49 Regular armor = 33 ABLATIVE ARMOR
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34HULL
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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
14 Inch Turbo-Laser Cannon (Rpt) [FX5][FX5][CD5]
[AX5][AX5] 6-12-18; 15 11 8 5 4 3 2 1 1 1 0 0
5 Inch Laser Cannon [PS4][PS4][PS4][PS4] 5-10-15; 4 3 2 1 1 1 1 0 0 0 0 0
Mass Drivers (Dx3/Prc) [CD4][CD4][CD4][CD4] 5-10-15; 4 3 2 1 1 1 1 0 0 0 0 0
3 Inch Laser Cannon (Dfs/Sct) [TT3][TT3][TT3] 2-4-6; 3 2 2 1 1 1 0 0 0 0 0 0
This first game was much fun and I enjoyed it a great deal.
The second game I used DDGs that had seakers. The huge 1100 pt ship had no secondary or AA batteries, only the dozen huge batteries with Dx3 and was unable to shoot any of these down. It got swamped by seekers.
This sounds like a great idea.
Looks great!
Definitely some powerful big ships. These make my DNs look puny. :shock:
0k. That is right Its in the rules. It seems that most of these strikers will probably get shot down.
Has anyone used them?
Successfully?
I just designed some "DDGs" With seaker weapons representing the missiles. Let me see if I understand this correctly:
My DDG Devonshire fires four Seeking weapons (Sea Slug Missiles) on turn 6 at a Klingon D7. I place the marker4 upsidedown onto the map next to the DDG on the side facing the D7. Any ships on the other side that have not fired yet could fire at this seeker marker using the range to the marker. At the end of the turn, turn the marker upfight. (It seems like a good tactic to fire these seekers near the end of the turn after most enemy ships have fired).
Then turn 7, all ships move and the marker stays put. Again all hostile ships may fire at it to reduce or destroy it. The targeted D7 fires at the seekers at short range and others fire using the range to marker. Finally, at the end of the turn the remaining seekers attack the targeted D7. (Will any be left?)
Is this how these seeker weapons work?
Whew! It will be longer than wide, shaped like a two-by-four that is 20 inches long with all weapons on top or bottom. Ships dock along the side. It has 100 hull & 148 Regular Armor = 99 Ablative Armor. It shoould have 7000 Repair and 7000 transport but these didn't get onto the printout. It will be a Base & Fortress to protect important planets.
My gaming friends & I limit the maximum range of ships weapons to 18, but bases can have range 30 weapons.
The Thrust One is intended for use to pivot, etc to bring maximum firepower to bear on attackers, Not for any movement.
Fighter support could come from planet-based fighters. Here is the SSD for this Battlestation:
Stevens Ships FORT LAUDERDALE-class Battlestation (2000)
148 ARMOR [_][_][_][_][_]
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100 HULL [_][_][_][_][_]
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THRUST [1][1][1][_][_] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Fire Control; Fragile Systems; Regeneration
WEAPONS ARCS RANGE ATTACK DICE -4 -6 -8 -10
16 Inch Turbo-Laser Cannon (Rpt) [TR5][TR5][TR5]
[RT5][RT5][RT5] 10-20-30; 18 13 9 6 5 3 2 2 1 1 1 0
6 Inch Laser Cannon [TR5][TR5][TR5]
[RT5][RT5][RT5] 8-16-24; 18 13 9 6 5 3 2 2 1 1 1 0
40 Mm Laser Cannon (Sct) [TT5][TT5][TT5]
[TT5][TT5][TT5] 1-2-3; 6 4 3 2 2 1 1 1 0 0 0 0
Mass Drivers (Dx3/Prc) [CD5][CD5][CD5]
[CD5][CD5][CD5] 6-12-18; 6 4 3 2 2 1 1 1 0 0 0 0
I was going to design a Battlestation and was wondering. Should I merely leave engines off and then design accordingly or should I put in engines of speed one so that the BATS could pivot and if needed, change facing. If I made it with no engines; Speed Zero, would it be able to pivot or would I need to install Overthrusters.
My thinking is that I need to put speed one engines on this Battlestation...
