26

(8 replies, posted in Starmada)

Arrigo wrote:

1) VBAM give you the way to resolve battles I don't want to play with Starmada? (usually too small, too uninteresting or too huge...)

Yes, you can use a strategic combat resolution engine built into VBAM to resolve battles that you don't want to play out on the table. Typically for die-hard Starmada players, that will end up being those battles that are either just too large to reasonably play using Starmada, or battles that are too inconsequential to be worth playing out in Starmada.

Arrigo wrote:

2) VBAM is an entire book keeping affair or it allows/is more a boardgame (with maps and counters?)

It is a pen-and-pencil rule system, so there will be bookkeeping involved. Will you have to become an accountant to play? No. It is far easier to keep track of things in VBAM than it is in a system like Imperial Starfire. If you have some good electronic aids available (word processor, spreadsheet, etc.) it will speed play up considerably, as you can let the computer do all of the math for you.

Arrigo wrote:

3) Any one has tried to produce counters/maps for VBAM?

The only map you would have to worry about (unless you introduce custom rules that say otherwise) is the galaxy map.

Arrigo wrote:

But VBAM has a forum?  8)  (remember stupid newbie, vandering around...)

We have a YahooGroup setup; we don't have a web forum, since that would take more maintenance than we have time for at the moment (securing, patching, admining, etc.).

Arrigo wrote:

And I was also interested in opinion form people who had played the combined version especially how is the transitionbetween "strategic" warfare and tactical (starmada) one...

Going back and forth, the Starmada Edition covers how to convert damage back and forth. You have the option of either carrying forward specific damage per unit (ouch -- bookkeeping) or just use the notion of undamaged/crippled/destroyed that the VBAM CSCR combat rules use. So if a ship is crippled, it has a certain amount of Hull damage applied, IIRC -- it is assumed that repairs to other systems can be effected between battles.

I have never had any problems transitioning between the two, but I have to admit to only playing a small percentage of campaign battles in Starmada since I usually play solo, and playing out larger battles would take a long time to do by myself.

Arrigo wrote:

a linked question is who his the usual size of a starmda fleet? I fear that if I go strategic my temptation to do space version of Jutland (or leyte) will be difficult to resist...  big_smile

Most of the time in Starmada games I average maybe 4-6 ships per star system without totally sapping my economy -- more if they are smaller, cheaper ships, fewer if they are large dreadnoughts. Larger battlefleets could be composed of as many as 20-30 ships easily, while still leaving enough in your other territories to defend them.

If you are concerned about fleet sizes, you can also increase the cost of ships or the cost to maintain them (or both) to help limit fleet sizes.

I have to admit I am biased, being involved in VBAM and all smile

-Tyrel

27

(22 replies, posted in Starmada)

Molotov wrote:

One thing that I would have liked to have seen would be print-on-demand counters, as was done with the VBAM Starmada guide.

I have top down views for some of the ships, but if Ian could send me top downs of the rest I could draw up some counters and post them on the site. I can't remember what Jay did with the other counters, but I can create some based on the counter template I use for my B5W counters (which are themselves originally based off of Rich Bax's counters at richbax.com).

I'll check with Ian and see if he can do that.

-Tyrel

28

(22 replies, posted in Starmada)

middenface wrote:

Oh yeah, Tyrel did the cover print out ok ??

The version that I had in the first test proof came out too low resolution for some reason, but I think that is because I exported it using the wrong Acrobat Distiller settings. That is part of the reason that I am waiting on the arrival of a second proof copy before I set the book up for POD availability; I want to make sure people get the best quality book possible, even if they have to wait awhile to get a hard copy ordered to go along with their electronic version.

-Tyrel

29

(22 replies, posted in Starmada)

I have a second proof copy coming this way from Lulu, and once I have verified that everything is right I will be setting it up so that people can order hard copies from either Lulu or RPGNow. Purchases through RPGNow should get a discount equal to the purchase price of the book.

-Tyrel

30

(22 replies, posted in Starmada)

Be forewarned! A shameless plug is jumping into your star system!

