451

(46 replies, posted in Starmada)

This new edition will make it quicker to resolve each ship's weapons fire.  As a result, it will be easier to play more ships.  It will make playing Fleets much easire.  So either of the name that include the word Fleet would be good.  Perhaps Starmada, Fleet Combat Edition.

452

(9 replies, posted in Starmada)

This is a good point.  And you could write down the speed of a ship when you move it instead of using a marker.  Either would work.  Once again, one of the many Great things about Starmada is that it can be readily customized by the players.  They can deal with some of the details of the mechanics of the game in a way that works for them.   8-)

453

(297 replies, posted in Starmada)

This idea of having stronger front shields than back shields is interesting, but make an option. :idea:   
Some people, such as me prefer to have the shields the same all around, much like the SFB Fed New CL was. 
For me, this would be because my ships are designed like WW1 & WW2 warships and have their heaviest firepower in the "c" & "d" arcs, the broadside arcs.  Having the front shield stronger than the rear shield would not be useful or good for the ships I design.  Make this idea an option, or if it becomes the standard, allow an option for ships to have homonegous shields; the same all around.  In WW2 & WW1 BBs were evenly armored, the side armor in the forward part of the ship and the aft part was usually equally strong, the deck armor foward was as strong as the deck armor aft, and the front main gun turrets were just as well armored as the stern turrets.

454

(297 replies, posted in Starmada)

These extra dice that are added to the attack dice are reguardless of the strenght of the firing weapon?  So if a BB that rolls 11 dice fires on a ship with "two ticks" it gets 11+4=15 dice.  What about a weaker weapon that fires at long range and would only roll one dice.  Does it get this: 1+4=5 dice?  That seems like it would be too powerful or unbalanced. :shock:

455

(46 replies, posted in Starmada)

Kewl!  I look forward to the release of Starmada 2012

456

(46 replies, posted in Starmada)

This is great.  Math teacher here. :geek:   I completely understand the numbers and how they are done.  Kewl!
One use of the secondary/AA battery is to shoot at fighters, strikers, seekers, etc.  This Valiant could shoot down up to five of them in the SAE version.  How will this work in the Starmada 2012 version?  How would AA be handled?
BTW, I presume (prc) means piercing.  How would that work in the new game?

457

(46 replies, posted in Starmada)

I am curious, one the larger Naval-style BBs I use (HMS Valiant) has this as its main weapon:
"15 Inch Plasma Cannon" 6/12/18, 1/3+/1/4  The weapon traits are Piercing +2 & Starship exclusive.
The ship has four mounts:  [abcd] [abcd] [cdef] [cdef]  These are the heavy weapons
What would they be when converted to  Starmada 2012?

the Secondary/AA weapons are  "4.5 Inch Laser Cannon"  6/12/18, 1/3+/1/1  No weapon traits.
This battery has Five mounts:  [abcd] [abcd] [abcd] [cdef] [cdef]
This is an odd # of mounts...

The Valiant has Speed/thrust 4, shields 4, 18 hull, with Fire Control, armor plating, some marines & teleporters.  Its CV is c620.

I like this new system and find it clever and facinating.   8-)

458

(46 replies, posted in Starmada)

This looks good. 
Will there be a Ship Designer Program that will make allow ship sesigning and print out SSDs, for this New Starmada 2012 version?

459

(76 replies, posted in Starmada)

<RLOL>  lol

460

(76 replies, posted in Starmada)

Here is an idea:  Change the name of "Fire Control"  to "Advanced Fire Control",  Since all ships have fire control, the advanced version of this should have a different name. :idea:

We have house-ruled letting AFBs fire before fighters/strikers/seekers attack, but after each squadron has moved.  If a any fire, a dot is made on the ship's SSD.  It has Not proved difficult to keep trick of how many AFBs have fired.  8-) 
None of the people I game with have the Weapon Trait "Anti-Fighter" on any of their weapons because we don't think it is worth the cost.  Fire control is better and more useful overall.  All my ships, even the small PFs, have Fire Control.

I am curious, how would lettting antifighter batteries fire before fighters/strikers/ or seakers attack cause significant problems?  As they work now, firing after these units attack AFBs are simply not worth their cost IMHO.