When ships make a double turn or U turn, they end up going slowly either at the start or the end. I think it is fun to be able to manuever like that. But if you & ur friends want to house-rule that there is only one turn per hex, go for it!
I see no problem with these manuevers and enjoy doing them when needed. I have even made U turns...
At the Recon2012 gaming convention last weekend in Cocoa Beach, I entroduced five gamers to the Starmade:NE by running four games. I made Federation & Klingon type ships. I gave the Fed CAs of the Constitution class six Large Phasers in one battery that had FX2,PH2,SH2 as the three batteries and the dice numbers were 6.4.3.2.1. etc. The Photon Torpedoes were one battery of FH2. The new players were able to make it work with guidance.
:idea: 0ne player suggested that I put the FX2, PH2, and SH2 seperate in different lines to make the SSD a little easier for new players; they have one less calculation to make and only have to shift one left for Long Range, and one to the right for short range. I think it will make it easier for new players to Grasp.
This is what I came up with:
Federation CONSTITUTION-class CA (246)
No ARMOR
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THRUST [5][4][3][2][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [3][4][5][6][6]
WEAPONS ARCS RANGE ATTACK DICE -4 -6 -8 -10
Forward Large Phasers (Sct) [FX] 6-12-18; 2 1 1 1 1 0 0 0 0 0 0 0
Port Large Phasers (Sct) [PH] 6-12-18; 2 1 1 1 1 0 0 0 0 0 0 0
Starboard Large Phasers (Sct) [SH] 6-12-18; 2 1 1 1 1 0 0 0 0 0 0 0
Photon Torpedoes (Dx3/Prc) [FH] 6-12-18; 2 1 1 1 1 0 0 0 0 0 0 0
I have built some armed freighters. They and their escort of DNs & DDs approach a system with the intent of landing and planting a Super-duper WALMART on the planet.
"...we don't care if planet-wide MainStreet businesses suffer..." :shock:
Here is what these "freighters" look like.
Stevens Ships LIBERTY-class Standard Freighter (99)
7ARMOR [_][_][_] [_][_] [_][_] (=5 Ablative Armor)
19HULL [_][_][_][_][_]
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THRUST [4][3][2][1][1] WEAPONS [_][1][2][3][4]
ECM [_][_][_][_][_] SHIELDS [_][_][_][_][_]
Cargo (1450); Fire Control; Fragile Systems
WEAPONS ARCS RANGE ATTACK DICE -4 -6 -8 -10
5 Inch Laser Cannon [TR2][RT2] 4-8-12 2 1 1 1 1 0 0 0 0 0 0 0
Heavy Torpedoes (Dx3/Prc) [CD] 5-10-15 1 1 1 0 0 0 0 0 0 0 0 0
3 Inch Laser Cannon (Sct) [TT2][TT2] 1-2-3 2 1 1 1 1 0 0 0 0 0 0 0
Beware, a flotilla of these with DN escorts could be coming to your planet to built & open a SuperDuper Walmart...
Sounds interesting, but I see nothing wrong with the way ship design is done now; it works well for me and I would not want to complicate it. All of my ships have ablative armor. I like it because it the type of armor ships had in Full Thrust, which I played for a while, then abandoned when I discovered Starmada.
I have modified all my ships so that the amount of ablative armor they have is Not greater than the amount of hull. It is a personal choice that I would not be in favor of mandating for others. I shy away from the idea that if I do something a certain way, then I want to make everyone else do it that way...
I think of my ships as having reinforced hull, a trait from another Starmada edition that alllows each hull point to absorb two hull points. I think of my Arizona class DN, which has 40 hull & 58 Armor (which becomes 39 Ablative Armor) as actually having 20 reinforced hull. Sot is not so big, just well made.
When I design a ship, i put in the weapons, speed, Fire control & Fragile systems. Then I fine-tune the size of the hull and amount of armor the ship has. I put in Fragile systems because I roll so many 1s & 2s when making damage checks. This way, I can count on it happening and prepare accordingly<LOL>
This works for me. If someone has a different way they like to design their ships, go for it! 8-)
A w e s o m e ! ! !
Could this be added to the DryDock?
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