I just wanted to let all of the Starmada fans know that Noel Weer's VBAM/Starmada supplement, STARS DIVIDED: THE TERRAN CIVIL WAR, is now available for sale! This 138-page book provides all of the rules and information you need to replay the Terran Civil War. This includes all of the VBAM statistics to manage your empires, as well as all of the technologies and ships necessary to play out battles using Starmada X.

For more information, visit the product page at RPGNow (http://www.rpgnow.com/product_info.php?products_id=7260).

The cost of the book is $12 for the download version, but for a limited time it is on special for $10. VBAM Games likes to reward the early birds that purchase our juicy worms!

A print-on-demand (POD) version of the book will be available in about two weeks. I am waiting for a second proof to come back, then it will be made available for sale.

-Tyrel

31

(3 replies, posted in Starmada)

My first real play through with Starmada was in a VBAM/Starmada Solo campaign after the release of the Starmada Edition. My poor Earthers were doing fine until we ran into a race with PDS. The end result was the near destruction of humanity before I finally just quit.

I still have not forgiven PDS, and I have an unnatural (and likely unfounded) dislike of that particular piece of equipment wink

-Tyrel

Would it be possible to apply the concept of the Fighter Defense Network (Defense Grid?) in the following way:

Any ship unit equipped with this system rolls 1 die per remaining Hull, hitting righters at a roll of 5+. This fire is omnidirectional and may be applied to one or more fighter flights located within 1 hex of the firing ship.

The quandary comes in when this benefit should be used. Perhaps the best way to use it, as far as the current discussion trend is going, would be to have ships equipped with FDN be considered "fighters" for purposes of Fighter Phase initiative. This doesn't allow them to fire first against incoming fighters, but it would allow for some degree of response during the fighter phase.

That all being said, I think AFB is still a very valuable system; there have been many circumstance in which having AFB would have been a life saver, and in Starmada X VBAM campaigns it is one technology that is routinely attempted just so that, given the need, the empire will be able to provide passive fighter defences for its ships.

-Tyrel

33

(8 replies, posted in Grand Fleets)

As one of the five people that bought the game, I think about any scenario would be fine -- I am not too picky.

Of greater interest to me would be a fleet book type setup that would provide ships stats for more of the units in the WWI - WWII time period. Add in some of the public domain ship art and maybe pretty data cards, and I would be sold.

By pretty data cards, I am referring to something like what I am attaching to this message on the MJ12 forum.

-Tyrel

34

(67 replies, posted in Starmada)

I have to preface this with the note that I have never played SFB, so I may be completely off-base, but I seem to recall from discussions with people trying to convert Lyrans from SFB to B5W that the ESG is meant to both damage enemy craft and provide some sort of defense to the target, right?

If that is in fact true, then would it be possible to combine the effects of the Shockwave and Point-Defense System to generate its effect? You can then adjust the effects of this based on range as follows:

ESG Range 0: Shockwave Range 0, PDS intercepts on 1, 3, & 5 (Normal).
ESG Range 1: Shockwave Range 1 (Normal), PDS intercepts on 1 & 3.
ESG Range 2: Shockwave Range 2, PDS intercepts on a 1.

Effectively, it becomes a toss up between using the ESG to improve your defense, or extending its range to damage targets within a larger range.

Again, this idea may be totally off-base -- but it would make use of two established rules concepts with a little adjustment to add additional tactical options.

-Tyrel

35

(5 replies, posted in Starmada)

When I was playing around with some B5W => SX conversions, I just took the Medium Laser and Medium Pulse Cannon stats and averaged them out to find a middle ground. I think that I left all of the advantages on the weapon, but I can't remember at this point -- and given that my preferred B5 campaign / playing era is 2200-2240, centered around the Dilgar War era, I never got to anything but Medium Laser armed Nova Dreadnoughts so didn't have to worry smile

-Tyrel

36

(13 replies, posted in Starmada)

In converting over ships from Babylon 5 Wars to SX, I have had to make a few 20+ Hull ships. Of course the space isn't *used* in most cases, but to get the raw mass converted over it was necessary. Starbases, too, end up with a lot of hull -- which makes taking a starbase down a very difficult job.