463

(4 replies, posted in Starmada)

I presume to make a space station, you make a ship with no engines. 
The friends I play with & I limit maximum range on starships to 18 hexes.  The space station weapons can have a range of up to 30 hexes. 8-)

464

(297 replies, posted in Starmada)

This sounds great.  I  definitely LIKE the idea of less dice rolls.   I enjoy Starmada A.E., but look forward to the Starmada 2012 edition.  My friends & I down south play whenever I am visiting down there. 
I would love to be a playtester of this new edition.  :ugeek:

465

(7 replies, posted in The Admiralty Edition)

Here is a revised version; it's main battery is more resistant to damage rolls, but is costs a little more:

(665)  USS New Mexico

Hull: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1         
Engines: 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1         
Shields: 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1         
Weapons: 1:X 2:X 3:X 4:Y 5:Y 6:

X: "Plasma Cannon"  6/12/18, 1/3+/1/2
Starship-exclusive; Piercing +2
[ABCD][ABCD][ABCD][ABCD][CDEF][CDEF][CDEF][CDEF]

Y: "Laser Cannon"  6/12/18, 1/3+/1/1
[ABCD][HIJK][HIJK][CDEF]

Special: Hyperdrive; Armor Plating; Fire Control; Marines (5); Teleporters (3); Cargo (123)

466

(2 replies, posted in Starmada)

The ships I play resemble WW2 warships; (there is a posting in the B.Basin).  In one game I played with my Dad & nephew and Gaming Glenn, an accidently brilliant manuever gave victory to my side.  The other size played Klingon style ships with forward-firing moved forward. At the end of movement, my battleline ended up being behind their ships with them in the "C" arc of my ships.  I was able to fire all of my ships' weapons at them at close range and all of their heavy weapons were out of arc.  They took a pounding.  I would love to say I planned this, but I was more lucky than clever...

Hello everyone, I played my first Star Fleet Battles as Starmada (Klingon Armada) game today.  It was interesting and enjoyable.  My dad played a Klingon D5W, I played the Klingon C7, and Gaming Glenn played the Federation Battlestation. The Klingon force was c70 points less costly than the Federation 'station.  But, because we could choose the range, the two klingon ships moved to Range 12 and stopped and we pounded the base into submission taking only a little damage to the D5W.  I wonder if the Federation Basestate is over pointed.  The Phaser 4s hitting on 5+ were not as formitable as the overloaded disrupters we fired again and again.  The game lasted 6 turns.  It was interesting playing more basic ships using the minis I have from SFB. smile
The homemade ones we usually play have lots more gadgets, etc.  which makes them a bit more complex to run.
Here is one type I play a lot.  I wonder how these Klingon Armada ships would do against ships such as this:

(601) USS New Mexico

Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1
Shields: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1
Weapons: 1:X 2:X 3:Y 4:Y 5: 6:

X: "14 Inch Gauss Rifles" 6/12/18, 1/3+/1/4
Piercing +2; Starship-exclusive
[ABCD][ABCD][CDEF][CDEF]

Y: "5 Inch Laser Cannon" 6/12/18, 1/3+/1/1
[ABCD][HIJK][HIJK][CDEF]

Special: Hyperdrive; Armor Plating; Fire Control; Marines (4); Teleporters (4); Cargo (84)

On Monday we played two games of Starmada at Gaming Glen's store in Davie, Fla.  We gave anti-fighter batteries the option to fire before a ship is attacked by fighters/ect, after the flight moves next to the target ship.  (AFBs can only fire Once per turn).  My dad had three flights of 6-fighters attack one of my nephew's smaller ships.  The ship had 17 anti fighter batteries and the fighters had level two shields.  The AFBs fired first, but with bad rolls and the level 2 shields on the fighters, only two fighters were shot down.  We have used this before and it is Not game wrecking.  I believe it is more realistic, because that is how AA fire worked in WW2, and would work now.  Also, this option is similiar to the option some Klingon drones have to fire at attacking drones first in ADD mode.  I still haven't put any AFBs on my ships yet.  I prefer to shoot  down fighters, etc. at range, before they can close, with the secondary battery all my ships have:
Laser Cannon 1/3+/1/1,range=18, no SAs; my ships have Fire Control. 
If their are no hostile fighters, these laser cannon can fire at hostile ships.

469

(7 replies, posted in The Admiralty Edition)

I just reviewed them again.  Impressive.
Had you thought of using strikers or seakers for the six bow-mounted missiles on the Argo/Yamato?

