576

(67 replies, posted in Starmada)

I do not think that fighters are incorrectly pointed.   I have faced them many times and have not found them to be overly difficult to deal with. 
(They make excellent targets for the secondary Laser Cannon weapons all of my ships carry).  8-) 
If an opponant has a lot of fighters, the Sea Dart Strikers I described earlier can effectively reduce their number.  Then the AA laser cannon can deal with them.
For those who use the ammo option, it should be much easier to deal with fighters.  Just to dedicate one battery to a bank of simple one shot weapons with a range of at least 20.  These would eradicate lotsa fighters...  We don't use ammo, but I my friends in St Augustine did back in the Starmada "X" game.  My fleet was almost fighter proof.   :shock:

577

(10 replies, posted in Starmada)

Hello everyone,
I am going to guess that the reason that there are no range 21 or 27 weapons is that the range 24 & 30 are optional, and the ranges of 21 and 27 were not needed.
All of my secondary weapons have a range of 20.  I achieve this by giving them range=30 & carronade.  This gives them only short & medium range.  All of my capital ships have range=30 hexes on their heavy weapons.  This makes firing all the weapons of these ships easy to use because they  have the same short & medium range to hit numbers.  And the r=30 heavy weapons on the DNs, BBs, & BCs also have the corresponding long range.
The ranges are 10/20/- for secondary weapons, and 10/20/30 for the heavy weapons.  If I played with players who insisted on using a max range of 18 hexes, The above numbers would change to 6/12/- for secondaries and 6/12/18 for heavy weapons.
I turned 50(!) in Sept of last year and need to simplify whenever practical...<LOL>
PS:  The gamers I play with in south Florida are not going to use the "+3 Piercing" weapon ability any more.  :idea: 
This option makes level shields no more effective than level 4 shields.  Even level 5 shields only block 1/3 of hits from weapons with +3 Piercing. 
I must admit that I have had most of my capital ships outfitted with +3 Piercing on their heavy weapons. :shock:

578

(67 replies, posted in Starmada)

Hello everyone!
I just returned from south Florida where we played 7 games of Starmada at Gaming Glenn's awesome store.  One game with just Glenn and I was a 3800 point battle .  I never use fighters, but almost always use a lot of strikers.  In fact in the 3800 point battle, I had over a hundred of my Sea Dart Strikers:   {speed 15, 1/3+/1/1, Piercing +1}   8) 
Flight after flight of these strikers would move from up to 15 hexes from Glenn's ships and then ravage them.  Although he did shoot down a few Sea Darts the turn before, the AFBs  on his ships were able to do Nothing!   Since I don't plan to use fighters, any AFBs on my opponents' ships don't seen very useful...
After these strikers attacked and reduced the shields on Glenn's ships and knocked out many of his weapons, my fleet,  demolished his already ravaged fleet.  These Sea Darts also are excellent fighter-hunters.
I can't imagine the havoc that these speed 15 Sea Dart Strikers would cause a fleet with range 18, 15, 12, 9, ... weapons. :!:

579

(7 replies, posted in Starmada)

Just use one of the Starmada AE shipyard programs that are availiable in this forum.  The links to them are everywhere... :shock:
Then, when designing your ship, assign it 9 screens and put them as you described.  Welcome to Starmada!   big_smile

As I thought about the games we played in S. Fla. last month, I realized that there were many things that I did wrong.  I was caught by suprise by the weapons on my nephew's ships, but I did not then play well.  Given their inverted ROF, I should have rushed my ships to get close to his.   As it turns out, his inverted ROF ships had minimum range.  I stayed at long range and was decimated.  Bad play on my part contribuded more to the trouncing my ships experienced.  I have since revised how I will manuver... 8)

581

(18 replies, posted in Starmada)

Hello everyone!
Is their a consensus on how much Ablative Armor should cost?  I used it extensively when playing Starmada X over a year ago.  It would be great to install it on my SAE ships now.  My 14 & 15 hull BBs will need it. :!:
I will be in South Florida next weekend 'til New Years and I think we will be gaming at Gaming Glenn's aweesome store on Saturday 12/27.  All are welcome.  My nephew's creative & formitable designs will be there...  8)