There was also that Scarran Dreadnought that necessitated a larger ship smile

For the most part, I have set a personal cap at aout 40 Hull, simply because that is what the Excel sheet can hold without me going in and tinkering with it some more.

When I am just designing my own ships and not converting over from another source, I do tend to keep myself at about the 7-12 Hull range for most cruisers (light through heavy). But, then, that is usually because in my campaigns I am quite cursed when I roll on the prototype chart. Invariably the larger and more expensive the ship, the more likely it is to blow sky high when Ensign Red Shirt flips the power switch in engineering (*sobs*).

-Tyrel

37

(7 replies, posted in Starmada)

I mostly play scenario or "off the cuff" battles, so the CR differs wildly from engagement to engagement. To the best of my memory, I think most of the battles have been on the smallish side at 1000-1500 CR per side.

As for ships, I almost always use TL -2 or -1 ships, with very few ships that have an average tech level higher than that. I have some cruisers that are only about 120 CR or thereabouts, and frigates that are worth next to nothing. Usually those, cruisers have tended towards the 250-300 CR mark.

-Tyrel

38

(11 replies, posted in Starmada)

Uncle_Joe wrote:

2) How usable is VBAM and the crossover Starmada companion? Starmada is a wonderful set of rules for tactical combat that allows a lot of variety with little complexity. Is VBAM a similar product for the strategic scale? I downloaded the demo PDF for VBAM, but that really doesnt get much into the nuts and bolts of the system. I had Starfire:New Empires once upon a time but never played it as it was just too darned cumbersome. Is VBAM unwieldy or is it something that can realistically be played by 'normal' players.

VBAM's level of detail is set at a point where you aren't dealing with the minutiae that you might encounter in a campaign system like Imperial Starfire (which I think is one or two revisions after New Empires). You worry about more discrete Census, not large population numbers, and you don't have to worry about missile funds or tracking things at that level.

The demo isn't all that forthcoming about firm details; it does however give an overview of some of the different elements that you can expect to find in the book.

Go0gleplex wrote:

I've not heard anything bad from the folks that have played the VBAM rules either.

Oooh!  Oohh! “I played it many times, and hated each and every time. I hope that someone strings them up and leaves them out in the desert to die a horrible, painful death. Especially the guy that wrote the Companion... I hate that guy.”

smile

Taltos wrote:

Basic VBAM is not cumbersome, and surprisingly filled with details at the same time. Now, there are lots of optional rules that can extend play until it is complex as you could wish.

At its most basic level, VBAM can be used as a simple campaign companion for Starmada. You can add on or strip off as much detail as you want. The game is all about optional rules and letting you tailor it to how you want to play. The first several games of VBAM I played, I stripped out the economics and Intel rules out and played with alternatives. Everything else worked. Then, as I warmed up to portions of the rules, I added them back on... and then wrote more. And more. And then put them in a big book of optional rules.

I am scary.

Uncle_Joe wrote:

Is it possible to play the VBAM rules without adding the VBAM altered ship mechanics (and still without a ton of hassle)?

As previously answered, the KEB mechanics and other special items aren't special to VBAM itself, just the Boltian/Kuissian setting that was being presented. VBAM is setting neutral, so the effects of such things as KEB (or standard SX Defense) are abstracted into ship statistics, statistics that are only important if you are using the CSCR to resolve some combats strategically. Otherwise the only unit statistics that are strictly important (IIRC) are construction cost and maintenance cost. Everything else is pretty secondary.

-Tyrel

39

(4 replies, posted in Starmada)

Taltos' idea of naming them for notable historical figures from Earth history would be an interesting one. That would give you a good range of names to work with. That would probably work best considering your other name sets.

Other possibilties would be to name them after gods or goddesses (http://www.pantheon.org would be good for those), bodies of water, mountains, constellations, words associated with royalty, etc.

You could also go find one of the various RPG fantasy random name generators on the Internet and use it to generate names. In a similar vein,  you could name the systems after locations from Lord of Rings wink

-Tyrel

At least he reactions thus far have been generally good smile

I know that the length is a bit of a problem, but that is my problem all the way around. By the time the next Escalation Wars book is finished, I have a feeling it will be about 300 pages of *stuff*.

