jimbeau wrote:

We played "To Hold Misturn Pass" yesterday.  It was an eye opener for me as far as scnario design.  It really wasn't balanced at all, mostly I think because the elephants were way too powerful and I didn't have nearly enough archers.
[...]
it was quite instructive and I'm glad it got played finally as it's what I hope to play at the conventions this month.

What did you use as the board? Heroscape hexes?

3,277

(2 replies, posted in ARES)

friendlyfungus wrote:

My point is, in many games if you go overboard with a compact, super elite force you're virtually guaranteed a win, but Ares seems to be pretty balanced with almost any force compositions. And that's a good thing.  big_smile

I'm glad it worked out for you, and that you had fun with the game.

Oddly enough, we've found that if anything, the smaller weaker figs have an advantage in ARES, as they can swarm the super-elites...

3,278

(4 replies, posted in Grand Fleets)

kevinsmith67206 wrote:

> I'm all for house rules and such, but I should go on the
> record as saying 'officially' the answer is no. The command
> radius is what it is, regardless of formation.
> Note that historically, it was necessary to station
> destroyers alongside the line of battle to relay orders from
> the flagship -- implying that it wasn't enough to just
> "follow the leader".
> ==========
>
> We probably ought to clarify this in the rules then, because
> we haven't ever really viewed it as a house rule.

Perhaps, but then I thought it was quite clear... ships have to be within X hexes of the squad leader. Period.

smile

> Or maybe we could have some optional rules where a capital
> ship squadron could have light shps attached to it to extend
> the command radius.

I was thinking the same thing as I typed my last post...

3,279

(4 replies, posted in Grand Fleets)

kevinsmith67206 wrote:
dergrossest1 wrote:

> These responses were helpful, but lead to one last question:
> When a squadron is in line-ahead formation, do all of the
> ships still have to be within the command radius of the
> flagship, or does the line- ahead formation effectively
> lengthen the command radius of the flagship?  Thanks.

> Hmmm...
> Good question.
> smile
> I'm not sure if we spelled this out in the rules, but I think
> the way we've always played it here is that as long as the
> lead ship in the line ahead formation is in command then
> every ship counts as being in command. In essence, the
> command is given to the lead ship in the line, and then every
> trailing ship is entitled to follow, regardless of the actual
> distance of each trailing ship from the squadron flagship.

I'm all for house rules and such, but I should go on the record as saying 'officially' the answer is no. The command radius is what it is, regardless of formation.

Note that historically, it was necessary to station destroyers alongside the line of battle to relay orders from the flagship -- implying that it wasn't enough to just "follow the leader".

3,280

(41 replies, posted in Defiance)

Brother Jim wrote:

That would look so cool in the official errata !!!!!! !!!! !!!! ! ! !!!

I get the sense that brother Jim is trying to tell us something...

3,281

(22 replies, posted in ARES)

smokingwreckage wrote:

Off the top of my head, I can't think why experienced ARES (fastplay) players would be able to finish a 100-figure game any faster than experienced Defiance players, assuming there weren't lots of Elites and Vehicles.

Huh.

Sounds like a convention challenge to me!

smile

3,282

(22 replies, posted in ARES)

cricket wrote:

A sci-fi version of ARES might be fun, but I wouldn't want to spend too much time developing something that Defiance already does so well.

Although, if you want to see what ARES can do in a sci-fi setting, you might want to show up at Archon... smile

3,283

(5 replies, posted in Grand Fleets)

themattcurtis wrote:

And from articles I read, such weaponry was primarily meant to engage torpedo boats at distances up to a few thousand yards.  They were never meant to tackle legitimate warships.

This ain't the first time this has come up... smile

Personally, I'm just happy the game plays well -- I'll leave the "historical accuracy" arguments to others. However, there are plenty of sources to suggest that light guns aren't exactly to be sniffed at. Heck, you shoot a BB gun at a battleship for long enough, SOMETHING will happen... smile

I talked to Kevin about this a ways back (backed by observations from a full-blown navy fanatic) and while the guy really liked Grand Fleets as a set of rules, he had one suggestion ---  which was simply to reduce the  reach of light guns from 1/2/3 to 0/1/2.

This is fine as a tweak, but I will mention now, for the record, that all of the gun data in GF is based on real-world values; specifically, weight of shell, rate of fire, and muzzle velocity. That light guns can shoot farther and have a higher "punch" than some players would think may reflect inaccurate assumptions about their historical effectiveness, rather than a flaw in the game... smile

But, as always, your mileage may vary -- and if that tweak works for you, go for it!

Besides, my WW1 Brits don't have may light guns anyway...

