26

(1 replies, posted in Iron Stars)

If I attempt to input any data that results in an overstuffed hull, the values for Points, HVP, and Space Remaining are displayed at "#N/A", as stated in the hidden calcs at the sides and below the builder box.

Is this correct, or am I missing something to make this all work correctly?

A help file might help me here. Or a more cadet friendly version that puts a negative value for space remaining when I muss things up. Whenever I see "#N/A", I think my spreadsheet can't read a forumula.

If it matters, I'm running Bye Designs' Spred32. It's a quarter sized Excel clone that understands all the relevant formula. The numbers and results work for a while, but if I try to change too much data, I get the unbudgable "#N/A" results.

Perhaps the thing is getting stuck on values of "   " instead of "0" for empty cells, as for Special Equipment, for instance. Hmm, maybe I'll try that....

Hmm, it seems my help post is turning to ponderings.

I am certainly glad that the pencil and paper math is easy to do.

27

(14 replies, posted in Iron Stars)

Well, of course, that's what I started doing, but there seems to be a lot missing from this station if one subtracts what one can see from the construction:

Armour 5: is free with the hull
24 light guns is 48 SU
16 secondaries makes 128 SU
8 berths for FAC makes 80 SU
Total for what we can see: 256
Depending on how to make the minefield... Mine Factor 16 makes 80.
So I'm over.

With 30 hull that's 300 SU minimum, without adjusting for no thrust.

I was trying to make an A-G station for a three player scenario, but maybe it will be a crippled BB instead.

My scenario is a (somewhat improbable) three way "friendly fire" incident. Three navies allied against a fourth, that while dealing with a threat, accidently shoot their allies.

[IS multiplayer has one active and x reactive players -- should work]  :wink:

28

(14 replies, posted in Iron Stars)

1. Although I haven't seen any space station construction rules, I'm toying with building my own space station design.  To build a 12" diametre minefield around the station, I envision 16 3" minefields or a mine factor of 16 just used for costing, not recorded on the record sheet. Sound right?

2. If I put a gyroscopic stabilizer on my space station, could it rotate at the same rate as a size one smaller? Could a VL station rotate (45* +90*=) 135* a turn? Or is this too silly?

3. Could I reduce the BTR of a VL ship from 4 to zero by increasing the station's SU by 40%?

I realize that if there are no rules yet for space station construction, the answers I may receive will by non-canon, but, hey, fun is fun. :wink:

Thanks,

Michael.

29

(11 replies, posted in Iron Stars)

One more question, of a slightly different but related sort.

Page 8 (thank you, murt) has torpedo values from d4 to d12 and damage values from x1 to x5. Are these values related in any fashion?
Or, can you mix and match?

I see that the battleship HMES Bantam carries d8(x4) torpedoes, and the Beta-class destroyer has d6(x2) torpedoes. Is the limiting  factor for torpedoes for all ship classes solely a function of cost?

Instead of the Beta-class DD carrying 3/d6(x2) torpedoes for a cost of 7.2 SU, could it carry 1/d10(x3) torpedo (cost = 6 SU)?

Most appreciated!

Michael.

Now back to the actual thread:

I don't know what it is with this guy. If I don't explicitly say you cannot do this, his brain thinks "I can do this". For my own play, I understand the rules as are and for some of my friends the spirit of the rules is self-explanatory. But for this one guy, I need a black and white clarification of the rules. For every single game we play!

I haven't introduced IS to the group yet; I am mentally preparing. Mentally  recalling the annoying days of playing Star Fleet Battles against some broken unbalanced ships this fellow has dredged up from some unofficial website, despite asking all players to follow certain guidelines when choosing ships. He's hardwired to find loopholes.

I like the ruleset for IS. I don't think it can be corrupted even by this gentleman I play against. But clarity shall be my avatar.

30

(11 replies, posted in Iron Stars)

Excellent! That is what I need to hear, but on what page, specifically? I've not seen it.

I'm not asking for myself really; I've got a gentleman in my gaming group who is very much of the "if it doesn't say I can't, it must mean I can" sort. Very annoying! I dread allowing him to build his own ships.

Though, as far as keel bombards go, think of mounting a double barrelled shotgun under a keel. They'd fit quite well.

                          OVO

31

(7 replies, posted in Iron Stars)

Ah ha, thank you!

My insomnia ends  :shock:

32

(11 replies, posted in Iron Stars)

1) Can a ship mount 2 or more keel bombards?

2) Where is it written in the rulebooks that primary guns must have equal or higher damage than secondary guns? Could someone build a ship that has:

P: 4d10(x2) and S: 3d12(x3)

If so, presumably the rules about available guns to shoot in each arc (or in the case of the bombard, the very limited arc) would suggest to a player that this isn't a good idea?

Thanks for your help!

Michael.

33

(7 replies, posted in Iron Stars)

Trying again,

What scale are the ships as depicted on the counters?

Measuring, say, the Tai Zhou, since it's in front of me, I get 1.125 inches.

Looking in the book, I see the Tai Zhou is 482' or 5784" long.

I divide 5784 by 1.125 I get, I think, 1/5150 scale.

I grab another counter, the Hodaka.

Length as depicted on counter: 1.5"

Length of actual ship: 544' or 6528"

Divide 6528 by 1.5 gets 1/4350 scale.

So, now, I am left with two possible answers:

1) my math is wrong and the ships as depicted in the counters are the same scale, whatever scale that is, or

2) the ships as depicted on the counters are not the same scale.

Please enlighten me.

34

(7 replies, posted in Iron Stars)

What scale are ships as depicted on the counters?

I'd do the math, but I'm more lateral, less logical.

35

(5 replies, posted in Iron Stars)

Well, yes, class notes are certainly just fluff.

"This is the design philosophy behind this ship"
"These are the priorities of this particular country about ship design, and this is why their ships are different from other countries"

I can do this sort of thing myself, I suppose by studying the ship records, but I suppose I was hoping for some official background on ship design. Say, something like:

The British fleets favour speed over armourment [armorment...I'm sure that's spelled wrong].

or,

The Russians sure do love mines.

That way, if I decide to design my own ships to add to the existing fleets, I have some core design philosophy to guide my imagination, elsewise any design could be used with any country's ethernavy.

Slightly different subject:

I haven't finished reading the rulebooks, so maybe this is in there:

Is there a practical limit for guns on ships?

I know Hull is 35, and Armour is 5, and Thrust 10, but what of Primaries, Secondaries, and Light guns?

I fear unleashing the ship design stuff on my game group without having this information!  :shock:

36

(5 replies, posted in Iron Stars)

Say, why can't one destroy the Russian Battleship Spiridoff's engines?

The Thrust column does not have a corresponding damage number.

Ship class notes, a la Star Fleet Battles, would be useful.

Thanks,

Michael.