The major classes will get this extensive of a write up, but I don't see the minor classes getting much more than a page. It is kind of like in the old FASA Star Trek books, where some classes got four pages and some ships only took up half a page.

The style behind the current write ups comes from inspiration after spending some time the last week converting early WWII vintage ships over into Grand Fleets. Reading the ship entries on Wikipedia made me get in the mood for writing similar treatments for the existing ships, while expanding upon the backgrounds provided in Empire Rising. Some copying and pasting will still happen in cases where I said all there was to say previously, but putting designs in perspective is important, I think.

I managed to get one other class' text, the Ilustris Heavy Destroyer, written last night. About four pages for that one. Most of the other classes will be one pagers.

I also plan on having either art or silhouetted three-views for most of the ships when the book is 'done' -- if I can pull it off. Or it might just be silhouetted two views, if I get lazy. But that way everyone will at least know what the ships look like.

Jay: No separate KEB tech research; the limitation on tech levels should be the biggest problem for them. As noted, the Circasians are pretty low-tech, largely because they were only in space about 100 years by the time these ship classes appeared. After the war they get some better tech, but they still weren't all that advanced by the time of the Escalation Wars in the 2007-2023 period. They were better, but still not as high tech as the Ukal, Novon, or Kholran.

BTW...
Heavy Basing: A fighter bay equivalent that can base shuttles, breaching pods, and super-heavy fighters, but not normal fighters.

I am also toying with the rules that would be needed to make breaching pods work in SX in the form that I have in mind. I am thinking they will be fighters with a Breaching Pod class added them that will function as reusable Marines -- go to the target, "attack" and deposit troops, and then return to pick up some more. That allows me to apply other custom fighter types to them and make them interesting -- though potentially not worth the hassle, too.

-Tyrel

I did some more work today on converting some of the units from the VBAM / Escalation Wars Empire Rising supplement into Starmada X. However, before I get too far into the process, I thought I would see what the overall feeling from the audience was as to the type of content I plan on producing, and whether I have missed anything.

I have put together, PDF'd, zipped, and you can get it here:

http://www.vbamgames.com/sx/empire_rising_sx_demo.zip

It is a sample of what I am putting together. No cute graphics in there right now, just a sample history piece and the dual-sheet ships to go with it.

What I am looking for is whether or not this kind of background on each class is what you, the players, are looking for -- or if you just want to have the sheets so you can blow your friends up? smile Few of the classes have this breadth of background available, of course, but this is representative of what kind of material would be produced.

-Tyrel

42

(27 replies, posted in Iron Stars)

I still need to dig into the Iron Stars material, but given the banter back and forth I am starting to wonder if the campaign side of Iron Stars would be principally a setup where the Earth-based powers are fighting here and there in space, with random events and/or missions providing the major impetus for play.

Whether it is the untimely arrival of a new Martian invader, or an order from Her Majesty to escort her royal yacht to Venus and back... things that could earn the player Victory Points.

In other words, have the Iron Stars campaign not be centered around a military victory per se, but instead be more of a prestige victory.

-Tyrel

43

(20 replies, posted in Starmada)

I started playing Starmada X after we (VBAM Games) finished the campaign tie-in book. I had played a few games of Starmada X before that and tinkered with the ship construction system, but not enough to get a feel for how the game worked.

Before SX, my tabletop play was pretty much restricted to Babylon 5 Wars. Coming off of B5W, SX did several things that I really liked. First, I have to play solo most of the time, or with players that really don't want a game to last more than two hours. With SX, you can get a fair number of ships on the board and play through fast. Fighters seem to slow things down a bit, but not too bad -- no worse than in B5W.

Now, the SX construction system has a lot going for it. I can get most ships modeled using the combination of pre-existing equipment and weapon modifiers. It isn't as detailed as with some systems, but for me this lets me get creative -- which is what I like to do when I'm gaming. If you know or learn a bit of Excel, you can also cludge the sheet to make it do what you want to, add new abilities, etc.

