476

(4 replies, posted in Starmada)

I make WW2 style ships and try to lower the cost as much as I can but still get the desired effect.  For example, I could have a twin turret fire twice and note the damage of each shot; for example, have it be 2/3+/1/2. or have the turret fire and either both shells hit or miss; for example 1/3+/2/2 = if the turret hits, both shells hit so see if they penetrate. 
However, what I actually use for the main battery of my battleships is 1/3+/1/4.  Statisticly speaking, the damage done by all three options is the same.  Since these these are "Main Guns"  they have Starship Exclusive.  The 1/3+1/4 option costs the least and so it is therefore the one I use.  It gives the same firepower as the others, but it is least costly:  More bang for the buck.  It is also easier to roll the dice to fire the ship's weapons.  A ship with four of these twin turrets rolls four to hit dice for the entire main battery.  I pick up those that hit and next roll these for penetration.  Those that penetrate are seperated and each has three dice added to it (because these weapons do 4 damage) and then the damage locations are rolled.  My ships take the least ammount of time to fire and cause damage. 8-)  :geek:

477

(10 replies, posted in The Admiralty Edition)

Hello to all Starmada players in Orlando,
Let me know when y'all play again.  I have friends that live there and if the gaming is on the weekend, I could come visit from Jacksonville and play, if that would be ok.   8-)

478

(13 replies, posted in Starmada)

We also banned some things to make the game more playable & stable: the Weapon-traits Repeating, Ignores shields, and Piercing+3.  We have also limited all starship weapons to maximum range 18.  Bases can have weapons that shoot up to 30 tho.  We also have a maximum tech of zero.  This has made the game a less game of rock-paper-sissors.
We have deleted seakers & strikers also.  Fighters of all types are allowed. 8-)

479

(19 replies, posted in Starmada)

"How huge is huge?" was asked.  I had three DDGs, they are six hull and each carried four flights of these Eight-packs of Strikers.  There were two turns before we were in weapons range so the DDgs were able to launch all of their "Talos Strikers".  My fleet also had two battleships.  My nephew was on my side and he no strikers.  The other side had no fighters, strikers, etc. at all, but with both sides having the same amount of points, this should not have been such a lopsided battle.

:idea: I play a WW2 naval game called War At Sea.  In this game, when aircraft attack ships, the defending ships and other ships in range are able to fire their AA guns at the attacking aircraft, and friendly fighters can attempt to stop the attacking aircraft, etc.
Perhaps the phase of attacks by either of these three units, fighters/strikers/seekers, could be changed:
:arrow: These units could move the same as they do now, but not do any attacks until all have moved.  Then any ships that have weapons in range can fire at hostile flights of any of these units that are in range; also antifighter batteries can fire at any of these units within range one.  Then dogfights, seeker/striker intercepting seeker/striker/fighter combat can be resolved.  Finally any fighters/strikers/seekers make attacks on ships, but any seekers on the defending ship in "ADD" mode can defend the attacked ship.  Another change is that damage caused by each flights does Not take effect until all attacks are resolved, the same way it is done when ships fire at eachother.  After this, any shipboard weapons that have not fired during the previous AA phase and that were not destroyed by fighter/striker/seeker damage can fire at other ships or even at any remaining fighters if they wanted.
I think that this could make these units less brutal.  What does everyone else think?

480

(19 replies, posted in Starmada)

Hello everyone,
On Monday, my Dad, nephew, Gaming Glenn & I played a game of Starmada at Gaming Glenn's store.  Each side had 4,000 points.  The game was decided when a huge flock of strikers that my DDGs launched hit their targets.  These were flights of eight: 1/3+/1/3, speed 15, halves shields.
These strikers were brutal and decisive.  The other fleet was defanged and ravaged.  During the ship to ship firing phase they had few weapons to fire and were pulverized.   This happens often when I bring my DDGs along. :shock:
We have decided to not use strikers or even seekers in our games.  Fighters are still allowed.  This may seem very radical, but it seems that strikers can be too powerful.  Has anyone else encountered this problem?

481

(18 replies, posted in Starmada)

Definitely, I should know more details in April.    8-)

482

(18 replies, posted in Starmada)

I am planning to run at least one Starmada game at the June gaming convention in Jacksonville: Rapier 2011.  8-)

483

(6 replies, posted in Starmada)

Instead of rolling for these, give them a BPV cost, expressed as a percent increase of the combat value of the ship they are assigned to.  Rolling randomly is not good, IMHO, because if one side rolls well and gets a LC, etc and but other side rolls nothing, it makes for an unfair battle...

484

(40 replies, posted in Starmada)

I like the ide of Armored Batteries.  They would make a die roll of "6" have no effect.  The Starmada Compenduim had these Armored Batteries and they worked well. 8-)

485

(6 replies, posted in The Admiralty Edition)

Your Uncle gives a sigh of relief ... <LOL>  :shock:

486

(5 replies, posted in Starmada)

There was a Bigger Juggernaught?  Wow!  Would love to see its SSD.  yikes  :ugeek:

487

(5 replies, posted in Starmada)

I think that this Juggernaught needs to have more hull; give it the full 24 hull.  Also, I would give it Armored Plating, because the SFB ship had armor as well as the rotating shield.  A way to better simulate its massive firepower, and enhanse the Phaser 4s at long range would be to give it Fire Control.   Do these upgrades and it will become the brute that it was/is in SFB.  8-)

488

(24 replies, posted in Starmada)

My large ships have two batteries, both of which are range=18. The main guns are 1/3+/1/5 or 4  with Piercing+2 & Starship-exclusive
(we don't use Piercing=3, 2+ to hit, and max range=18,except on bases)).
Having this main battery with Starship Exclusive does save on the cost.  These ships also have 4 Laser Cannon. 1/3+/1/1.
Although it would be nice to have the mains able to hit fighters, etc, the savings in cost more than compensate.  I don't use fire-control, the SA anti-fighter, nor the semi-useless anti-fighter batteries.  It works for me...