I plan on a combination of small, cheap one or 2 hull "PT Boats", inexpensive drone carrying ships along with a powerful BB.  Every time I attempt to reduce costs, I add in something else.  Whew!  My 17 Hull BB is now has a CV of 900.  :shock:
I will be back in S. Fla. right after Christmas for a week,  Hopefully we will be able to play some in a couple of weeks. 8)

Combine this with Stealth and you have an almost unbeatable combination.  Very brutal, very clever, very devastating, very effective... :shock:

Hello everyone from Florida,

     During the holiday, my Dad, nephew, Gaming Glenn and I played several games of Starmada. 
My very resourceful nephew fielded ships featuring weapons that were 2+ to hit with two weapon abilities:  +3 penetration, & inverse ROF, with (enhanced) Fire Control & Stealth.  The range of these weapons was 30.  My ships also had range 30 weapons w/+3 Penetration on their main battery & 3+ to hit.  One of my two 17 Armored-hull BBs was obliterated before they were able to fire back.  The second one fired at long range, then was obliterated.  This combination of {+3 Penetration & Inverted ROF} on a ship with Stealth if brutal!   Ships not mounting this combination seem obsolescent.   :shock:
Also the +3 Penetration weapon ability seems to make level 5 shields not worth their high cost. (My ships had 10 screens).  I am thinking hard of a way to counter the clever combination used by my nephew without replicating it:   Hmmmmm... 

     On a different note, we finally used the SAE semi-vector movement system.  It works well and has many intreaguing possibilities.  I like it and look forward to getting more skilled using it.  Bravo!   8)

Hello everyone,
I am traveling down to southern Florida again. My gaming friends and I are playing Starmada Wednesday November 26th at
The Adventure Game Store owned by Gaming Glenn in Davie, Fla near Fort Lauderdale. We are playing at 1pm. 
Everyone is welcome. We will have convoy vs raider battles, fights over a planet, etc. We always have a blast when we play.
Bring your designs. The only restrictions we have is that we don't use ammo/expendables.
One challenge is to deal with my nephew's fleet which features ships with cloaking-devices, regeneration, and slow-firing weapons. 
I will let everyone know how it goes. 8)

586

(60 replies, posted in Starmada)

Perhaps the Stock Market of the Starmada Imperium dropped 700 &/or 900 pts and there is a ...Ression In Space... :shock:
<LOL>

587

(18 replies, posted in Starmada)

Hello everyone!

A year ago, I used Ablative Armor on all my Starmada"X"ships.  I put on an amount equal to how much hull the ship had.  This increased their cost, but worked very well.  It would be great if this could be added to SAE.  I definitely would add it to all my ships just as I did a year ago. 8)

588

(18 replies, posted in Starmada)

Great Ideas! 
The armored batteries is especially useful for those who have a few heavy weapons in one battery.  It would be gret if these could be incorporated into SAE-AE.
I would use the armored batteries on some of my ships... 8)

Excellent Updates; well done.   8)
If you could add in one more weapon battery that would be awesome.  Some WW1 predreadnoughts and armored cruisers have 3 different batteries as well as torpedoes.  :shock:
It would be great to be able to put all of 'em on the ship's sheet.

590

(0 replies, posted in Starmada)

Hello everyone from Jacksonville in NE Fla. 

Tropical Storm Fay is finally moving away!   It has been a wet-n-wild three days...  :shock:
Earlier in the week some 1/1800 WW2 naval miniatures came in the mail.  They are already assembled & painted, and look good.  These figures are made for the Axis&Allies War@Sea game. (Its an interesting game, but does Not work for me)
This got me thinking about expanding the SAE-Dreadnought Game into WW2, using the design criteria from the WW1 ships.  Although aircraft were a big factor in this war, there were many ship-vs-ship battles.
Here is what I came up with for the KMS Bismark:

KMS Bismark (CR=1422) 
 
Hull: 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1   
Engines: 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1   
Armor: 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1   
Weapons: 1:X 2:Y 3:Y 4:Z 5:Z 6:
 
X: "15"/47 Guns"  8/16/24, 2/5+/1/4
Piercing +3
[GHIJK][GHIJK][HIJKL][HIJKL] 
 
Y: "5.9"/55 Guns"  5/10/15, 2/4+/1/1
[HCE][AHJ][AHJ][BIK][BIK][IDF][IDF] 
 