The Excel construction sheet is, to me, one of the biggest selling points of SX. I can load up the sheet, create a new ship, print it out and start playing without much work. For B5W, you are looking at a few hours of Illustrator layout work to get a workable sheet. Being able to create and print SX sheets that fast is just really cool, at least in my opinion wink

Now, if you are looking for lots and lots of detail, SX probably isn't the way to go. Ships blow up pretty fast in a lot of cases, so if you are looking more for a ship vs. ship duel, there are better games out there. But SX is fairly scalable and fun to play around with. It is relatively simple, yet elegant in its design.

So I like it. It has a little more detail than Starfire (which is part of the reason I never could force myself to play that game, mainly because of its linear damage resolution system), but is less detailed than Babylon 5 Wars. To me that is a pretty good median.

-Tyrel

44

(11 replies, posted in Starmada)

The last time this debate came up, the thing that popped into my mind in the space vs. TL debate with Marines and Security Teams was Farscape and their DRDs (including the Scarran anti-personnel models). So, in my mind, the Security Teams themselves go from armed individuals protecting the ship at the low-tech end, to automated anti-personnel weaponry at the high tech end. This is my way of explaining away the fact that they are affected by size.

As for Troops, I do agree that they shouldn't be miniaturized by tech, since your species isn't going to be getting any smaller (I hope).

-Tyrel

45

(55 replies, posted in Starmada)

John Lerchey wrote:

Thinking about this a bit, I have the following short list of
suggestions for design modifiers for a future release:

Weak Hull Design (as suggested earlier, rolling to take an extra hull hit
whenever a H is scored is a very reasonable mechanic)

Inferior Engines: Either increase the engine multipler to make them
less efficient, or apply a flat "-1 move speed" to the ship.

Inferior Flight Control: Make the ship move 1 extra space forward
before being allowed to change facing because of design flaws that
make turning it harder.

There have been a few things that I have seen that I think would be nice additions here and there along the lines of new Weapons Enhancements or Special Equipment:

* Weak Hull Plating (as above; opposite of Armor Plating)

* Armored Engines (armoring or engines)

* Exposed Engines (weak hull plating for engines, so on a '5' or '6' an extra engine is destroyed)

* Area of Effect (weapon enhancement that would be like repeating, but the weapon would hit every target in the hex)

Those are the major ones off the top of my head.

In regards to ballistic packages and drones, I had the epiphany that drones are considered ballistic weapons in the VBAM/SX book, so you could easily just have Drone Packages analogous to Ballistic packages to get added effect at an extra economic cost there.

Since this post is becoming a rambling mess anyway, another thing that I got to thinking about was in relation to some of the material that evidently was in the old Compendium version of the game. Thumbing through there I found references to energy-draining type weapons. Any reason why these were pulled or omitted from SX? I could see Energy Draining being a weapon effect similar to how Extra Crew Casualties effects Hull. Energy Draining + No Hull Damage could then create a weapon that, when it hits an enemy system, shuts the system down (draw a line through it to show it is offline). The system could still take hits, but would otherwise not be able to use that system again until it is repaired (if applicable).  I am not sure how much of a benefit it would add to the game, but it might better fit some weapon effects in certain setting.

-Tyrel

46

(55 replies, posted in Starmada)

RE: Fighters as Small Starships

I would actually prefer if fighters were done as small ships, but that is just me. It would make the rules largely consistent between the two, and allow players to create more flavorful fighters. You could still have the fighters destroyed in a single shot, or optionally use the normal hit system, which would result in them dying half the time anyway.

In playing with the formulas on the spreadsheet, I have found that the Engine SU formula would have to be changed, as likely would some other options, but other than that it could work (maybe). I think as long as the "average" TL still had a fighter of Engine 10, Weapon AB arc 1/1/1 about where it is now, it should stay relatively balanced, but who knows?

I readily admit that fighters in SX are abstracted as they are for playability purposes. That's fine, but for some settings it would be nice to have the fighters be a bit beefier (Wing Commander is one great example).

