651

(8 replies, posted in Starmada)

Fire Linking weapons is similiar to Narrow-Salvoing firing weapons in Star Fleet Battles

652

(3 replies, posted in Starmada)

Definitely Thanx :!: 
Down here in Jacksonville, we were counting the remaining hull boxes, taking the square root, rounding down...
(at least I was; my friends just looked at the chart or asked me <LOL>)

653

(3 replies, posted in Starmada)

Who would that person be?  tongue

Hello everyone!

I have followed this discussion with much interest.  I have reviewed the ship designs for the Federation CA and for the Klingon D7.  I have noted the fairly short range of all of the weapons.  I suggest that the Phaser Ones fire out to either 30 or at least out to 24.  The Photon Torpedoes (& Phaser Twos) should fire out to 18, or at least 15.  The Disrupters should fire out to 24 or at least 18.   The Klingon BCs should have a max speed faster than the Federation.

The reason I think these increased ranges are better is based on several games I played in Orlando at MegaCon.  My opponent had many ships very similar to the proposed Klingon D7s.  One of my CR 1050
BBs with a range 30 main battery weapons destroyed them all.  My ship only took minor damage.  8) 

Slower ships that lack long range weapons are vulnerable to faster ships that fire farther.  Such a battle would almost be similar to WW2 USA North Carolina & Iowa class battleships fighting 1905 Predreadnoughts.  :shock:

655

(28 replies, posted in Starmada)

<LOL>  I turn 50 this September :!:   
I wonder if I need to begin searching for an 'Olde-folks-home that has gaming...
lol
Perhaps I need to change my quote to something like:
"Senility is assimilating me; resistance is futile"

656

(27 replies, posted in Starmada)

That is what I do.  My heavier ships fire out to 30 hx, and have a 2+ to hit.  They all have 10 screens which makes them hard to damage at long range.   However, when hostile ships get close, its very challanging to keep screens between them and my ships.  :shock:

657

(15 replies, posted in Starmada)

Hello and Welcome to Starmada big_smile

One of the reasons I enjoy this game is because it gets my creativeness going also.
Your fleet is very interesting.   :idea: To deal with ships closing on your Long-range ships, install a secondary battery that has Range based ROF, range based damage, etc.  Give it a long range with caronade.  This way, those ships or fighters closing can be fired at by these secondaries while the long-ranged battery continues to pound away at more distant targets. 
My main BBs have mains that fire out to 30, and secondary weapons that fire out to 20 with caronade and also have range based ROF.  These ships can pulverise up to a dozen fighters a turn at short range (out to 10 hx).
Last week, they were very effective in the games I played down in Davie in S. Florida @ Gaming Glen's awesome gaming store.

658

(16 replies, posted in Starmada)

I have played Starmada's Compendium version, StarmadaX, and now am a Big Fan of the Starmada Admiralty Edition.  There r several reasons for this. 
First, I like the ability of weapons to shoot farther and more accurately.  All of my battleship designs have weapons that fire out to 30  hexes, with an accuracy of 2+.
Second, I like the elimination of the weapon options "ignores shields", and its counter, "ionic shields".  The option "piercing" is an excellent replacement.
Third, the earlier mentioned ability to customize drones is splendid.  The Harpoon Strikers and Terrier Strikers I have designed are fast and brutal... :shock:

I think that the SAE edition is the best version of Starmada that combines all of the virtues of the earlier versions. 8)

659

(2 replies, posted in Starmada)

Hello and welcome to Starmada!
Former SFB player here also.  Your question of comparing a weapon with IMP=3 &DMG=1 with one that has IMP=1 & DMG=3 is a good one.  In the long run they are the same.  I prefer the IMP=1 & DMG=3 myself.  It involves less rolling.  In Fact, some of my BBs have 14 Inch Plasma Guns that are ROF=1, IMP=1, DMG=3.  I roll for each weapon.  Then pic up the dice for those that hit and reroll 'em to see if they penetrate.  Then I take those that penetrated. put two more dice next to them, and roll for damage. 
(Those shots that penetrated exploded for three damage points each :shock: )   
This makes it easier to play my ships and keep track their firepower.
Hope this helps.  Again Welcome to Starmada big_smile

660

(43 replies, posted in Starmada)

We play on a Starhex hex-covered cloth by Geo hex.  It measures 54 hexes by 35 hexes.  These hexes are 1 1/2 inches across (c37mm).  We unfold it on a large table, play, then fold it up.  Works well!  Even with my Battleships firing out to 30 hex with their main battery, it takes several turns to get into range which allows for maneuvering before the shooting starts.  Some of my friends enjoy having shorter-ranged, repeating weapons.  This is another reason to have long ranged heavy weapons and to stay @ range...  8)