3,284

(10 replies, posted in Starmada)

jimbeau wrote:

This isn't as helpful now as it was back in the day, but here's the starmada font I did a hundred years ago (sept 2003 to be specific)

He means, of course, here:

http://mj12games.com/forum/download.php?id=38

3,285

(6 replies, posted in Starmada)

Rory Hinnen wrote:

> > Not that I'm objecting to either possibility, mind you... I'm just
> > sayin'...
>
> My thoughts exactly. I was sitting down with a friend and
> talking about this, and I thought I came up with an
> interesting idea for the turn sequence. Let me sketch and get
> comments.
>
> First off, you "plot" your movements. Three quarters of you
> stopped reading right there, which is too bad. Let me explain.

That shouldn't be enough to turn anyone off -- after all, you plot movement in Starmada...

> I'm figuring that you can't really have your ship do
> everything every turn.
> You can't maneuver, fire, run the defensive screens, all of
> that simultaneously. Remember, three man crew, that means too
> bad actors and one guy with lines.

What, the guy with lines isn't a bad actor? wink

> So, what you're plotting is more general than actual
> maneuvers, fire points, etc. I imagined it taking place with
> cards. Spades = fire, Diamonds = maneuver, anything else = no
> change). You're playing about 3 "turns" behind your ship
> (they're moving at "ROCKET SPEED" you know - much faster than
> human reaction time!) First turn, you lay down three cards in
> the order you want to do them. When you're ready to move,
> both of you turn up the first card.
>
> If it's maneuver, you get to change your speed or direction.
> If it's fire, you get to pick a target and fire. Either way,
> your spaceship is still moving every turn (remember,
> aero-dynamic rocket flight - you can't stop or reverse, but
> you go faster or slower or turn).
>
> After you have turned up the card and performed your action,
> you lay down your next order. So your cards are constantly
> cycling forward.
>
> We discussed some mechanisms for damage and damage control,
> so as you took damage you had to "plot" more turns ahead. The
> idea is you're ship is less responsive, you have to think
> about making it respond.
>
> I honestly don't know how it would play out, we didn't try
> anything. I imagine that on average you could probably manage
> three ships, maybe up to five (again, consistent with Buck
> Gordon to the Moon Genre).

Coolness.

Write it up.

smile

3,286

(6 replies, posted in Starmada)

thedugan wrote:
cricket wrote:

As if we don't have enough ideas for how to handle SFO... smile

I didn't know that the latest idea was that much of a sure thing yet.

Yeah, that's kinda the point... smile

Several ideas, none that rise to the top -- although that latest game was pretty fun...

3,287

(10 replies, posted in Starmada)

samuel i. ulmschneider wrote:

> Actually, I made a photoshopped black "space style" 2"x2" hex
> with the fire arcs on it...good for reference.  Would anyone
> want that if I were to post it to MJXII?

Yes. please... smile

3,288

(6 replies, posted in Starmada)

thedugan wrote:

If I were to do a game along the lines of 'Rocketmen', I'd use modified ARES mechanics:

Not a bad idea, actually...

You could adapt this to the latest incarnation of SFO, actually....

As if we don't have enough ideas for how to handle SFO... smile

3,289

(6 replies, posted in Starmada)

Rory Hinnen wrote:

> I've been watching a lot of Flash Gordon/Buck Rogers/Radar
> Men stuff lately, and these are the ideas I gleaned about the genre:
>
>
> Automation - No such thing. Anything that's going to be done
> has to be done
> by a person. Okay, you can have some automation to improve
> what they're
> capable of, but no independent robotic control of fire
> systems, little or
> not automated defenses. Everything is done by the hand of man.
>
> Crew sizes - Typically these ships seem to carry three. In
> Space Soldiers
> (1933), the first Flash Gordon serial with "Buster" Crabbe,
> the ships were
> quite narrow and cramped. In later series, they appear
> roomier, but you
> seldom see them carrying a crew greater than three. Maximum
> capacity seemed
> to be about 7 or 8 people. Think space Mini-Van.
>
> Obviously the reasons for these limitations probably had more
> to do with the
> filmmakers bugetary requirements than any reflection of how
> they thought the
> ships should work, but I'll take my limits where I can find them.
>
> Crew Complement - Again, they had to give each actor a bit of
> business, and
> the way that seemed to break down was Pilot, Gunner and
> Captain. Sometimes
> the Captain would grab a spare gun and shoot some roman
> candles at the other
> ship.
>
> Movement considerations - The ships definitely performed like
> aircraft. That
> was due in part to the fact the effects were achieved by
> puppeting models in
> front of a moving painting, but I think also because that's
> really what
> people were visualizing for rocket travel. I would go so far
> as to suggest
> that the rockets may even be thought of as having some
> anti-gravity drive.
> They took off without the need of runways, the rockets being
> used more for
> motive force than lifting capabilities. Again, this was a
> limitation of the
> filmmakers technology, but it's adorable and I'd include it
> if I could.
>
> Weapons / Defense systems - There is a sense of "ro-sham-bo"
> about the
> weapons systems. They may have magnetic resonance blasters,
> but as long as
> our shields were up, we were defended. Of course, they had no defense
> against our MegaWatt Blasters.
>
> What I'm getting at is that weapon and defensive systems seemed to be
> designed to counter one another. How to include that in a
> thrilling game of
> space combat without making the game a little tedious, I'm
> not sure, but I
> have some thoughts about it.
>
> What do you think, sirs?