Z: "4.1"/65 Guns"  3/6/9, 2/4+/1/1
Anti-Fighter
[HCE][HCE][AHJ][AHJ][BIK][BIK][IDF][IDF] 
 
Special: Anti-Fighter Batteries


The 300 degree arcs for the 15"Guns is larger than they really had, but this is to compensate for the ship being only able to move in 6 different directions.  In reality, these ships would change heading slightly to keep a target in arc. 
I gave the 4.1" guns the Anti-fighter ability; once I figure out how to use 'em against aircraft it will be useful.  I contemplated giving the heavy guns "Starship-exclusive", but am not sure if this is needed.
I was wondering if the special "Armored Plating"  would be of any use in WW2 dreadnoughts, or if it should be left out as in the WW1 ships.  I plan to use this SAE-DN, WW2 for conventions or for gaming with the c100 A&A-W@S figures I have. 
All thoughts, ideas, criticisms, are-you-out-of-your-mind!, etc are welcome. 8)

591

(19 replies, posted in Starmada)

Paul is right about  plunging fire being brutal.  I think that a better idea is to only have a "-1" on penetration for medium range.  Most ships had an "immune zone" where the shells of guns similar to its main armament would not penetrate its deck armor or side armor.  This immune zone was usually at medium range. 8)

In WW1, torpedoes had shallow or deep setting added before they are fired.  Those that are set deep would no doubt half armor on capital ships, but go under & miss destroyers and perhaps light cruisers.  Torpedoes with a shallow setting could hit destroyers and all other ships, but would not half the armor of BBs, BCs, and possibly CAs.

Dan is right that piercing +3 is wasted on ships with shields that are <4, but nearly all of the ships I face when I am in South Florida at Gaming Glenn's store, have Level 5 shields.   My friends up here have level 5 shields on most of their shields also:  Their defenses are formidable!  :shock: 
However, only the heavy guns on my capital ships have +3 or +2.  The secondary guns do not even have any piercing at al.  They are used mostly for AA fire or to fire at hordes of shieldless, one-hull ships....

592

(19 replies, posted in Starmada)

Hello everyone,

I just played another game of SAE Dreadnought.  The +3 Piercing that the heaviest guns have is brutal.  But it reflects the fact that the heavy guns of Dreadnought Battleships were powerful weapons.  I did notice some amusing quirks that would not really happened in WW1.  One of these is that any weapon, even smaller guns, which penetrate the armor of even the best armored of DNs, can knock-out a main gun turret.  In one of the games I played, a barrage of 6" shells from the British DN Valiant knocked out 3 of the 4 heavy gun turrets on the German DN Baden.  Historically, this would not have happened.  The UK 6" guns have a +1 piercing, which helped.  :shock: 

     Interestingly, no other navy's 6" guns have a +1 Piercing.  (Could this be an error?)  Perhaps +1 piercing should be reserved for 7" guns or higher.  I notice most 8" guns also only have a +1 Piercing and also only do one point of damage.  This makes them no better than the British 6" guns, which, historically, was not the case.  When I made the Queen Elizabeth and Revenge class BBs on the SAE-DN ship designer, I removed the +1 from their secondary 6" batteries.  I may remake them, giving them and the German Baden & Konig class BBs Level Five Armor.   These 4 classes of warships were about as well armored as the USA's Nevada, Pennsylvania, & New Mexico classes. 8)
     
The Piercing +3 will also make some interesting changes to the regular Starmada game.  Many of those I play against have level 5 shields on their Starmada starships.  0nly 1/3 of the shots from piercing weapons hitting them damaged them.  Now 2/3 of those hits will get thru, with Piercing +3. It will make the games more brutal.  Getting the first hits in will now be even more important.
This will make the heavy guns on my capital ships that shoot out to range 30 even more brutal. I have added this to my designs.  They did get a little more costly...

Perhaps a way to deal with DDs in flotillas is to borrow some rules from Fighters in regular Starmada, and modify them for WW1 Naval Combat like this:
1) DDs, ships, etc in flotillas are -1 to hit by guns larger than 6" .
2) Each hit, reguardless of impact or damage of the gun or torpedo, destroys/sinks only one ship (no need for impact or damage roll). 