661

(43 replies, posted in Starmada)

Hello again,
The 9,000 point games we play have 2 people on a side, so each of us gets 4500.   I enjoy having Armored-hull ships that have their main battery shoot out to 30, with 2+ to hit.    The bigger BB I played (USS West Virginia) has eight 16 Inch Plasma guns, which are 1/1/5 with Piercing.  The other BB (USS California) has twelve 14 Inch Plasma Guns.  These are 1/1/3 with Piercing.  All of my BB's main battery weapons are range 30 with 2+ to hit.  They are formitable... 8)
The destroyers are either 400 or 800 points each.  I also have 300 pt, gunboats that shoot 1 flight of 8 "Harpoon" strikers.  Each of these do 3 damage and extra hull damage. :!:

662

(43 replies, posted in Starmada)

Cephus,
How many points were each side in this game you played recently? 
When we play on Sundays, down here, we often have had 9,000 points a side.  We usually go thru ten turns and the game takes at most 3 hours.  I think that having massive ammounts of  fighters will slow the game down much more than big ships will... :shock:
When I play, my fleet usually has two battleships of hull size 16 to 20, and cost of from 1100 to 1400.  These ships are accompanied by 3 or 4 DDGs of hull size 4 or 5; destroyers that carry 16 or 32 strikers.  Also, all my ships have "Piercing" on all of their weapons, as do all of the strikers & fighters I use.  As a result, more damage is done in each turn & less shots are wasted.   
Our games seem to go smoothly. big_smile

663

(15 replies, posted in Starmada)

In the game StarFleet Battles, Type One phasers, which is what Federation ships have, can fire out to 75 hexes.  :shock:
However, they don't do much damage at long range.  Photon torpedoes only fire out to 30 hexes.
In the early days, SFB was fun and my friends & I played often.  It soon deteriorated to Rules-quest and became drugery; not fun...
We used to design our own ships and guestimate the point value.  Its nice to be able to have an exact value, and many more weapon options here using SAE.

664

(1 replies, posted in Starmada)

An update of the Starmada X Reference Sheet into a SAE Reference Sheet would be great!   :idea:

665

(27 replies, posted in Starmada)

Hello everyone,

Here is one solution to the "Fighter problem".  If you give each of your ships one or two regular weapons batteries but save the third (Battery-Z), for an anti fighter weapon that shoots far, 24 or even out to 30 hexes, but has only one shot, just as expendables had in SX.  This can be done by making ammo=1 for this last one shot anti-fighter weapon.  Give it a 2+ to hit and you can add,  as a weapon ability, anti-fighter, area effect, or piercing to deal with any fighter shields. 
Or you can use all four of these. :shock:
You will only get one shot with this AA battery, but if most of the hostile fighters, strikers, etc are wiped out; it worked!
And if there are no fighters, etc. in the game, just pound a hostile ship at long range with this Z-battery as a way to say "Welcome to the Battle!...

Steven Gilchrist

666

(15 replies, posted in Starmada)

<LOL>   :idea: Good thinking Glen;
I am going to change the shields to Level 4 on the Fed & Klingon ships that I use to introduce others to Starmada.

667

(166 replies, posted in Starmada)

Hello everyone!

The mj12games Shipbuilder is great.  8) 
If there is a newer edition or revision made, could the range bands be added  in, as they were in the Starmada Compendium and Starmada X Shipbuilders?  This would make it easier for new players to use.  Also, if this is done, could "---" be placed in the long range block for weapons with Caronade and "---" be placed in the block for short range for weapons with minimum range.   
This will make it easier for all players, (including 100% Blonds such as me...)

Steven Gilchrist

668

(15 replies, posted in Starmada)

Hello Doug!

I have made some Star Fleet Battle type ships to use up here in Jacksonville to show new players how Starmada works.  Here is a Federation CA:

(820) Federation Constitution class

Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 10 10 9 8 7 7 6 5 4 4 3 2 1           
Shields: 5 5 5 4 4 4 3 3 2 2 2 1 1           
Weapons:
1:X 2:X 3:X 4:Y 5:Y 6:

X: Large Phasers: 10/20/30, 1/3+/1/1
Range-Based ROF
[ACE][ACE][ABCD][ABCD][BDF][BDF]

Y: Photon Torpedoes: 6/12/18, 1/3+/1/1
Piercing; Extra Hull Damage
[ABC][ABC][ABD][ABD]

Special: Hyperdrive; Marines (10); Teleporters (5); Science (300)       
I call Phaser type one Large Phasers.  They shoot to 30 because in SFB, they had a very long range.
Here is a Klingon D 7:

