26

(25 replies, posted in Starmada)

The Earth Hyperion was a very old ship when the White Stars came out.
They should probably be outmatched.
BUT the white stars were pretty small ships perhaps a lucky shot might take one out?

27

(23 replies, posted in Starmada)

I think the OP concern was that IMP was a wasted trait.
Even as he has "fixed" the perceived problem he never took out the IMP step. 

My own current Starmada variant is to replace the existing "IMP multplies dice" mechanic with an alternative: IMP + d6(extended) >= (shield x 2). The numbers have selected so there's a reasonable range of values using the (non-linear) extended dice mechanism, but a IMP 1 weapon can still damage a shield 5 (doubled to 10) ship on rare occasions.


As a casual player of Starmada I think the system is elegant, roll to hit, see if you hit, roll to see if you penetrated the armor, roll dam.
Pretty simple, I would not want all those steps broken down to a single die roll with a modifier.
Thats not as fun as rolling a handful of dice.  As the OP stated this is a "Bucket of Dice" system and it's a good system for rolling dice. Is it the best? That  is subjective. I think the OP needs to find another system as this system is not what he expected.

Colonial Battle-fleet?
AV Tactical? (if you dare)

28

(2 replies, posted in The Admiralty Edition)

I think this one will work better its cheaper/Faster and works well against fighters. Now I can get 125 of them. yikes

(20) ANT Class Gun Boat
Hull: 1                       
Engines: 17                       
Shields: 0                       
Weapons: PinPrick ARC G RNG 30 ROF 1 ACC 2+ IMP 1 DMG 1
Anti-Fighter
1:X 2:X 3:X 4:X 5:X 6:X
Special: Fire Control
Weapons TL +2

"Death by a thousand pin pricks"

I ran a version of this ship against Beowulf in 2008 at Rapier in Jacksonville. 


In my original e-mail I had asked my opponent (James) if he wanted a ship limit. smile

Seriously; I would still suggest using Klingon Armada or Imperial Starmada for our upcomming battle. I have lots of Fed and Klingon miniatures.

It looks like it might be a Small ship duel here are my ships. I can  get over 100 of these ships and stay under our 2500 pt max.

BTW I have enough miniatures to field this fleet smile

(24) ANT Class-class

Hull: 1                       
Engines: 4                       
Shields: 0                       
Weapons:
1:X 2:X 3:X 4:X 5:X 6:X
Inv. Range Mods; Extra Hull Damage
[G]

Special: None

TL 2 Weapons

Here is another design I have been tinkering with

(500) Brie Class-class Battleship

Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 20 19 17 16 14 13 11 10 8 7 5 4 2           
Screens: 14 13 12 11 10 9 8 7 6 5 4 3 2           
Weapons:
1:XYZ 2:XYZ 3:XYZ 4:XY 5:XZ 6:YZ

X: Phaser I: 8/16/24, 1/3+/1/1
Slow-Firing
[L][L][L][L][L][L][L][L][L][L]

Y: Phaser I: 8/16/24, 1/3+/1/1
Slow-Firing
[L][L][L][L][L][L][L][L][L][L]
Slow-Firing
[LG][LG][LG][LG][LG][LG][LG][LG][LG][LG]

Special: Stealth

TL 4 Engines

Here is another

This can be achived easily

Each weapon system has different characteristics Range, Accuracy, Rate of Fire, Impact, and Damage

At the beginning of your game state that a certain race has only a max range of X and a maximum Impact of X ect…..

You can even set restrictions on speed, hull size, and defenses by using tech levels.

Also you can limit weapon traits to certain races such as “Extra Hull Damage” is only usable by this race. ……ect…

I think you can build in your own set of alien modifiers.

31

(18 replies, posted in Starmada)

I like the idea of a playing card for each ship.

I would also add to that idea; a playing card for movement and a card for firing for each ship.

I think it would add a bit of chaos to the game and make it unpredictable.

You could also make a rule, if you don't like what you drew you can shuffle it back into the deck once for each side per turn.

32

(18 replies, posted in Starmada)

BeowulfJB let me know when you are going to run your game.

I am also going to run somthing, not sure if it will be Starmada or maybe War Rocket. Maybe Starmada Fleet Ops!

33

(18 replies, posted in Starmada)

Welecome to Starmada!
I see you live in GA, I attend a CON in Jacksonvill FL, and we play Starmada there if you are intrested.

34

(3 replies, posted in Starmada)

SFB has a few scenario books, I have a few would be easy to port them over to Armada.

35

(8 replies, posted in Starmada)

Probably take everything up a level.

For example your ship might be 5 hull boxes, now make it 10

Have your Heavy torpedos as 1 hull ships using the ramming rules.

You can also have fighters as two hull ships.

This way you can even put defences on your torpedos.

36

(9 replies, posted in Starmada)

So you used the movement system from the game "Full Thrust"? or The Starmada Vector movement?

