26

(22 replies, posted in Starmada)

I have question concerning Dai-ken missiles.

Page 14 gives the stats for the Type 94 missile and says that they are strikers. It shows a capacity requirement of 28. Using the latest shipyard, I get a capacity requirement of 32. Changing the type to Seekers drops this to 24.

Which type are they ment to be? And are any of these numbers correct for the capacity?


EDIT: I've got another question too: Some of the "Kakashi models 1s" on Daiken ships have Doubled Range mods, and some do not - are these 2 weapon systems?

Also the 41 /TvL Main Guns on the Goryu have IMP 2, whereas the same guns on other ships have IMP-3

27

(4 replies, posted in Starmada)

In the current PBEM playtest, one of my battlecruisers has lost all of it's engines. It's last movement orders were "4P".

The ADED rulebook states "a starship without engines will continue to move in the same direction and at the same speed indefinitely" (example, P17). How does this relate to my BC?

Does it:
1) Continue to move in the direction of the "4" or,
2) Continue to move "forwards" - IE the facing after the "P" turn?

28

(25 replies, posted in Starmada)

Is anyone else seeing scenarios here? I've got at least 3:

1. Attack/Defend the station
2. Attack a station being towed into position (convoy escort, fun!)
3. Prevent the station(s) from being hit by asteroids

I guess the most important role a station can play is as an objective.

29

(11 replies, posted in Starmada)

Dugan: I've emailed you.

30

(11 replies, posted in Starmada)

Dugan, do you have any plans for a set of generic bits? I was thinking of a station, weapons platform, jumpgate and striker/seeker (torpedo/missile?) counters that could be used for all the factions?

31

(25 replies, posted in Starmada)

It would be good to have a way to lock them into orbit around a planet, but without having engines?

32

(3 replies, posted in Starmada)

Here is a screenshot of the end of Combat for Turn 1. Although you can't really make it out (need a better way of screenshotting from Vassal), my Battlecruisers have just opened fire on MadSeason's frigate, inflicting a rather large amount of damage.

Note the additional trail where I moved a ship by accident - I pressed "undo" but the move was still recorded for some reason.....

33

(48 replies, posted in Starmada)

Whoa, I'm sold! I love 'em!

34

(5 replies, posted in Starmada)

thedugan wrote:

I can't eat cake - I'm diabetic...
big_smile

I'm doing stuff for the VASSAL mod right now.


Which is very VERY nice, if you've not seen it yet you ought to - check it out here

35

(48 replies, posted in Starmada)

The Republic fleet sure looks good. Have you guys started thinking about stats yet?

36

(60 replies, posted in Starmada)

I've been working towards using Starmada to simulate the Homeworld computer games. While I've figured out the combat classes, some of the special ship abilities are missing. It might be helpful to have:

- Defense field (ability wrap shields around 1 or more targets)
- Gravwell generator (area effect that prevents fighter movement)
- Cloak generator (cloaks all ships within a certain radius, but they must decloak to fire)
- Repair beam (combination of regen and damage control (must be used from 1 hex range?))
- Cloaked fighters
- A way to simulate Defense Fighters (area effect point defence for ship to ship munitions)
- A networked fire control/C&C system (gives fire control benefit to allied ships - area of effect?)
- Repulsor wave (acts like inverted blackhole for 1 turn? Pushes close targets away. more effective against fighters than ships. Used in combination with min-range weapons)
- Hyperspace inhibitor (stop those pesky damaged ships from escaping! Would make for interesting "destroy the target and (try to) escape missions)

(- Infection beam - Destroy or Capture an entire fighter flight at once!)

When I was converting the Brigade ships to AE, one noticeably absent system (or one to replace it) was the shockwave. On paper it sounded useful, but I've never used one in a game.

37

(67 replies, posted in Starmada)

How about a "Burst" weapon trait, that works something like this:

- Indirect fire - must be targeted at a Hex, not a ship.
- Roll to hit and if successful place a counter on the target hex.
- The counter stays in play until the end of the next fighter phase
- Any fighters etc passing through the counter take damage.