(795) Klingon D 7

Hull: 12 11 10 9 8 7 6 5 4 3 2 1           
Engines: 10 10 9 8 7 6 5 5 4 3 2 1           
Shields: 5 5 5 4 4 3 3 3 2 2 1 1           
Weapons:
1:X 2:X 3:X 4:X 5:Y 6:Y

X: Medium Phasers: 8/16/24, 1/3+/1/1
Range-Based ROF
[ACE][ACE][ABCD][ABCD][ABCD][BDF][BDF]

Y: Disruptors: 8/16/24, 1/3+/1/1
Piercing; Double Damage
[ABC][ABC][ABD][ABD]

Special: Hyperdrive; Marines (20); Teleporters (10)


I left Drones(Seekers) off the Klingon ships, because it would make it more complicated for them.  But its easy to add them to make a D7D.  These ships have been played by friends and have worked well.  8)

Steven Gilchrist

PS:  I have Romulan designs too, with cloaking device

669

(166 replies, posted in Starmada)

Excellent!
I ordered a book copy of the ISS Book several days ago. 
But, I wanted to know about AFBs and PDS, so I have just ordered, and downloaded the PDF version of these ISS rules. 
I am printing them out now   big_smile

Steven Gilchrist

670

(166 replies, posted in Starmada)

Hello everyone!

I Noticed that the newer SAE Ship designer version 2.0 has Point Defense and AntiFighterBatteries as Special Equiptment options.  :shock: 
Does the Point Defense exist in SAE?  And if it does, does it block all IMP rolls of 1,3,5 as it did in Starmada"X"?  Can it be combined with shields, or screens?
Do AntiFighterBatteries exist in SAE?  Do they work as they did  in Starmada"X"?  I guess that if they did, and a 1 was rolled, and if the fighter had shields (whew!), that the AFB hit would have to penetrate the shields of the fighter in order to destroy it. (?)
Or is the presense of AFB & PDS in the new v2.0 a misprint?

Confused in Jacksonville, Fla, USA  :?
Steven Gilchrist

671

(46 replies, posted in Starmada)

Thanx Paul, I changed the C1 number to 3 from 5 and now there are plenty of SUs left.  I plan to put some cargo on these ships and possibly identify them as...freighters :shock:
When your idea of "change the design", reached the SJG Admiralty, CNO Beowulf was speechless (this has never happened b4!).  He almost passed out...<LOL> lol

Steven Gilchrist

PS:  We are playing Starmada again @ Wardogs today (Sunday), here in Jacksonville @ 2pm.  All are welcome

672

(46 replies, posted in Starmada)

Hi Paul,
Just downloaded and used version 2.3; looks good.   smile
How do I change, increase, the tech range so that my ships do not have minus many hundreds of SUS?
 
Steven

673

(46 replies, posted in Starmada)

Hello Paul,
My roommate was able to download your shipbuilder 2.2 thru Open Office and I am able to make it work!   big_smile
It is excellent.  I noticed that when I used it to design the "USS Misissippi" that is mentioned the CR was only off by 3, but even with all tech levels set at +5, the ship came up at minus 615 SUS.  :shock: 
When I use the mj12games ship designer 2.0, with the engine and weapons tech both set at +3, and the general tech set at +1, there are actually 44 SU left.  I am not sure why this is(?)  Have I forgotten something in the Template or in the designer itself? 
The CR works well, and the engines, screens, weapons, etc come out well.  I have not tried to print out a sheet tho...

Steven Gilchrist

674

(46 replies, posted in Starmada)

Hi Paul,
The engine and weapons tech for USS Mississippi design are both set at +3, and the general tech is set at +1. There are actually 44 SU left.  :shock:
I designed this ship using the most recent SAE Shipdesigner version 2.0 from the website.  The CR is actually 1229. I typed in the CR of a slightly larger ship b4 (100%blond here)<LOL>

Steven Gilchrist; Jacksonville, Fla, USA
PS:  On version 1.9, when I put in 9 for screens, I get 36 of them (!)

675

(46 replies, posted in Starmada)

:!: I tried to design the CR=1261 USS Mississippi using the 1.9 again, but
The CR still remains #N/A..... :oops:
Its frustrating because I like the ability to usa any range for the weapons from 1 to 30, and the way the ranges are printed out and the way weapons with  carronade have "---" in the long range. 
But I cannot make this program work.  0h well.
How is it working for everyone else?
Although I think design good ships, complex computer programs can vex me much! :?

Steven Gilchrist; Jacksonville, Fla, USA