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Ok will recheck my calculations to find the source.
Update: So I have a size 16 carrier. It has 32 flights of fighters with tubes. In S:AE that adds 9600 to the Orat and 320 to the Drat for a total Orat of 9780 and Drat of 854.4 with a Crat of 2891. In S:X that would have added 1635 to both Orat and Drat giving me a Orat 1869, Drat 2044, and there by a Crat of 1955. Correct? That is almost a 1000 point difference. Quite a lot. Very confused.
Update When I remove the fighters, the Orat and Drat are slightly different, but the final Crat is exactly the same, 310.
FWIW My non carrier ships are coming out very close to the same Crat in both versions.
Is it just me or are carriers much higher CRat than they were in S:X. I did a quick check of the calc in the sheet and it seemed correct, but my carriers are coming in at about x1.5 CRat of what they were before.
I think step 3 needs to read A34:A43, but please confirm. Also found an easier way to do it. If you highlight a Q:V line higher than row 18 and insert->shift Cells down, then add the item item to the newly inserted row, it seems to automagically do it.
Also how do I add a new option to the drop down I see column Q to V, but want to add another campaign specific Aux System. If I put it in row Q19 to V19 it does not seem to appear in the drop downs. Thanks for any assistance you can provide.
Dan, when you next edit the sheet (hopefully to add a V and W battery) you need to fix a minor issue. AOE is undercosted. Cell P2 needs to be changed from 1.5 to 3. Likewise R18 should be =G11
thedugan wrote:Color PDF, Page 38: Appendix B(7) under Boarding Pods
I must be blind. Still not seeing it. A standard Striker is 20 points and a boarding pod is 25, but if you are customizing do you just throw in 5 points at the end and if so where does it state that? Loosing my mind. :roll:
thedugan wrote:Hmmm.. just like Boarding pods. Okay, I didn't think to look there.
Actually that just came off the top of my head. Which page does it state that on? I can not find it.
I wish there was still a Back movement, but understand how confusing that could have become with questions like "um which way was my interia going again. Towards the stern or the bow?"
Perhaps and after calculation additional SU so if a ground assault shuttle was a standard fighter that carried 25 SU of aux: troops it would require 50+25=75 SU.
What do you mean by Hydrans?
1) As Dan has said the best defense is your own fighters. because you alternate at most the enemy is going to get the drop on you one with one element before you get to intercept his fighters with yours. Having a near by fighter flight is essentially having CAP.
and 3
3) That effect can be generated a few ways already for those who want to stick to the current rules. One is to give the ship firecontrol (making an dedicated anti fighter ship with that could be a great idea) the second would be to add the double range mods trait to the weapon.
I kind of like the CIDS idea best so far if we adopt something new. Anywho, I am looking forward to my first game in a few days. Wish me luck.
another option would be simply to increase your shielding, that way you are more likely to survive the attack, leaving the fighter right next to you for your gun to vaporize in the combat phase.
I am not totally against the idea, just offering up other anti-fighter tactics.
I would say play test it, but fear it would slaughter fighters. Fighters big/only advantage that they have vs very high ROF batteries (which could also have range based ROF and variable ROF :shock:) is that they get to act before ships. Ships have range on them so essentially can get this by simply firing a longer ranged weapon (12+) at them. Using Terran standard PACs as "Flak" cannons was a time honored tradition in the 81st fleet (my terrans from cold navy). It makes a Range 12+ ROF X IMP 1, DMG 1 a very useful, cheap, general weapon.
It is. It has no Starmada Game effect, but is there for campaign (VBAM) integration. I am adding Command Centers and Diplomatic Centers to my universe for further campaign purposes.
I believe the proper term is "gee whiz" factor.
if there is space you could also try this.
http://www.mrexcel.com/tip119.shtml
Excellent. Thanks for the clarification. I was hoping it worked that way so I could make fighters specifically designed to attack ships, but would have problems vs other fighters. Thanks for the clarification
My only issue is that I wish the XLT file had 5 weapons slots instead of three. It is going to be hard to convert some of the (secret project name related to googleplex's comment) designs to the new format due to spinal mounts and antifighter batteries becoming true weapons. The fact that the XLT does not allow a spinal mount conversion "by the book" for ships larger than size 5 is not that big of a deal, because honestly I think maxing out the DMG and then raising the IMP (or visa versa) as needed works even better for spinal mounts. It also allows you to personalize spinal mounts for each nation/race which I really like. Who really wants to roll 20 dice when you could roll a set of 4 and then a set of 5 anyway?
I really like what I have seen. I had some questions about how some of the weapons traits interact with fighters (like does double damage roll 2 dice when attacking fighter flights or does its effect only work on capital ships)? Otherwise looks great.
one hour on the clock and I am tired so going to bed. I feel like I am missing out on seeing santa.
Just about 4 hours left on the clock on the main page. Tick tock tick tock.
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