26

(30 replies, posted in Starmada)

YES! I finally got it ... I think ... hope so  lol

I even had Dydimus send me a very detailed example.

Dan, you're absolutely right, if you think in terms of FT it'll get confusing. Now when re-reading section 3.0 I see that it is not that badly explained after all, BUT it is confusing IF you start with another system is mind while reading that section. The basic thing to remember here is that the overall effect of movement plotting shows you *exactly* how you get from A to B, exactly like in S:X. It is *how* movement cost is calculated that is different. So basically it is an inertia-based system WITHOUT the basic problem associated to systems like FT's, which was that you never knew exactly where you'd end up (which is quite unrealistic).

The only thing which I'm 99% sure of but I'd still like to confirm is this: you do NOT add trust requirements together to see if the move is a "go"; ie your move is valid as long as each individual maneuver's TR does not exceed the current engine rating.

So going back to the example on P.19 for the second turn : 2S2 = the TR for accel/decel is 1 (speed 3 previous turn minus 4 current turn); the S maneuver's TR is 4 (4 = current speed > 3 = previous speed). *IF* the TRs were added then the total TR for the whole plotting of turn 2 would be 5 (1 TR accel + 4 TR for the 'S' turn) *BUT* that's NOT how the rules work. There are 2 maneuvers here within the same turn: moving a total of 4 hexes (2+2) and a starboard turn. As long as the *individual* TR of each maneuver does not bust the current engine rating then the move's a "go".

Also, there is not set order on when to perform each maneuver, right? Taking the example above, (2S2) that could either be S4, 4S, 1S3 or 3S1.  So it's all good as long as you don't bust the TR.

If I got everything right then those rules are quite awesome. big_smile

27

(30 replies, posted in Starmada)

Ah I think I get it ...

I hate to bring Full Thrust in as a reference again but I just want to confirm the part about acceleration/deceleration : it works just as in FT. If I have a ship with engines of 2 (like a big battleship) that just keeps going on a straight line and starts at velocity 0 and applies its max engine rating every turn to accelerate, then on turn 2 the velocity become 4, (moving 4 hexes forward), then on turn 3 it becomes 6 (moving 6 hexes forward) and so on. Say on the 10th turn when a velocity of 20 has been reached, if the ship wants to decelerate back to a velocity of 0, then it'll take 10 more turns to achieve that. Exactly as in FT.

However ...

The integrated example (3.4) on Pp 18-19 is contradicting this. On P.18 during the first turn the ship moves 3 hexes, it has a speed of 3- it does not busts its TR, good enough. On P.19 during turn 2 the final movement orders are 2S2 so you add another 4 to your velocity... so according to a 'FT-like' style of movement, your total velocity during turn 2 should be 7 (3 from the previous turn, plus 4 that turn), yet it says the ship only moves 4 hexes.

:?:

28

(30 replies, posted in Starmada)

I'm also very confused as well (and YES sleepless to boot since it's 2 AM  tongue ). Oddly, I get the general "feel" that was intended for the new movement rules and I'm sure I will like the end result... just when I'll have any hint on how they're supposed to work. I must say also that they are very poorly explained. I can already picture a revision on section 3.0 for SAE version 1.1 :wink:   

So...

If I understand the rules and what has been said in this thread correctly, the system is NOT inertia-based like in Full Thrust... notwithstanding the opening paragraph of rules 3.0. For instance, if on turn 2 my speed is 8 and I use 4 more thrust points to accelerate on the following turn my speed for turn 3 becomes 12; ie on turn 3 the ship moves 12 inches (or hexes).

So in SAE that's NOT what is happening - speed does NOT add up from turn to turn, meaning as with S:X you cannot go faster than your current engine rating. It also means, like S:X, that on turn 3 if you traveled at your max speed and on turn 4 you don't wish to move at all you stay in that hex; you make a dead stop.

So what has changed from S:X is only the way you calculate turns (or course changes), how you perform them and if you get engine damage then inertia principles apply.

How's that??

