26

(6 replies, posted in Starmada)

I came up with this same problem when deciding how I wanted to handle my sci fi conversions.  The best idea that I had was to determine what size each fleet would be and then make the ships fit into that.  Currently my plan is to make each fleet 1000 points.  So if I want to have just the Galactica as a 'fleet', it's going to be around 1000 points.  That also makes the large star destroyers fit in the 1000 points as well.

I have thought about making the Galactica be a mere 500 points but give the fleet two of them (I have a second model).  Of course it depends on if you think people would like multiple ships or not.  I'm assuming most 'purists' would want a single massive Galactica and call it a day... 

-Bren

27

(5 replies, posted in Starmada)

Awww Crud.  Why didn't I see this and play a game.  I had an improptu Klingon Armada game on Saturday night, but I'd would have love to get a game in...

-Bren

28

(11 replies, posted in Starmada)

I saw that too!  Really excited to get that book and I'll more than likely pick it up.  Man, do I really need to get Starmada to the table more.

Can't wait until Origins!
-B

29

(1 replies, posted in Starmada)

The winner doesn't get any points :0

-Bren

In my opinion, making a trait that allows a seeker/striker to be fired at incoming "small craft" (fighter, striker or seeker) would be an easy way of handling the whole thing.  The cost for the trait might be an issue, but I can defintely see allowing the masses 'decide' what is the best "anti-drone" flight and let it at that.  My thoughts on the actual rules would be as follows.

1. A flight (be it seeker/strike/fighter) attempts to attack a ship.
2. The defensive player may opt one and only one flight (seeker/striker) from the targeted ship a chance to destroy incoming 'craft' (pending they have the 'trait').
3.  The defensive player rolls a number of dice equal to the flight size/ROF of the selected flight.
4.  The To-hit is modified by the following :

-1 for attempting defensive fire
-1 if the defensive flight is slower than the incoming flight in terms of MP
-1 if the defensive flight has non-piercing and/or no hull damage (or any of those type of negative modifiers)

5. A defensive flight IMP and DMG are set to 1 for these attacks (if needed).
6. Any remaining offensive 'craft' may finish their attack.

Thoughts?
-Bren

Sorry if this has came up before, I'm in a hurry to get my thought down before a 12 hour drive...

I love both of the SFB crossover books (must save money for the cool miniatures) and I was wondering about the interaction (if any) between incoming fighter attacks and using drones in their Anti-drone capacity.  You see, I'd like to use the modifed drone/anit-drone rules in found in the Armada books for allSstarmada games (using seekers to be able to stop incoming attacks), but I'm worried that the 'defensive' nature of said weaponry was not calculated in the CR.

If not, what do you think the cost of the "anti-drone capacity" would be (and how 'off' would that make drones in the SFB universe compared to say regualr fighters/seekers/strikers in starmada).  If usable, I think the defensive seekers (since players could make up new 'anti-drones') should get a to-hit penalty if their speed was not equal or greater than that of the flight they were trying to shoot down. Just a thought.

Thanks!
-Bren
Ps. Finally something to 'stop' the fighter swarm and something that my battlestars desperately need!

32

(35 replies, posted in Starmada)

I really like these ideas and I'll be watching this thread as time goes on.

The VP from the opponent is an odd rule, bu if you think that it works after your playtest, I'm okay with it.  A friend and me played a game using the simple campaign system rules and by the middle part, we were so beat up that the games boiled down to who could roll the better RP amounts.

I had some tactical ideas for the game that would still qualify for "Somewhat simple".

The first is having to pay for the number of task forces one has.  Since it allows for more tactical options, I thought that you subtract the number of task forces from the die roll from your colonies' production.  So fo example, if an empire has 2 colonies and 4 task forces, it would roll 2d6-4.  I'm debating if this should be to a minimum of 0, allow this to go negative or state the the minimum result is alwasy equal to the number of dice rolled (so in the above example, the minimum that the modified die roll can be is 2).