What you're describing could be reflected by Starmada as-is, but the 'feel' would be lost.

Starmada is very much rooted in 80s-90s versions of sci-fi, not the pulp 20s-30s era... it would seem to me that in order to convey a lot of what you're talking about we would need something different -- or at least a host of new genre-specific rules for Starmada.

Not that I'm objecting to either possibility, mind you... I'm just sayin'...

smile

3,290

(22 replies, posted in ARES)

JohnL5555 wrote:

Hi. Being a big fan of the Ares system and having used it for both Star Wars and Warzone conversion. I was wondering if there were any plans on taking the rules in that direction? Err, not neccessarily for those systems but for Sci-fi.

We have some immediate plans for ARES, which I am not at liberty to divulge at this time... smile

But long-term, we've always been interested in branching out into other genres. Kevin, for one, has developed tentative versions of ARES for everything from the Wild West to WW2.

A sci-fi version of ARES might be fun, but I wouldn't want to spend too much time developing something that Defiance already does so well.

3,291

(4 replies, posted in Grand Fleets)

kevinsmith67206 wrote:

> Okay, hopefully I'll make sense when I answer this.
> A squadron flagship may issue one command per turn. In your
> example, the flagship could issue a command to ships 1 and 2,
> or issue a command to ships 4 through 8.
> If it wants each partial squadron to move in line ahead formation.
> So one of those two groups will be out of command.
> OR...
> The flagship could issue the same order to all of the ships,
> if every ship is going to execute the same order. The problem
> with that is that the squadron will really become disordered.

Indeed. I ignored this possibility in my initial response, because the poster wanted to know how to get his ships back into a line-ahead formation.

Technically, ships don't -have- to be in a formation to move in command... they can all execute identical movement orders -- but if those orders involve any sort of turning at all, things get ugly really fast.

The best bet is to spend one turn with part of the squadron moving in the "out of command" segment and getting back into line.

3,292

(4 replies, posted in Grand Fleets)

dergrossest1 wrote:

> Maybe I missed this in the rules, but what happens to command
> status when a squadron is in Line-Ahead formation and a ship
> in the middle of the chain is sunk?  For instance, let's
> assume that a squadron is in the Line-Ahead formation
> pictured in the example on page 16 of the rules.  If the
> third ship in the chain were sunk, would ships 4-8 be
> considered out of command?  If so, would they be out of
> command for the rest of the game or could they get back into
> command?  Thanks.

Ick... don't get Kevin started on this one... many a debate raged during the writing of the rules about just this situation. wink

Anyway, the answers to your questions are "Yes" and "They can get back into command".

Specifically, if a ship does not meet the criteria for being in command at the beginning of the turn, it is out of command for that turn... but it can move so that it is back in command so the penalty only lasts for one turn.

Some people have argued that "Well, the captains of the trailing ships would know to close the gap!"

Perhaps, and perhaps not. But at the very least, if the ship in front of you in a line-ahead slowed, veered off course, or was even sunk, it would take some time for you to get your bearings, so to speak... which is simulated by the need to move "out of command" during that one turn.

At least, that's the theory behind the rules. Having never been on the bridge of a WW1 battleship, I can't be certain... smile

3,293

(6 replies, posted in Starmada)

John Kantor wrote:

> I think it would be fun to do some retro space opera games
> using the Rocketmen CCG ships. Anyone working on this?

I'd be lying if I said I hadn't thought about it, but no, I haven't started work on anything yet...

3,294

(7 replies, posted in ARES)

friendlyfungus wrote:

Did anyone enjoy reading the battle report?

Yes, I enjoyed it immensely.

Thanks!

smile

3,295

(7 replies, posted in ARES)

Kevin Smith wrote:
hundvig wrote:

> Unbalanced in the sense you mean, no.  But I do wish there
> was a spell effect for countering magic.  Something that
> could be used both as an active instantaneous counterspell,
> and for removing spells already in place.