29

(92 replies, posted in Starmada)

Regarding my little, ah, misunderstanding of yesterday when I was trying to get a PDF copy of the rule at rpgnow.com; well thanks to the awesome customer service they have, everything was smoothly and very quickly resolved.

Now, let's build some ships with these new rules!  :twisted:

30

(92 replies, posted in Starmada)

Awesome ... I just got billed under BOTH accounts now ...

tongue

EDIT 18/12/07

I just got billed for one transaction after all ... thanks to the swift action of the staff at rpgnow.com.

31

(92 replies, posted in Starmada)

I'm trying to order a PDF copy from rpgnow.com ... I have an account there but they don't recognize my password... I've tried the whole "forgotten password" routine and it says a new one is being sent by email ... nothing. I then try to create a new account, I place the file into my cart, give my credit card number, the order is CONFIRMED .... THEN they tell me I must wait for my password to download the PDF file. I never got the new password either.

EDIT 18/12/07

I got everything sorted out just fine. rpgnow.com rules!  smile

32

(6 replies, posted in Defiance)

Thank you all for you replies. Next paycheck I get I will probably download the full rules. I yet have to go through the free ones but I know I can't go wrong with Defiance. Someone lent me his copy of Stargrunt and while it is advertised as a 25mm game, it also seems to work best in 15mm.

Demian, thank you for your offer. I will send you a PM later on once I go through the rules, as I won't understand much if I don't even have a basic grasp of what's going on  tongue

Speaking of 28/25mm vs 15mm, I'm hesitating. On one hand the 28/25mm scale has much more sci-fi model ranges, yet you have more flexibility at the 15mm scale. But in 15 mm scale I only know of GZG and Brigade Models making models. Suggestions?

33

(6 replies, posted in Defiance)

Hi all.

I'm interested in getting back into the 28/25mm and/or 15mm scale. I've downloaded the free rules and I'm about to read them.

I was wondering if Defiance worked well in the 15mm scale. (I wouldn't see why not)

Also, I perused the boards and I understand that there is some sort of Excel (or other) file that can be used to stat models and build "armies", much like the SXCA for Starmada. Is that so?

Thanks!

34

(7 replies, posted in Starmada)

Well I did give the EuroFeds a -1 tech modifiers for engines. OTOH they got a +1 mod for special equipment. I went for fluff'n flavor instead of everyone's mini-max favorite of +1 weapons/-1 equipment.

Regarding close-in weapons and the NHD and MRRP "abilities" I agree with the provision that weapons with those attributes may not fire on fighters; otherwise the potential for abuse would be staggering. If you take a RMG3, TH 3+ ROF-3/PEN-1/DMG-1 weapon at standard tech levels it'd cost 8.0 SUs whereas the same weapon with NHD and MRRP would cost 1.7 SUs. I once designed a ship with such weapons with wide arcs (something like ABCD, ABCE, ABCDEF, etc) and I thought I was really smart ... until I re-read the rules   sad .

Currently my favorite anti-fighter weapon (aside for battlesats- I just found out they are pretty effective fighter killers) is as follows : RNG3, TH 3+ ROF-3/PEN-1/DMG-1 with the 're-roll to-hit dice" ability, coupled with all-round coverage with overlapping arcs. They are particularly effective when mounted on small escorts.

Going back to the new EuroFed ships, I like the new designs -both aesthetically and the S:X stats. I would have put more fighters on the Umberto carrier, just to put it in the same league as the carriers from the other powers, which carry hordes of flights.

35

(6 replies, posted in Starmada)

To make things faster when we have larger fleets (12+ units per side) we've adopted this house rule where you are allowed to repair only ONE system per turn, even if you get different results. For instance, a ship with 5 hull pts left rolls 5 dice, but the player can pick only ONE system among the results of the 5 dice.

While the ability to repair systems is great, it is not as efficient as one might think. You cannot repair hull and crew for starters, and you cannot repair shields at their original level. That is a good thing because when you are confronted by a shield-5 ship who keeps on getting hit forever yet no hits come through, if you finally knock that shield point you can finally bring the bugger down. When that happens I call it the "floodgate opener". Weapons can be repaired but they'll be far less effective, and on the 2nd hit they're destroyed for good.