To combat that, my second thought would be create a initiative modifier (IM) for each task force.  The  modifier is the equal to the MP of the slowest ship in the task force and a penalty based of the number of ships).  During the initiative phase, each player rolls a d6 for every task force currently in serivce and then assigns a single die to each. Then you add the IM to the die result to give that task forces rate (adding the initative modifer).  Initiative order is from lowest to highest (break ties first by higher MP, then lower size modifier and finally dice off).

Ship number modifiers
1 Ship: -1 Modifier
2 to 3 ships: -2 Mod.
4 to 6 ships: -3 Mod.
7 to 10 ships: -4 Mod.
11 to 15 ships: -5 Mod.
16 to 21 ships: -6 Mod.
22 to 28 ships: -7 Mod.
29+ ships: -8 Mod.

So let say player A has three task forces. 
TF1: Has 5 ships in it with a slowest ship having 6 MPs.
TF2: Has 18 ships in it with the slowest ship having 2 MPs.
TF3: Has 3 ships in it with the slowest ship having 9 MP.

TF1 has an IM of 6 - 3 or a 3
TF2 has an IM of 2 - 6 or a -4
TF 3 has an IM of 9 - 2 or a 7

Each initiative phase, player A rolls 3d6 and assigns them to the three task forces.  Depending on the die rolls and  which die gets picked for each task force will give players more options on how they should create fleets (in thoery)

Thoughts?
-Bren

33

(17 replies, posted in Starmada)

Decided to get out of the business.  Sold Armies of Arcana away and moved on.  Haven't heard anything since the sell...

-B

For ground combat, why not make a 'flotilla' with no engines and no hyperdrive and go with that using the technology that the player has already learned.  I'd look at VBAM/Starmada crossover for ideas!

-Bren

35

(20 replies, posted in News)

Glad to see this on the website.  Will be ordering ASAP!

-Bren

36

(17 replies, posted in Starmada)

"Maybe Ramming could be accomplished with a house rule where if you can maneuver into the same hex as another ship, roll an attack (5+ maybe?)"

The idea I would go with is both ships captains roll a d6, add their current MP and  subtract their current speed. Winner decides if the ram occurs or not (ties go to the defender).  Once hit, each ship does current hull as IMP 1 against the shields; any that make it through the shields, are DMG 1 to the other ship.

-Bren

37

(6 replies, posted in Starmada)

Very cool.  Definitely have to go back and take a look!

-B

38

(54 replies, posted in The Sovereign Stars)

Fire on the Suns - Ha!  I've tried to play that one multiple times, but it always hurt my head in ways I never thought a game could!  Still, it has some really cool elements in it, but it's just too complex for me!

Oh... reminds me.  Go get 'em Dan!
-B

39

(30 replies, posted in Starmada)

Awesome report so far!  The pictures are a definite plus.

-Bren

40

(40 replies, posted in Game Design)

I'd say that there are already too many RPG systems out there and trying to come up with a playable system and a cool concept is going to take time and energy.  My thought is to grab a current syste m (there are many talked about above) and create your world in their playground. 

Personally, I think MJ12 needs a starship miniature line (or coat tail with one already there), but that's just me!
-Bren

41

(20 replies, posted in Starmada)

I wanted to give the final update to this tournament.  I had a great time playing the two games against Erik and I want to thank Madseason for running it.  Vassal is a great tool to get extra Starmada games in and I reccomend it to anyone.  Of course, it took us about 3 weeks to get through a game, but that is due to my crappy schedule more than anything.

The AAR

The first game, I was playing the Empire and I thought I should take fighters just in case my opponent took them so not to be swarmed by them.  This was my first mistake.  Most of the Hegemony weaponry have decent ROFs, but the killer was the double range mods and fire control which quickly took out my fighters.  Erik took a lot of the Krilov Class, Disruptor Frigates and their heavy disruptors were as brutal as I thought they were (rang 18, 1/4+/3/3 double range mods, no hull damage). 