Reasonably effective on it's own, maybe deadly when combined with "Area Effect". A weapon like this could be used to lay a moving "curtain" of flak, providing a defensive barrier which the enemy fighters have to pass through. Could also be laid at close range between friendly ships and enemy carriers, reducing the effectiveness of the "10 hex barrage"


EDIT: The one thing no-one seems to have mentioned yet is that ISS/H&C "Point Defence" rule, that reduces a fighters chances of hitting. Presumably someone's used it?

38

(48 replies, posted in Starmada)

Nice artwork there! I'm really beginning to look forward to the new version of the module. Any chance of seeing updated versions of the Green and Orange fleets from V2.0?

39

(37 replies, posted in Starmada)

MadSeason wrote:

Sounds fun!

A tiny update on 'progress': Dugan has agreed to help produce some fleets. He sent me some sample ships which look awesome! I haven't had much time to hammer out the module but will definitely have more time in January, once my semester and the holidays are over.

Lsutehall? Would you be interested in some playtest games in January?

Sure thing, sounds like a good idea.  big_smile

40

(37 replies, posted in Starmada)

I was bored the other day and so I sat down with the ADED rulebook and VASSAL with starmada 2.0. I set up a 1000pt battle between the ships given in the stuff.zip file.

I think that the "stuff" ships fall nicely into 2 fleets, and so I set up one side (orange) with 3 Anval class frigates, 1 Dagen class carrier and fighters, and one Wraak class Battlecruiser, and the other (Green) with 1 Conqueror class Battleship, 1 Victory Class Heavy Cruiser and 1 Orion class carrier and fighters.

It worked out as a good battle, although the Anvals were just about useless (engaging the Conqueror which blew up one and left another to float off the map with no engines) and the Wraak proving awesome (once in range it's heavy missiles decimated the Victory, scoring over 30 points of damage in 2 turns!). Overall the Green side won, despite the Wraak putting up a good fight.

I saved the setup, and posted it over at the yahoo group (Files > Vassal Online > VASSAL scenarios ). I'd be interested to see if anyone else has the same outcome.

41

(1 replies, posted in Starmada)

I've not seen one, but would very much like one if anyone has gotten around to doing one?

42

(49 replies, posted in Miniatures)

I've had a lot of success (for a complete novice) with casting my scratchbuilt homeworld ships in resin. I stocked up on silicone and PE resin from here:

http://www.tomps.com/

I found a good couple of tutorials online, and then went ahead and had a go. Its a real learning experience, but very worthwhile when you pull a copy of something you've just made. The most important things to remember are to think about your mold design, and not to forget the mold release!

I can post some pictures if anyone is interested?

43

(37 replies, posted in Starmada)

Just quickly, have you made any more progress on this recently?

44

(1 replies, posted in Starmada)

jmpehrson wrote:

If the speed of strikers and seekers is greater than the weapon ranges on a target ship, and the target ship is moving sufficiently slow enough, that ship will most likely never be able to fire defensively at the incoming strikers and seekers, correct?  A concept was to have short range point defense weaponry, such as a range 3, 4+ 1/1/1 anti-fighter trait weapon, but this would most likely not have a chance to be used since the strikers and seekers would attack first, before these could shoot, correct?

The best counter to strikers and seekers is friendly fighters - either actively hunt down the incoming missiles, or station your fighters defensively around your fleet and use option F.8 - Combat Interception (Imperial Starmada Sourcebook)

45

(6 replies, posted in Starmada)

I've been working on some coversions of the ships listed in the "Starmada X: Brigade" book. I'd love to share them, but I don't want to tread on anyone's toes.

Are there currently any plans to officially re-vamp the Brigade ships, or release a setting book?

46

(37 replies, posted in Starmada)

Looking good. Is that window visible to all players, or just the owner? We'll have to decide on a method of indicating damage to weapons engines etc.

47

(7 replies, posted in Starmada)

Are you thinking what I'm thinking?