36

(10 replies, posted in Starmada)

I thought they halved shields. Shocked

Same here...

And if somehow there's a new rule change that says that fighters ignore shields I have to say I don't like it. I think that fighters halving shields but only scoring a hit on a 5-6 is a well balanced system. But that's me!

According to the strict reading of the PDS rules, and thus given the absence of any mention of fighters,  the rule-lawyer in me says that officially (AFAIK) fighter fire IS intercepted by PDS, BUT the common-sense wargammer in me feels that perhaps it shouldn't.   

I never really used PDS systems in the past, and I was writing stats for a new fleet and decided to use the buggers. For instance I have a size 6 CL with shields-3 and PDS. So if normal fighters attack it, they would normally score PEN hits on a 3+ (3/2 = 1.5, RU = 2) BUT because of the PDS only PEN rolls of 4 and 6 would get through. Given that you have to pay extra in terms of cost and space for PDS that seemed fair.

If you add to the mix AFBs though, that little ship becomes particularly fighter-resilient   :twisted: ... interesting...

Another thing I also noticed with PDSs (I'm sure, again, that this has been discussed before) is when you fit one on a shield-5 ship, you get no benefit vs PEN rolls, but when what I call the "flood driver" gets in (ie when you finally get that shield hit, dropping shields to 4) you still get that protection from the PDS (ie ignoring '5's). It almost acts like a surefire Redundant Shielding system.

37

(10 replies, posted in Starmada)

Well I have a feeling that PDS systems do NOT work against fighters, but there's NOTHING in the text on PDSs that says so. It just says that unmodified rolls of 1/3/5 fail against shields.

38

(10 replies, posted in Starmada)

I'm sorry if this has been asked a thousand times before, but I was wondering if PDS systems work against fighters attacking ships.  :?:

39

(4 replies, posted in Discussion)

Sunday I'm going to the parade with a Ukranian friend (I'm Italian) and see how longwe can remain sober.... Haaa St-Patrick's... the day when everyone's Irish  big_smile

40

(11 replies, posted in Starmada)

I like using minis (and collecting and painting them), but counters are much cheaper and practical.

My favorite method is to print them out, cut them in hexagonal shapes and mount them on flat, black plastic hex bases (like the ones for Heavy Gear mecha), using blu-tak to make them adhere. The whole set up looks very neat, and the counters are much easier to handle since they are heightened by the plastic hex base. Plus being able to interchange counters on and off like that allows for infinite fleet possibilities.

41

(3 replies, posted in Starmada)

I'd say it is rather the latter, in that if you have 20 drones on board and you use them they are considered "spent" afterwards. If not then I'm rushing to equip my fleets with drones given their low cost!!!

While I think that the concept of a 'inexhaustable Q-weapon' (like sunbursts, drones, marines, etc) is interesting the main problem I guess would be the fast cluttering of the playing board.

Wouldn't that be 10 x 2 = 20 pts of DMG ?

1-3 = 1 pen roll
4-5 = 2
6 = 3

so 1 (1) 2 (1) 2(1) 4(2) 5(2) 6(3) = (10)

unless I missed something  :?

I'do go for 'Captain Steve Benett'... yeah 70's style and kickin' some ass.

44

(19 replies, posted in Miniatures)

Tony, what would be the Milano and Insidioso's assigned size vlaues? As soon as I know I'll send the two designs.

45

(19 replies, posted in Miniatures)

I don't think there are really good/bad guys in this setting, as it should be. Besides, French-bashing does not sit well with me. The ships are part of the Eurofed line and have been given Italian names, thus I have to work with that material. However, there could have been some Italian civil war and the fleet split in parts, some aligned with the Eurofed and some remained allied to the ONESS.