37

(43 replies, posted in Starmada)

Here are a few ships made with just a using a hull of 2

(32) Average-class Fed CA

Hull: 2 1                     
Engines: 3 2                     
Shields: 3 2                     
Weapons:
1:X3YZ 2:X3YZ 3:X3YZ 4:X3Y 5:X3Y 6:X3Y

X: Long Range Missle launcher: 4/8/12, 1/5+/1/1
No Range Mods; Minimum Range
[G][G]

Y: Kinetic Cannons: 3/6/9, 1/4+/1/1
[AB][D][D][D][C][C]

Z: Short Range Lazers: 1/2/3, 2/4+/1/1
[AB]
Special: None


(29) Heavy Armored-class Fed CA

Hull: 2 1                     
Engines: 3 2                     
Shields: 4 2                     
Weapons:
1:XY 2:XY 3:XY 4:X 5:X 6:X

X: Heavy Lazer: 3/6/9, 1/4+/1/1
Inv. Range Mods
[AB][AB]

Y: Medium Lazer: 2/4/6, 1/4+/1/1
Inv. Range Mods
[L]

Special: None


(35) Light armored Lite Lazer armed Fed CA

Hull: 2 1                     
Engines: 4 2                     
Shields: 2 1                     
Weapons:
1:4X 2:4X 3:4X 4:4X 5:4X 6:4X

X: Lite Lazer: 2/4/6, 1/4+/1/1
Inv. Range Mods
[AB][AB][AB][AB][AB][AB][AB][AB]

Special: None

38

(43 replies, posted in Starmada)

I too have been thinking smaller might be better, but I was thinking of taking it to the extreme.

1 hull Destroyer or frigate
2 hull Cruisers
3 hull Battleships
4 hull the super ships Carriers Dreadnaughts/Super dreadnaughts.

Some of the advantages, your fleets can be cheaper to buy if you buy the 4 smallest ships from GZG or Brigade games.

You can have more ships on the board.


Your weapon ranges will be more limited and you will have to really think about what arcs to have.


The players will really have to think about what they want to put on a ship.

Just thinking........

39

(19 replies, posted in Starmada)

That's the problem with the internet, is that sometimes we sound negative when talking about a game. This is due to the fact that when talking about a game or some other product the only reason to write something is to complain. If you read the posts here on the forum you see allot of complaints, but what you don't see is all the good things about the said product or game. When I complained about the speed of the Klinks or the "Fast" starships in the game that is my only complaint about the whole game.  I never said all the good things I like about the game. I love the way the shields are handled, the movement (we use cinematic) the fact we are able to use 20 ships and still finish before dinner. I love the way transporters, and marines are used. So when all the posts on the forum get you down remember the complaint written is probably the only issue that poster has with the game.

40

(19 replies, posted in Starmada)

I think before KA was relased that some hardcore SFB or FC players should have playtested the game a bit more. I to think the Klinks should be a point or two faster then the Feds. I also hosted a KA game at our local convention a month ago and found that you can have ALOT of drones on the board. smile

41

(10 replies, posted in Starmada)

I thought the fast ships should be a BIT faster smile

42

(6 replies, posted in Starmada)

Guess I am going to have to play with it a bit.

43

(6 replies, posted in Starmada)

I just got my rules today; it seems to me that the seeking plasma bolt seems to be a bit weak. I think the bolted plasma seems to me more powerful then the seeking plasma.

I remember having the fear of god put into me, when Romulans shot a plasma torp at my ship. According to these rules I would not even try to dodge the plama or waste any shots at it. 

Am I reading it wrong?

44

(9 replies, posted in Starmada)

Thanks I thought the way probes were written that they seemed more like direct fire weapons.

In the convention game you will get more victory points for the amount of probes used for a specific purpose. Thanks for the clarification.

45

(9 replies, posted in Starmada)

"Each probe fired counts as a separate "flight"


Why are they handled like this the stats seem more like one-shot torpedoes with a RNG 6

46

(9 replies, posted in Starmada)

What ment is do seekers avoid asteroids or do they hit an asteroid if the target is on the other side of it.

47

(9 replies, posted in Starmada)

I am running a CON game at the begining of June, and these are a few questions I have.


How do Seekers and Asteroids work in Klingon Armada?

Also how many probes can you fire durring the same turn?
(I think all of them)

also, I can fire the same amout of drones as you could launch fighters in regular starmada according to hull size right?

Thats all my questions.....................Thanks.....................Doug

48

(12 replies, posted in Starmada)

Looks Great! thanks..................Doug

49

(12 replies, posted in Starmada)

Looks good, do you have on with a hex grid overlay?

50

(12 replies, posted in Starmada)

Has anyone made any Arc of fire templates with the expanded arc's?

I am going to run a convention game next month, and would like to give newbie's somthing look at when trying to figure what arc is where.


Thanks................Doug