> The following is a new spell effect I'm recommending incuding
> in the next ARES supplement.
>
> Dispel (4)
>     There are many spell effects in ARES which last permanently.
> Successfully casting dispel on a model which has had one or
> more of its characteristics affected will reverse the effect
> of the original spell. The success level of the dispel will
> determine how many characteristics can be reversed. The
> player owning the model casting the Dispel chooses which
> spell effects are reversed. A characteristic may never exceed
> it's starting value.

As long as it is stipulated that this only counters lasting effects, and cannot be used to recover wounds suffered from spells, I'm all for it.

3,296

(7 replies, posted in ARES)

friendlyfungus wrote:

Magic seems a bit powerful to me as well. You can't dodge it, so a combined casting has three dice while the defender only gets the two.

True. But then, I always thought of the Dodge/Parry option as a huge tradeoff... it means I sacrifice an Attack of my own later on (assuming I survive, of course smile ).

But I honestly don't mind because I'm a cheese hound at heart and I love blasting enemies with super powered spells.  big_smile

Neither do many people, I suspect.

The concern I have is if it's so unbalancing that an all-magic force will always beat a non-magic force...

3,297

(2 replies, posted in ARES)

kevinsmith67206 wrote:

> Saw that there was an Ares Sci fi game at Gencon.  I walked
> by and it looked cool.  Anyone who played or the person that
> ran it like to chime in and tell the masses how it went!
> +++++
> That's rather interesting... I'm pretty sure it wasn't any of us.

> That probably was Steve Gibson and his guys from Virginia.
> They were going to run a game with an armed force in humvees
> going against a tyranid horde.

Excellent!

I want pics...

smile

3,298

(13 replies, posted in Grand Fleets)

ericrrrm wrote:

The ultimate in "scale niftiness" is actually the 1:36,000 ground scale and 12 minute turns you suggest in Grand Fleets.  It gives 1 inch = 1000 yards and 1 cm = 1 knot. 

But I don't want my three-inch battleships (1/2400) blazing away at ranges of 15 to 18 inches.  It would look funny.

True... but it would be perfect for all the Avalanche Press GWAS counters I have. smile

3,299

(2 replies, posted in ARES)

jygro wrote:

Saw that there was an Ares Sci fi game at Gencon.  I walked by and it looked cool.  Anyone who played or the person that ran it like to chime in and tell the masses how it went!

That's rather interesting... I'm pretty sure it wasn't any of us.

Kevin?

3,300

(0 replies, posted in Starmada)

beowulfjb@aol.com wrote:

> Hello all Starmada players,

>      I have been designing Starmada X ships using the 
> computer program that is available thru the
> mj12games/Starmada website.  I  have noticed that under
> weapon abilities the "Extra Crew Casualties" option  seems
> very powerful.  If every weapon on a ship is given this
> option, all  other starships could be rapidly defeated
> because their weapons will be  hitting the other ship's
> weapons, special equipment, engines as well as  hull.  But
> every hit they take would cause a crew casualty and the ship 
> whose weapons will cause Extra Crew Casualties could rapidly
> erase the  crew of the opposing ship.  I notice that there
> are options such as Armored  Hull, Armored batteries, 
> Organic Hull & Resonant Shields to  protect a ship's hull,
> weapons, and shields from being readily destroyed.  However
> there does not seem to be anything to prevent ships  whose
> weapons cause Extra Crew Casualties from too easily wiping
> out their  opponents who aren't similarly armed and even
> capturing their ships. 
>     
>      StarmadaCompendium had "Extra Crew" as an  equipment
> option.  Is there a need for an "Extra Crew"  as special 
> equipment in Starmada X?  This "Extra Crew" could have as
> it's description  that, if a ship is required to take a crew
> hit, a die roll of 5 or 6 means that  it takes no crew hit,
> (Similar to Armored  Hull, Armored Batteries  & Resonant
> Shields)  As a new player, I may be over-estimating the 
> effectiveness and power of these Crew-eraser types of Weapons. 

>     I would appreciate any advice from other players about 
> this.  I enjoy this game a lot and am having fun designing ships.

I'm glad to hear you're enjoying the game... smile

No, you're not over-estimating the effectiveness of crew-erasers (I love that term, btw... smile ). They can be quite nasty, especially if used in bunches.

But then again, anything can be nasty when used properly, so I don't think they are too unbalanced.

Having said that, I don't see why the "extra crew" option can't be implemented as you suggest. The SU/point costs should be based on the Armor Plating special equipment, albeit somewhat lower.

But if we do this, it should be changed to be called "Cannon Fodder", rather than "Extra Crew".

smile