The Eurofeds have a -1 engine tech modifier but a +1 special equipment modifier, so I was thinking that both ships are slow but have a lot of refinements equipment-wise. Especially the Insidioso, I was thinking of making it a stealth DD. As for the Milano I had in mind to turn it into a dedicated heavy ship-killer; the Eurofeds badly need such units (and a huge carrier as well!)

The whole trick usually with the Eurofed is to keep the range and stay in tight formations.

As I was thinking of the backstory, I thought that those two ships were initally designed to work with the (or within?) the ONESS and that they'd have no tech modifiers (I don't think ONESS ships have any, do they?). Remembering in WW2 the Italian navy predilection for fast ships I wanted to make the Milano a very fast ship of the line. But then to explain their presence amongst the Eurofed fleet I was thinking that perhaps the designs had been stolen/brought over to the Eurofed camp along with brake-away faction and that the Eurofeds funded the development of those ships but using Eurofed-available technology. I don't know, I'm just thinking aloud!

46

(19 replies, posted in Miniatures)

I'll do the Milano and the Insidioso; BTW they look ABSOLUTELY awesome. If I had money sad  , I'd buy a few of each right now.

I REALLY urge you to 'flesh out' the fleet following the same design. For instance, a heavy cruiser, cruiser, and frigate that share the same design pattern would be awesome.

In the write-up I did last year I put the Italians in the ONESS camp, so I was thinking that I would put a splinter Italian faction with the EuroFed, which would explain the new designs (and the Italian names!).

All I need are the size values for each ship.

47

(55 replies, posted in Starmada)

For 'weak' systems' I would also extend this to weapons and shields. It would allow for smaller units to cram in more weapons or defences but with a price.

48

(55 replies, posted in Starmada)

Again, EVEN IF NO ONE LISTENS OR CARES lol , crew quality modifiers. The Enterprise run by cadets should be no match for the Enterprise with Kirk and co.

Also I think I had something going with unreliable or weakened systems. I said "I think"

49

(13 replies, posted in Starmada)

I played a game last night and an issue came up; I was using damage control rules with my ships and my opponent had a different opinion on how to use them.

Basically, I always thought that the rules meant that you rolled one die per remaining hull pt. With EACH roll you get to pick ONE letter per group PER ROLL. For instance, a ship with 8 hull pts gets to roll 8 dice. Say they come up  H,H,Ha,Eb,Sa,Q,Qb,H; you get to repair EITHER an engine pt OR a 'b' weapon (the Eb roll) AND another 'b' weapon (Qb), a shield pt (Sa roll) and 'a' weapon (Ha) and so forth.

My opponent was saying that while you roll 8 dice, you get to repair only ONE  SINGLE system per turn regardless of how many dice you roll. In other words, you couldn't repair 2 engine pts, 2 'a' weapons and 1 'b' weapon within the same turn. It would be EITHER a single 'e', 'a' or 'b' hit per turn.

I'm confused now :?

50

(2 replies, posted in Starmada)

I was thinking (I do that from time to time) about reinforced systems like hull or shields, and I then I made an association with something that Decipher's (now dead) Star Trek RPG ship combat rules uses. In those rules, ships can be designed with reinforced systems OR weakened systems that allow for more space. For instance, a ship with a 'weaker' hull could have more space for other systems like weapons.

I was thinking that maybe such a system could be interesting for Starmada. More specifically, if we already have armor plating, reinforced shields and armored gun batteries then we could have their opposites. You could opt for, say, " weakened shields" which could work this way: every time your roll a 'S' result you make another roll and on a 5 or 6 another shield hit occurs (for a total of two). OTOH the advantage would be that you get more space or lower the total cost of the ship (or both maybe), plus it would add an interesting wrinkle to ship design.

For instance, you could have a ship with lots of weapons for its hull size, but with the "weakened gun batteries" option. Or a ship with a high shield rating (like 4 or 5) but with "weakened hull".

Also, I know this has been discussed before, but what were the pros and cons of having "armored engines"? (where any 'E' hit could be negated by a 5 or 6 saving throw)

Opinions?