489

(4 replies, posted in Starmada)

Can the rules for using Drones (seekers) as anti-drones be used for any home-made seekers on home-made ships?  Or is this rule only for the Starmada-StarTrek ships to use?
Also, if seekers  of any design can be uses as "anti-drones", can they be fired at strikers and fighters?
If so, it would really make the antifighter batteries obsolete... :shock:

490

(8 replies, posted in Starmada)

Make  Seekers that have ROF=1, IMP=3, Damage=3, Extra Hull Damage or Double Damage.  Each one that hits a ship will definitely mess it up... :twisted:

491

(59 replies, posted in Starmada)

THese look great, but I notice that none of the weapons shoot out to 18.  Not to be critical, but the BBs I play which are speed 4, with weapons that shoot out to 18 could eventually pound these large ships to destruction without their being effectively able to reply... :?:
Perhaps the heaviest weapons on these ships should eb able to fire out to 18. 8-)

492

(17 replies, posted in Starmada)

I used to play Starmada a lot in the late 80s & 90s.  I remember reading those excellent books by David Weber and noting that he remained true to the game mechanics.  I used to take out a weapons chard and figure the ranges as the battles were described in the books.  They are well written.

493

(6 replies, posted in Starmada)

I never put AFBs on any of my ships because of their inability to fire at fighters first.  Even if they could, they have range one and only hit on a 5 or 6; not very useful. 
Instead all of my ships have "AA Guns"  They fire to range 18, hit on 3+ and have no range modifiers.  They are 1/1/1.  These can fire at fighters at range, and if their are no fighters, they can fire at ships.  They are very similiar to the US Navy's 5"/38 DP guns in WW2.  Points spent on these are much better spent than points wasted on AFBs. 8-)
IMHO

494

(9 replies, posted in Starmada)

Agreed.  No disrespect to the Starmada Semi-vector system, but the inability to turn if you are going faster than the current engine rating is a bit annoying.  The Full Thrust system seemed to work great!  For those familiar with FUll Thrust, we allowed a ship to be able to use all of its thrust to turn, IE "Advanced Manuevering".
It was fun, and we will probably use that system for manuevering when we play in the future. 8-)
Cheers.

495

(24 replies, posted in Starmada)

I think that he means a slightly different weapon trait, Double shield damage.  Whenever a shield hit is rolled , a 3 or 4, when determining which systems are hit, each of these 3 or 4 rolled does two shield hits, not one. :shock:   
This could lead to the same doubling ability for engines & weapons.  It would be not as devistating as Extra Shield, weapon, or Engine, just double damage to the specific when its number comes up in rolling where damage goes...
Hope this helps, :ugeek:

496

(5 replies, posted in Starmada)

This sounds like a good idea.  However requiring one thousand science for fleets with Tech Level zero is a bit much.  IMHO
Perhaps there should be 10 or even 20 science spaces for every hull point making the "jump"... :geek:

497

(22 replies, posted in Starmada)

I agree.  All of the weapons on my ships hit on a 2+.  I do this to make sure that any ship that gets into range 18 recieves a heavy bombardment...  Also, It allows heavy AA fire at long range.  I think that Anti-fighter batteries are semi-useless.  We use mostly strikers and AFBs have No Effect against them.
Here is one of my heavier Dreadnoughts:

USS California  (606)

Hull: 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1           
Shields: 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1           
Weapons: 1:X 2:X 3:Y 4:Y 5: 6:

X: "14 Inch Photon Cannon"  6/12/18, 1/2+/1/4
; Piercing +2; Starship-exclusive
[ABCD][ABCD][CDEF][CDEF]

Y: "5 Inch Laser Cannon"  6/12/18, 1/2+/1/1
[ABCD][HIJK][HIJK][CDEF]

Special: Hyperdrive; Armor Plating; Marines (6); Teleporters (3) [/b]

498

(9 replies, posted in Starmada)

The Starmada "X" Version of the game had these systems get hit on a certain roll of the dice, the same as all other items such as weapons, shields, engines, etc. 
I have a suggestion to put into the Starmada Admiralty version to deal with this.  Perthaps these could be added to the weapons; they could be damaged as if they were one more battery.  Often for my ships and the ships of others I game with, when you roll a 5 or 6, then roll a second dice to see which battery is hit, often only a 1, 2, or 3 actually gets a weapon hit.  4, 5, 6 are usually misses.  This could be where these Special Equiptment is hit.  Make them as if they are another battery, call it Battery "S" for Special Equiptment.  The more items there, the more the "S" battery appears on the reroll that occurs after a 5 or 6.
That would allow these special items to be hit, but not require a Big Change to the wonderful Admiralty Edition rules. 8-)
What does everyone else think about this change?  It could be an option added to a shipbuilder program.

499

(22 replies, posted in Starmada)

Welcome!
All my ship's weapons have range 18.  The heavy weapons that are designed to destroy other ships have Starship Exclusive and other weapon traits.  The secondary weapons have no weapon traits, and are able be used to shoot down fighters, strikers, etc and can also shoot at other ships.  (The idea of having short range AA weapons to shoot down these is kinda silly IMHO).  All the Strikers I use on my DDGs have speed 15.  I don't use fighters because I think they are Not really cost effective, especially against a fleet like mine or the ones my nephew & friends play in south Florida.
Cheers

500

(6 replies, posted in Starmada)

We use the 2" Hexes when I play.  When we started limiting maximum range for Starships to 18 hexes, there was much more manuvering.