What does everyone think?  My friends & I are playing Dreadnoughts again this afternoon.  8)

594

(7 replies, posted in Starmada)

I Just played a game today.  We had c1368 points a side.  Manuevering was very inportant.  I prefer a points system.  The VAS system of priority is too vague and nebulus to be very useful.  :shock: 
BTW, I used two Austrian prederadnoughts with 2 of their dreadnoughts & 2DDs against two British Queen Elizabeths & two Invincible class BCs.  IT was a close battle.  These 2 predreadnoughts held their own .
I think that the point system works as well as the Starmada system in general. 8)

595

(10 replies, posted in Starmada)

Exactly,  or by rolling a "6", and then rolling 1, 2, or 3.  8)

596

(19 replies, posted in Starmada)

Hi Kevin,
I have a copy of Grand Fleets and think it is great, but just a little complex for me.  I think that Dreadnoughts will give me all that I need, especially ease-of-play.  I used to play GQ 2 & 3 because of their playability.  Dreadnought adds more detail, but not too much detail.  Also, I have been playing Starmada for several years which makes it very easy to learn DNs and teach others.
Also, there are many ships not listed in Grand Fleets or refits of many WW1 ships that are not listed there.  And then there is the idea of making up hypothetical ships... 8)
One of these is using the USS New York with 15 x 12"/50 guns in 5 triple turrets which was a fall-back plan if the 14"/45 guns could not be developed in time. :shock:

597

(19 replies, posted in Starmada)

I will now be using Dreadnoughts for all of my WW 1 battles. 
I was planning on adding these changes:
1)  If a ship turns more that 60 degress, it gets a "-1" to hit for that turn.
2)  The penetration ability of guns declines somewhat at longer ranges. Thus, all armor penetration by guns is "-1" at long range. 
(Torpedoes do not have this "-1" at long range.)

I was wondering what others think of these additions?

Another idea I thought of was to use the ship designer and keep everything the same, but to add "Extra Hull Damage" to all of the of the torpedoes.  Torpedoes in WW1 were brutal.  An Austrian Dreadnought was sunk by two torpedo hits in the Adriatic Sea, and many predreadnoughts and armored cruisers sank after only one torpedo or mine hit. :shock:

Just read the rules and am looking forward to using them.  I have c130 WW1 naval miniatures, mostly BBs.  I like having the exact CR for each ship as well as having simple, easy-to-use torpedo rules!   big_smile

598

(10 replies, posted in Starmada)

Perhaps one way to simulate the heavier armor of a few of the WW 2 battleships such as IJN Yamato or the unbuilt USS Montana would be to add level 6 Armor/shields to the DN ship-designing program. 
Only a few ships would have it. 
Other WW2 BBs such as KMS Bismark, HMS King George V, USS North Carolina & USS Iowa, etc.  would only have level 5 Armor/shields.

I guess that there are those who think that all the weapons on my ships shoot to 30 hexes, hit on 2+, have lotsa weapon abilities, with level 5 shields and 24 hull. 
This is ridiculous.  :shock: 
Here is one of the Battleships that I may use next week,

USS New York   (850) 
 
Hull: 12 11 10 9 8 7 6 5 4 3 2 1             
Engines: 6 6 5 5 4 4 3 3 2 2 1 1             
Shields: 4 4 4 3 3 3 2 2 2 1 1 1             
Weapons:
1:X 2:X 3:X 4:Y 5: 6:
 
X: 14 Inch Plasma Guns: 10/20/30, 2/3+/1/2
Piercing
[GHIJK][GHIJK][HIJK ][HIJKL][HIJKL] 
 
Y: 5 Inch Plasma Guns: 10/20/-, 1/3+/1/1
Carronade; Piercing
[HIJK][HIJK] 
 
Special: Hyperdrive; Armor Plating; Anti-Fighter Batteries (2); Marines (4); Teleporters

Hello everyone,
I am traveling down to southern Florida again.  My gaming friends and I are playing Starmada Monday July 28th at 
The Adventure Game Store   owned by Gaming Glenn in Davie.  We are playing at 1pm.  I am sure that we will play most of the other days of that week also.  8) 
Everyone is welcome.  We will have convoy vs raider battles, fights over a planet, etc.  We always have a blast when we play.
Bring your designs.  The only restrictions we have is that we don't use ammo/expendables. 
One challenge is to deal with my nephew's fleet which features ships with cloaking-devices, regeneration, and slow-firing weapons. :shock:
I will let everyone know how it goes.