Another option that might be easier to introduce would be to fractionalize some of the existing bonuses. Instead of just having Slow or Fast, you could apply the modifiers based on how slow or how fast the units are. That allows you to be a little more flexible in terms of setting a fighter's range. You could likewise add PEN and DMG modifiers alongside the current ROF advantage (Assault). Add a few opposing abilities as well (Light, where 3 fighters die for every 2 hits, vs. Heavy) and repackage the fighter rules, and you would have a more extensible fighter system that is still virtually the same but with a bit more meat to it.

Again, as always, I must add the caveat that my comments are coming from my VBAM / B5W background, and don't necessarily (if at all) apply to what the goal of the SX game design is.
-Tyrel

47

(13 replies, posted in Starmada)

Sam wrote:

Starmada: Expanded or something like that, including things like exposed engines, weak hull plating, ballistics packages from VBAM, strike and advanced and stealth fighters, teleporters a la Star Trek, etc, etc.

I think that a book comprised of all of those extra options would probably be a nice addition to the game. Right now it is those kinds of extra or generational technology steps that would be nice to have formalized, even if it wouldn't have much utility outside of a campaign environment. For example, few people would probably waste the space on a first-generation PDS that only blocks on a PEN roll of '1' when they can just buy the full PDS instead. In a campaign though, it could be interesting if you had to develop *levels* in said technology, and couldn't just jump to full effect. Or if there were more options that became available once the core technology was researched.

Ballistic packages I have put some thought into, but so far I haven't decided what would work best. For a few of them, the results are fairly obvious:

Heavy: +1 DMG
Long-Range: +3 range
Piercing: +1 PEN
MIRV: +1 ROF

And so on. It wouldn't be too hard to tie all of them into a specific statistic, but tying it into the SX combat rating system might be difficult from the standpoint of having to modify the sheet to figure the increase in capabilities.

Teleporters/Transporters -- I started converting a few of my old Babylon 5 Wars Star Trek ships over this last weekend and in theory have the Transporters acting as Range 10 marine delivery engines. I haven't completely fleshed out my concept, but the level of shields would likely determine what number would have to be rolled to deposit the marines, or simply a lack of shields completely. Of course, the Starmada Compendium had rules for those I believe -- I just haven't gotten around to looking at them yet to check smile

But I think there would be a market for an expanded equipment book and updated XLS sheet that incorporated them all into it. As for an application that was more friendly to add things to, that would be nice but it would require some development funds to do, and though nice probably wouldn't be entirely worth the cost. That being said, it would be nice to have such a program that loaded its equipment list from a tab or comma delimited text file and would then allow for a greater range of options. However, on the flipside, the XLS currently let's us make all of the modifications we could like, whereas a stand-alone app would have limited modability for those of us that could barely get C++ to display a DOS box in Windows. smile

-Tyrel

48

(55 replies, posted in Starmada)

nimrodd wrote:

I did post such a detailed fighter construction spreadsheet to the MJ12 Yahoo Group, but I never saw anyone comment about it  sad .

Jimmy

I feel like I am going around and killing everyone's best friend today... two frowny emoticons so far today!

I had forgotten all about that, Jimmy. Found it again now, and will put it in a safe place. One question, though; the range seems to be independent of size, or at least it breaks beyond a certain size. Any ideas why? I make the fighter bigger and the available "fuel" doesn't increase.

I am probably just using the sheet wrong, but it doesn't hurt to ask.

-Tyrel

49

(13 replies, posted in Starmada)

cricket wrote:

Bah.

And I thought I'd actually found a fan...

sad

Don't despair, Dan! I am sure there are several people (dozens! scores!) that like the existing Starmada background. It just hasn't been at the forefront for awhile.

-Tyrel

50

(13 replies, posted in Starmada)

cricket wrote:

If you're talking about the background in the basic Starmada rulebook (i.e., the non-Brigade version) then you and I are the only ones who like it, apparently... smile

He might be talking about the VBAM/SX campaign diary I posted, but I can't say for certain smile If it is the campaign diary, then there will likely be an update to that diary this weekend.

-Tyrel