A couple of tactical mistakes by myself didn't help matters.  First I sent my fighters unsupported and they were quickly chewed up.  Second, I turned my carrier about to keep it out of the fight, but all Erik had to do was blow through my lines and go dine on a unprotected carrier.  With the power of those disruptors, my ships were quickly stripped clean of weapons and engines and that is as they say is that...

Second game, I also took fighters and I took two Krilov class ships (for their disruptors) and two Chizhevsky Class Missile Cruisers (I thought the Neutron Torpedo Rng 12, 1/4+/1/4, No Range Modifiers, Extra Hull Damage, Slow Firing) would be a nice one two punch (how can you not go wrong with a weapon that does an average of 6 hull).  My idea had merit, but I should have just taken those two ships and gone with it.  In the end, I think I kept my fighters out of the fight a bit too long and with some skillful flying, Erik had dealt some serious damage to my fleet.  I managed to get a victory, but the tournament was the combined total of VPs destroyed and Erik came out about 250 points ahead.

Like I said before, great tournament (thanks Madseason), great opponent and great gaming tool! I look forward to hearing Erik's side of things...
-Bren
PS. Perhaps we should create a new forum under Starmada so Vassal players can find opponents!

42

(60 replies, posted in Starmada)

I get 1621 for the Feds and 1775 for the Klingons (taking 2 D7s) which is a pretty good size fleet.   I normally play about 1000 points per player as a start so that should keep you busy for a while.  If you add Squadron box #6, it gets you 1890 points worth of Kzinti so you can mix and match the three fleets!

-Bren

43

(6 replies, posted in Starmada)

When I was playing solo starmada, I would use some random VP rules and play both sides of the game.  For movement, I would assign a playing card to each ship and then use that to determine ship movement order.  Then, fighters would be done with a die roll to determine who would go first and all ship fire at the same time.

Worked pretty well
-Bren
PS. For the random fleet rules, try the formula 2d6 x 10 +30 as a percent (you get between 50-150% with the average being 100%).

44

(8 replies, posted in Discussion)

Nice to see ya! 

-Bren

45

(2 replies, posted in Starmada)

Sweet.  Purchase made!

-Bren

46

(2 replies, posted in Starmada)

Hey:

I tried to get this from my LGS, but they tell me that it is back order (which I want to believe).  I checked the MJ12 website and it is also out of stock.  Are more copies on the way?

-Bren

47

(10 replies, posted in Starmada)

cricket wrote:
PSYCO829 wrote:

Would this be illegal, just frowned upon, or simply considered smart thinking? (I'm leaning more towards the first two, but I thought I'd check).

It's a bit power-weasely (weaselish?) but there's nothing inherently wrong with it.

Bored, I went to check how a battery is worded in the rules (let say I was a rules lawyer - bored remember and a judge of a tournaments where this could happen) and the way "battery" is worded both in the glossery and the actual rules, I'd say it would be allowed, but a bit cheesy. Just like the designer said!

-Bren

I believe the main reason that most ships in the official books don't use above Range 18 is that anything above that is considered an optional rule.  If it's placed in an official ship, it's not optional anymore... or Dan likes to keep the ranges small!

Personally, the main reason I don't like range 24 and Range 30 weapons are for the same reason people have said.  It really takes away the need for maneuvering.  Stick some range 30 weapons in the AB arc with a really low Engine rating and just roll a bunch of dice to see who wins.

I like short range weaponry, modest Engine rating and try to stay away from screens.
-Bren

49

(8 replies, posted in Starmada)

Since you are currently beating me by more than 400 points, I don't think the 35 points are going to matter!

-Bren

50

(8 replies, posted in Starmada)

I've actually played games that half hexes are and aren't in play so I wanted to get the official ruling.  That and I´ll need those 35 points if I am going to have a chance to pull out a win in the gold PBEM game (stupid die roller)! smile

-Bren