The sailing frigates of the late 1700s and early 1800s were the cruisers of their day.  The USA's frigate USS Constitution was, in many ways, a battlecruiser.  with its heavier guns, 24 pounders vs the 18 pounders of other nations and having 44 guns instead of c34 guns, it had much heavier firepower.  The hull made of Live Oak trees from Georgia's coastal islands was tough and the ship was larger than the European frigates.  The British admiralLord Nelson predicted that these huge American frigates would be a formitable foe.  In the War of 1812 they were just that.  Although eventually blockaded in US ports by 1814, they were the battlecruisers of the 1800s.  8-)

This is my latest battleship design.  All of my ships are naval-type ships in space, sort of similiar to the Yamato/Argo in Star Blazers, without the WaveMotionGun.  These ships have anti ship weapons, and AA guns.  I don't use anti-fighter batteries because i believe in shooting down fighters/strikers/seekers at range.  Whis is why the AA Laser cannon have range 18.  (Former U S Navy Gunnersmate here)

(601)   USS New Mexico

Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1           
Shields: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1           
Weapons: 1:X 2:X 3:Y 4:Y 5: 6:

X: "14 Inch Plasma Cannon"  6/12/18, 1/3+/1/4
Piercing +2; Starship-exclusive
[ABCD][ABCD][CDEF][CDEF]

Y: "5 Inch Laser Cannon"  6/12/18, 1/3+/1/1
[ABCD][HIJK][HIJK][CDEF]

Special: Hyperdrive; Armor Plating; Fire Control; Marines (4); Teleporters (4); Cargo (84)      8-)

These BBs are escorted by 91 point DDs that are:
4 hull, speed 5, shield 1, armored plating with four of the "5 in Laser cannon" in two FX and RX mounts.

I have large battleships and small destroyers.  Here is my "standard" battleship design:

USS Arizona
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1           
Shields: 4 4 4 4 4 3 3 3 3 2 2 2 2 2 1 1 1 1           
Weapons: 1:X 2:X 3:Y 4:Y 5: 6:

X: "14 Inch Gauss Rifles"  6/12/18, 1/3+/1/4
Piercing +2; Starship-exclusive
[ABCD][ABCD][CDEF][CDEF]

Y: "5 Inch Laser Cannon"  6/12/18, 1/3+/1/1
[ABCD][HIJK][HIJK][CDEF]

Special: Hyperdrive; Armor Plating; Fire Control; Marines (4); Teleporters (4); Cargo (84)

(The the DDs I play are hull 4, shields 1, speed 5 with four of the "5 inch Laser Cannons" in two FX and two AX mount).

473

(4 replies, posted in Starmada)

In the games my friends and I play in S.Fla, at Gaming Glenns store in Davie, we banned strikers and seekers.  It is my Fault...
I used these wicked strikers I designed:
"Ionic Torpedoes"; they're 3+ to hit, speed 15, 3 damage, bomber, halves shields, continuing damage... yikes
They were devestating and would gut a starship costing twice as much as the flights used against it.
Try them, your opponant will be devestated. 
I did not only take DDs with these Ionic Torpedos; these DDs represented about half of the cost of the fleet I took.  The other half were powerful BBs.  (I don't take cruisers).

474

(22 replies, posted in Starmada)

The map we use is fifty hexes long, and c30 wide.  It is a felt map from GeoHex.  our ships are all Tech zero so the speed of the larger ships is 3, 4 , or 5.  We us max range of 18 on weapons.  We don't use seekers or strikers because we think they are too powerful.  This is my fault for designing brutal ones I called them Ionic Torpedoes) that were speed 15, bomber,  halved shields, 3+ to hit, three damage and had continuing damage.  They were a bit costly, but too often gave my side victory.  We do allow, and sometimes use fighters.
Our first and second turns are manuevering and getting into range.  Usually we get into long range turn three and the firing begins.  The game then last from three to five turns.  We play sides and each player gets 2,000 points.  We played two games with four people on Monday.  Each game took c2 hours.  Lots of fun! 
(We are playing Friday, at Gaming Glenn's store in Davie, Fla.)

475

(8 replies, posted in Starmada)

When I first played Starmada, I used the Starmada Compendium rules.  All of my ships had armored hulled and armored batteries.  It did make them harder to destroy, but they costed more and were Not invincible...
If the option for Armored batteries was added to Starmada SAE, I would add them to my ships.  I just enjoy the idea of having them.  All of my ships have armored hull, firecontrol, 3+ to hit, and all the weapons have range = 18.  All ships having this in common makes it much easier for me to run my fleets.  It also makes them formitable... :ugeek: