526

(1 replies, posted in Starmada)

Admiralty is the edition of Starmada which debuted in 2007.

Nova was the follow-up edition, coming out in 2012.

The differences are significant, and really can't be summarized here; however, you can compare and contrast the main differences by reviewing the respective demo rules, which can be downloaded from the web site:

Nova: http://www.mj12games.com/starmada/mjg0130demo.pdf
Admiralty: http://www.mj12games.com/starmada/SAEdemo.pdf

527

(4 replies, posted in Starmada)

Point costs for Kirov and Lexington are unchanged if [Dfs] is removed from their Photon Torpedoes. (Note that diffuse has a x0.99 construction factor -- essentially it has no effect on point cost.)

IIRC, the ships with range-12 disruptors are all limited to range 15 in SFB/Federation Commander.

The Deathdealer's point cost goes from 439 to 442 if [Dx2,Slw] is added to its Disruptors' overload mode.

An online tool exists to produce custom/corrected ship displays: http://www.mj12games.com/starmada/drydock.

528

(11 replies, posted in News)

You are absolutely correct. Thank you for catching that. I will make the changes in the next revision.

529

(11 replies, posted in News)

If it helps, here is a sheet with game data for of all the guns used by ships in the GF3 rulebook.

530

(5 replies, posted in Discussion)

Well, first of all, it sounds like you want the faceted shield option from Admiralty.

Also in Admiralty (or earlier versions of the game), it shouldn't be a game-balance problem to require weapon damage to be applied first to a mount that can be brought to bear on the firing ship: i.e. if the firing ship is in front of the target ship, any weapons lost must be forward-firing. If no such weapons exist, the damage can be applied to any other weapon of the target player's choice.

In Nova, this becomes a little more problematic, as damage is not applied to individual weapon mounts. I'm open to suggestions on that score.

531

(11 replies, posted in News)

Ah. That makes sense. smile

532

(5 replies, posted in Discussion)

Facing-specific damage effects should be relatively easy to add to the game, at least when it comes to weapons and (possibly) shield generators. Engines and special equipment could also be included, but would require some serious re-jiggering of the construction system.

Can I ask what the in-game benefit would be for adding such considerations?

533

(11 replies, posted in News)

Not sure I understand what is meant by "detailed"...

When it comes to game data, the only loss in detail is the reduction from three AP values to one.

Or do you mean the fact that in GF1/2, each gun mount had its own arc of fire? If that's the case, then all I can say is the time spent computing F/A modifiers up front is more than made up for in speed of gameplay later on.

534

(11 replies, posted in News)

Majestic Twelve Games is proud to announce the release of the third edition of Grand Fleets.

Grand Fleets is a tabletop game of naval warfare during the age of the battleship. From the ironclads of the late 1800s to the floating fortresses of World War II, players can take command of the ships that altered the course of history.

In addition to the basic rules for surface actions between 1890 and 1950, Grand Fleets includes rules for using submarines and aircraft alongside your battlewagons. Advanced rules are also provided for things like RADAR, smoke screens, critical hits, fleet morale, night fighting, and destroyer flotillas.

All distances in Grand Fleets are given in thousands of yards (kyds), giving you the flexibility to adapt the tabletop scale to whatever size miniatures you have on hand. The rules are also written to accommodate hex-based play, if desired.

The rulebook contains 160 ship data cards representing over 50 different classes. Best of all, you'll never have to wait for official publication of your favorite ships: comprehensive, step by step guidelines are provided to generate game stats for any vessel that put to sea during the battleship era.

So, raise the battle ensign, sound general quarters, and damn the torpedoes — your destiny awaits!

For more information, as well as a free download of the basic rules, visit our web site: http://mj12gam.es/gf3

535

(22 replies, posted in Grand Fleets)

Campaign rules are not included in the main rulebook, but are among the various things contemplated for later expansion.

536

(5 replies, posted in Starmada)

I understand it may seem daunting, and certainly the construction system has gotten more detailed as time went on, but there is a good reason for it.

Most of the math is necessitated as part of the point-costing system, which I am confident has shown itself over the years to be the most comprehensive and balanced you will find. OldnGrey's spreadsheet and the online construction tool hide most (if not all) of the math from you, so if you really don't want to know about the nuts and bolts, you don't have to.

That being said, I can certainly look at places where the system can be streamlined or retooled. I appreciate the feedback.

537

(6 replies, posted in Grand Fleets)

Attached are two possibilities for the new rulebook cover. Any preferences?

538

(22 replies, posted in Grand Fleets)

Correct me if I'm wrong, but even CaS doesn't get into details like turret armor.

It COULD be done for GF3, but it's not something I'm willing to look at except as an optional rule down the line.

539

(22 replies, posted in Grand Fleets)

Marauder: There will be hard copies available.

Arrigo: The ship profile went away because it seemed superfluous on a B&W card, and I wanted to reduce to business-card size (thus fitting 10 per 8.5"x11" sheet). I could add them back to the color cards, but that would mean expanding them to playing-card sizes.

Also, here's a treaty cruiser for comparison.

540

(22 replies, posted in Grand Fleets)

I'll be honest... part of the reason I'm not including color cards with the initial release is the time involved in creating them. And I'm sure y'all would prefer to have the game in hand before I start spending time on "extras". smile

But now that the black-and-white cards are finalized, creating the color versions is that much closer to a reality. Here's a quick tease.

541

(22 replies, posted in Grand Fleets)

Attached is a sample (final) data card. I am saddened that the full-color version had to go by the wayside, but production costs would have been prohibitive. Perhaps as a separate PDF download...

We're almost there! smile

542

(1 replies, posted in Grand Fleets)

Nice AAR. Thank you!

543

(3 replies, posted in Grand Fleets)

This may not address the original question, per se, but one of the main design focuses (foci?) for Grand Fleets 3 is to allow easy transition between that game and a revised edition of Grand Admiral. Thus, once ships have been released for GF3, they would also be usable in GA.

544

(6 replies, posted in Grand Fleets)

Glad you approve. I'm a big fan, myself. smile

545

(2 replies, posted in Grand Fleets)

Sorry for the delay, but I was traveling this past weekend.

The book contains rules covering naval combat during the period from (roughly) the Russo-Japanese War through World War II. This includes some abstracted rules for aircraft and submarines. While they have been written in a way that more detailed rules can be added via supplements if desired, I wanted to ensure the focus remains on surface combat.

I have six scenarios planned for the book: one RJW, two WW1, one between the wars, and two WW2. The included ships will be those required to play those six scenarios (Over 100 ships and 50 different classes).

Rules for "stat your own" ships are of course included.

I have not finalized plans for supplements; trying to decide what makes the most sense. There are a number of different approaches one can take.

Yes. GF3 includes rules for both aircraft and submarines. Both are paid for out of your initial fleet allowance: for example, if playing a WW2 scenario, you can use up to 25% of your points to purchase aircraft.

Aircraft are split into "fighters" and "bombers". They do not move on the game board; instead, during each command phase, one side declares the use of bombers and the other declares whether or not to use fighters to intercept, then vice versa. Surviving bombers are placed on the board next to their targets. Ships may use AA guns to defend in the combat phase, at the end of which the remaining bombers attack. In the initial release, all aircraft have the same capabilities: this may change if there is enough demand for a separate air operations supplement.

Submarine counters are placed during the initiative phase, allowing ships to maneuver to avoid them during the movement phase. Their attacks are then resolved at the same time as other ships. Again, for now, all subs are the same.

547

(22 replies, posted in Grand Fleets)

HOPEFULLY (fingers crossed) before Christmas.

548

(7 replies, posted in Starmada)

That's a really interesting idea, and opens up the opportunity for commanders or special traits to raise/lower a ship's CR for initiative purposes.

549

(3 replies, posted in Starmada)

I understand. You are attempting to add "new" auxiliary systems to a design while using the Drydock.

This is currently not possible. I suggest using one of the existing systems as a placeholder; you can then download the resulting page and edit the HTML to read as desired.

550

(7 replies, posted in Starmada)

Of course, I had a brain fart back there, as the same concern applies to the existing Starmada initiative system.

I still think the "opponent chooses" idea is worth exploring.