So, we could use minis from - say .....Man-O-War?
(wonders what the cost of a giant hammer would be)
Sure... why not?
Maybe there's room for a MOW/Grand Fleets crossover?
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So, we could use minis from - say .....Man-O-War?
(wonders what the cost of a giant hammer would be)
Sure... why not?
Maybe there's room for a MOW/Grand Fleets crossover?
Or both. The 1:18,000 ground scale and 6 minute turn lets me use 1 inch= 500 yards for range, and 1 cm = 1 knot for movement. I have tape measures marked with both inches and centimeters, and it works pretty easily.
That's pretty nifty, actually...
Might want to 'borrow' the idea myself.
Ok, see what I get for ignoring the MJ12 forums for so many months! I sorta drifted away when they switched from Yahoo.
Welcome back, John!
I just want to point out that there's nothing sacred about the conversion formula in the rules (which works out to 1:36,000, if I remember correctly). I've been using 1 hex = 4 inches for range, and 1 hex = 2 inches for movement, which is 1:18,000 ground scale with 6 minute turns. It keeps my 1/2400 ships from either zooming around the table, or getting together in a weird little bunch for combat.
As long as the movement and combat ranges are consistent with themselves and each other, there's no reason why you couldn't use any conversion system you wish, either for hexes or inches (or cm, for those VAT-payers ).
The only really important conversions are for the ships' weapons, armor, and hull values...
I'm assuming it's because now the weapon's system has radicaly changed. Does anyone see any problems with using the multipliers for a weapon system (as compared to acutaly space) as a cost for DP?
The DPs in the Compendium are (obviously) based off of the Weapon Point (WP) value -- this translates to the following in X:
ROF x PEN x DMG x Special Mods
For example, a 3/1/1 weapon that ignores shields (x2.5) would cost a total of 5.5 DPs.
The DP costs of special equipment should remain the same.
right, Tony's done a sterling job and the website will now take account of VAT depending on your location.
if you are non-european at tick the ROW button here
I'm sure this is really cool and all, but I have no idea what you're talking about.
> Hello everyone,
>
> I ran Starmada Compendium) last Saturday @ the mini-con held here in
> Jacksonville. I have many StarfleetBattles Micro-armor
> figures and so I make up
> Klingon type ships using Blasters and strike missiles. For
> the Federation, I used needle beams and Fusion Torpedoes.
> The game went very well. I played also using my personal
> ships that are build similar to the Frax with Energy Lances
> and laser cannons. I discovered that, although the Energy
> Lances with Long Range Sensors gives you excellent firepower
> @ long range, when the faster
> Klingon ships closed to short range with their Blasters, it
> got ugly...
Sounds familiar, doesn't it Jim?
> Everyone had lotsa fun.
Glad to hear it!
is there a "hard cap" on the size of the hull ? cause the SXCA only allows a 20 hull as the maximum.
No. You can have your hull as large as you'd like... simply unlock the sheet (Tools > Protection > Unprotect Sheet), select cell C5, and click Data > Validation...
When the window pops up, simply change the maximum value to whatever you'd like.
Actually, there is a version that has been modified for VBAM and KEB system that is in the files section of the VBAM Yahoo List.
Can you give us a direct link?
As far as adding your own options in, the only reason that there is a limit of 3 fighter options (and 4 types of fighters) is space.
Without redesigning the sheet, there was only room for 3 options (I could have gone with designs in columns and had 3 types of fighters with 4 options, but I decided to keep this like the weapons and arranged in rows).For accessing the 'guts', just unprotect the sheet (Tools/Protection/Unprotect Sheet), then highlight rows 29-140 and use the Fill Color button to set those rows to "No Fill" (when finalized, set the fill to "Gray-25%"). The area you want to access, should be cells N73:X84, N86:X90, O109:O120 & P109:P123. Those are all of the sections (IIRC) that apply to fighter options. When adding to them, make sure that you highlight a row (or column in the case of N86:X90), within the appropriate range only (do not insert at the top or bottom, as this will not adjust the range), and insert and "shift cells down"
(or "right" for the column) and put your new information in there, then resort to get them in order.
Just wondering if folks are using Aeronef models. Just download the rules and like the added rule depth over Aeronef rules, but I have several Aeronef minis already. Thanks for any comments in advance.
I don't know who currently owns the Aeronef rules (is it Wessex or have they gone over to Brigade?), but it might be possible to do some conversions of Aeronef models to Iron Stars values...
Would it be possible to mark the six arcs on the printed record sheets ??
Sure.
and add in an anime style spinal mount.
The designation as an Anime-style SM has no impact on construction... so I wonder what the benefit of this would be?
> I was wondering if anyone knew why some of the
> Appendix D; Special Equipment from the Compendium was not
> included in Starmada"X". I noticed that Auto Repair Systems,
> Advanced ECM, and Reinforced Hull were removed. I also
> noticed that Redundant Shielding and Armored Batteries were
> changed. I do
> not mean this to be a criticism of Starmada"X", but am
> courious as to why these changes were made.
The changes/eliminations of ARS, Redundant Shielding and AGB were necessitated by the shift from a static damage chart to a customizable one. Much too difficult to point cost with the new version.
Advanced ECM was removed because I wasn't happy with the games of "one-upmanship" that it seemed to endorse...
> I will be running a Starmada game @ the Rapier2005
> one-day-con. here in Jacksonville, using Ships I designed
> using the Compendium. I will let everyone know how it goes.