Type: , Kraken Class, Octopodian Battlesquid  (371)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 5 5 5 4 4 3 3 2 2 1 1             
Shields: [TL0] 3 3 3 3 2 2 2 2 1 1 1             

Weapons :1[XZ], 2[Y], 3[Y], 4[Y], 5[Y], 6[Y]
Weapons
Battery X:   Ink Cannon (K) TL0,  6/12/18, 1/4+/1/1
Area Effect, Continuing Damage
 [AB] 

Battery Y:   Tentacles (K) TL0,  2/4/6, 2/4+/2/1
Extra Hull Damage, Non–Piercing
 [AC]  [AC] [BD] [BD] [CE] [CE] [DF] [DF] 

Battery Z:   The Beak! (K) TL0,  1/2/3, 1/4+/3/3
Piercing, Variable ROF, Carronade
 [AB] 

Special Equipment 
 Stealth

48

(5 replies, posted in The Admiralty Edition)

Thats a pretty cool idea. How about fuel? Each flight could move, say, 50 hexes before running out of fuel. They'd have to refuel to stay in the fight (if they were still around by that time). Flights that have run dry would either be stuck in place, or have to move 2 or 3 hexes a turn towards a tanker. They'd also lose the -1 modifier to hit them, as slow moving targets are more vulnerable/can't dodge.

This would work really well for simulating Kadeshi swarmers - only give them 20 or 30 hexes worth of fuel before they have to run to the fuel pods.

It might add to the book-keeping a little though - unless you kept another marker on the fighter base, perhaps.

49

(5 replies, posted in The Admiralty Edition)

RiflemanIII wrote:

Well, the big thing that comes to mind is that the top and bottom drivers on the Kushan frigate have much wider arcs, and the side turrets can also shoot to the rear.

I'm also not entirely sold on seekers being the best way to represent the Missile destroyer's armament, due to the fact that, for all purposes, the destroyer's launchers do have unlimited ammo. I'm thinking a vessel with a number of slow-firing, anti-fighter standard weapons tagged as missiles. That way you get the missile death syndrome, plus the effects of blowing your wad if you launch all of your missiles at once.

Thanks for the feedback.

I have to say, I've not noticed the ability for the side turrets on the assault frigate to shoot backwards - I'll have to have a look on the game tonight. It'll be difficult to add any more arcs though - it's only got 7 SU's left!

The missile destroyer is a bit of an oddball. I thought I'd have an experiment with using seekers to take down fighters, although I haven't had a chance to playtest it yet. Here is an alternative version - although it is somewhat less potent, I think.

Type: , Perdition Class, Kushan Missile Destroyer  (137)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1               
Shields: [TL0] 4 4 4 3 3 2 2 1 1               

Weapons :1[X], 2[X], 3[X], 4[], 5[], 6[]
Weapons
Battery X:   Missile Launcher (B) TL0,  5/10/15, 2/3+/1/1     //         TL0    0/0+/0/0
No Range Modifiers, Anti-Fighter, Slow Firing
 [AB]  [AB]  [AB]  [AB] 

Special Equipment 
 Hyperdrive

 Repair (300) :

Just a little explanation behind some of my thinking when designing these ships-

The ion cannon uses inverted range mods, due to being spinal mounted and it being easier to hit things a long way off then close in. Its ROF of 3 represents the duration of the beam as it rakes over the target.

The support frigate is a carrier, equipped with 2 flights of interceptors. I decided on this solution just because I wanted to use the support frigate in a game. I have no idea wether it is sane or not!

The drone frigate is a carrier too - simulating the drones as shown in Homeworld was pretty hard, but I envision the drones as sticking with the frigate all game - they'd have to stay within 1 hex range of it, and would be rendered useless when the frigate is destroyed.

While the ranges are all fairly short, that should lead to fighter skirmishes at long range, and intense fighting up close when the capital ships get stuck in.

50

(4 replies, posted in Starmada)

Taking a look at the ships in the "stuff" file, they seem to fall into 2 fleets (based off of size and weapon names) - the ships in "Ships1" and "ships2" seem to go together, as do those in 3 and 4. This gives us 2 4-class fleets, which don't seem to need any special rules at all to play.

That ought to do - it keeps things simple, but does add a little variation, which wouldn't be seen if every player were to pick thier fleet from the same list.