Please do!
fdelias@e3pc.net wrote:> The rules contain a conversion formula, but I have no idea as
> to what scale the formula is based. Is the formula based on
> the use of 1/6000 miniatures? If so, how would the formula
> differ for 1/3000 or 1/2400 scale? I am currently deciding
> on which scale miniatures I am going to use, so knowing the
> different formulas for 1/6000, 1/3000 and 1/2400 would be appreciated.> The quick answer is that it doesn't really make much
> difference. I'd use those conversion suggestions for anything
> 1/2400 or smaller. The reason I say this is that I game using
> 2 inch hexes, and I'd use those same hexes whether I was
> gaming with 1/3000 scale or 1/6000 scale ships.
> When you start getting into bigger scales than the 1/2400
> scale ships then you should probably think about upping the
> ranges and movement.
I concur with Kevin on this one (surprise, surprise).
I know of at least one person who uses 1:700 ships, with the same conversion formulae.
Hi Guys,
New to the group. I just picked up my first batch of Cold Navy &
Bergstrom models about 6 weeks ago and thought I'd post the results of
my paint jobs in the photos section.Here goes…
If you're reading this on the forum, the link is:
http://photos.groups.yahoo.com/group/mj12games/lst?.dir=/Jonas%27s+Ships
And welcome, Jonas!
So, I noticed that of the three people who have rated ARES on BoardGameGeek, two mentioned that they believed the magic system as presented to be "unbalanced".
I never thought so, in playing the game, but I was wondering if others have feelings on the matter one way or the other?
The nine nations that make up the TS-verse are at a crossroads. They have expanded as far as they could, but the nations on the rim found out a terrible fact…
They were not alone…
Any update on this?
Do PEN and DMG affect attacks on fighter flights
It is posted that all extra PEN or DMG is lost when hitting a fighter. You might clarify what happens when a Heavy Fighter is hit (it takes 2 hits to kill). I think that the extra PEN or DMG should kill the heavy fighter.
Jimmy
PEN and DMG are always ignored when attacking fighters, heavy or otherwise.
Just the way it is...
> Hello everyone,
> I am Running Starmada @ a one day convention her in
> Jacksonville, Fla.
> The con is called Rapier2005; here is the website:
> _Jacksonville Garrison_
> (http://www.jacksonvillegarrison.com/Events.html)
> I have some ships designed using the Starmada Compendium ship
> designer, and some designed using the StarmadaX ship designer
> & rules. What I wanted to know is if the two point systems
> are the same. For example is 1000 points of ships designed
> under the Starmada Compenduim rules a match for 1000 points
> of ships designed under the StarmadaX rules. If not, is
> their a ratio of points systems that I can use? I hope to
> be able to accomodate any Starmada players that show up for
> my game at the con.
A good thought, and one that hadn't occurred to me before... hmm...
Well, the difference in point costs is really a matter of magnitude, rather than of computation, so there -should- be a way to get reasonably comparable point values.
Let's take a couple of examples:
The Indomitable from the Compendium is worth 197 points -- in Starmada X, it would be worth 317.
The Excalibur from the Compendium is 151 points -- in Starmada X, it would be worth 242.
I guess a good starting point would be to increase Compendium point costs by 60%.
The nine nations that make up the TS-verse are at a crossroads. They have expanded as far as they could, but the nations on the rim found out a terrible fact…
They were not alone…
There was an ancient race surrounding them. Attempts to break through this ring of fire have been unsuccessful, and they have been told that they may not leave until they say so…
How does this sound?
Sounds really really cool from here...
Hey all,
I write reviews and a column for a little site called The Official Time Wasters Guide. My review of Starmada: X was posted today. You may want to check it out here:
Thanks for the kind words!
I got bored the other day and 'whipped' up a new way to create VBAM maps. This is the end result.
http://mj12games.com/forum/files/map_153.gif
It's not like ya were pining away....but I'm back
Actually, I have been pining.
Those in the know understand the past couple of months have blown goat. But I wanted to check in and see what's bein discussed regarding IS, and as Dan has posted in here about the "next supplement," I'm a hopin some of our brainstorming might see print
I'm sure it will -- but I didn't want to get too far ahead of you. Glad to have you back, and I hope things have started/will start to improve for you.
http://home.comcast.net/~kudby/starmada.html
Javelin98, I am in AWE...
(2) As already evidenced by your struggles with the Spanish, I NEED the Martian Invastion to be fairly well localized.
[...]
The reviewer who originally sparked this discussion was right about one thing; the whole point of the Invastion in Iron Stars terms is to spark the Space Race --
Why can't I spell "Invasion"?
Consider each tripod walker a lander type craft, two or three carried under each arm of the ship as a blister pod, dropped from orbit to earth...and it creates a rather respectable global sized invasion force.
Agreed, and you are right in that it visualizes rather well... however...
I have two problems with this:
(1) The narrator of the book seems to imply that there were only ten cylinders
As it passed it set up an exultant deafening howl that drowned the
thunder--"Aloo! Aloo!"--and in another minute it was with its
companion, half a mile away, stooping over something in the field. I
have no doubt this Thing in the field was the third of the ten
cylinders they had fired at us from Mars.
Now, he may not have known what he was talking about, so we can likely dismiss this-- but the second is more important:
(2) As already evidenced by your struggles with the Spanish, I NEED the Martian Invastion to be fairly well localized. There are reasons why this would be so -- the Martians obviously thought (correctly) that there was no need for a global assault; go after the richest nations first and move on from there.
The reviewer who originally sparked this discussion was right about one thing; the whole point of the Invastion in Iron Stars terms is to spark the Space Race -- and that's difficult to do if the entire world is reeling from a catastrophic War. It's much easier to justify if the Great Powers suffer a blow, giving the rest of the world a chance to get up from under foot; but with a developing world still unscathed, the Britains and Germanys et al will still have resources to draw upon and recover fairly quickly.
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