676

(19 replies, posted in Starmada)

Stupid spambots.

677

(2 replies, posted in Starmada)

Ploy? Link, please.

678

(127 replies, posted in Starmada)

BeowulfJB wrote:

Have the costs of any of the weapon traits, arcs, ranges, or thrust, hull, armor increased in the last several days on the Drydock?

I made a tweak for some testing purposes, and forgot to put it back. It is fixed now.

679

(127 replies, posted in Starmada)

CD = 1.16
RT = 2.04

I assume the PDFs will be available via e23.sjames.com. I have no knowledge of when that might occur.

The plan is still to provide a short update document that would allow players to covert the ships from the Admiralty books; again, ETA is indeterminate at this time.

murtalianconfederacy wrote:

I think you know the question I'm about to ask--do they contain bases? I'm guessing so, since SAE RA did, but...

The ships in each book remain the same.

Also, are you shipping them or is ADB handling the shipping?

If you order from the mj12games site, we do the shipping.

Majestic Twelve Games is thrilled to be offering new versions of Klingon Armada and Romulan Armada, updated for use with the Nova Edition of Starmada: The Universal Game of Starship Combat.

Klingon Armada is a sourcebook for Starmada that gives players the chance to enter the rich and vast playground of the Star Fleet Universe. This product contains all of the rules options, additions, and starship designs necessary for players to pit forces of the Klingon Empire against their perpetual enemies, the Star Fleet of the United Federation of Planets. Romulan Armada is a sourcebook which contains all of the rules options, additions, and starship designs necessary for players to include forces of the Romulan Star Empire in their Star Fleet Universe games.

Each of these products stands alone -- while ownership of the Starmada Nova Rulebook is recommended, it is not required. The essential Starmada rules are included in both Klingon and Romulan Armada!

Both books are available from the Majestic Twelve Games web site: www.mj12games.com/starmada/

683

(8 replies, posted in Starmada)

underling wrote:

Although I'm not sure I understand the logic behind having minuses to hit just because the target has the double or triple damage, or catastrophic damage traits.

The meta-game reason is that otherwise, players would never design seekers with traits like Dx2 or Dx3, since such weapons can be shot down more efficiently than weapons with 2x or 3x the attack dice.

The in-game reason is that such weapons are probably much larger than "normal" seekers, and thus take more damage to destroy.

684

(8 replies, posted in Starmada)

underling wrote:

If a weapon attacking a seeking weapon has the double damage trait, then it has an additional -2 to hit.

No, he had it right to begin with. The modifiers on p.25 all apply to traits possessed by the SEEKER (i.e. the target) not the firing weapon.

685

(4 replies, posted in Starmada)

Not sure I understand the question... the Rules Annex is for the Admiralty Edition, which is superseded by the new Nova Rulebook. So, if you want to stick with SAE, you should get the Annex. If you want to jump into the Nova edition, you need to get the new rulebook.

686

(3 replies, posted in Starmada)

Correct -- although under normal circumstances it is impossible to check off all 5 thrust/ecm/shield/weapon boxes, anyway. 2 damage checks x Max. of 2 boxes per check = 4 boxes.

687

(12 replies, posted in Starmada)

Andromedan wrote:

Now, why Phaser-3s would get it (and why they have Anti-Fighter in SAE) would be because of the purpose of the Phaser-3s which is purely defensive.

Yes.

688

(9 replies, posted in Starmada)

Glad to hear he's giving Nova another shot, but now I'm curious about the SAE vs. Nova thing...  big_smile

689

(5 replies, posted in Starmada)

Blacklancer99 wrote:

Am I the only one that thinks this would be a snazzy thing to "sticky" for those drifting in, new to the system?

Good idea.

690

(5 replies, posted in Starmada)

Here are some links:

Attack Dice: http://www.mj12games.com/forum/viewtopic.php?f=2&t=3579

Movement: http://www.mj12games.com/forum/viewtopic.php?f=2&t=3583

Defenses & Damage: http://www.mj12games.com/forum/viewtopic.php?f=2&t=3585

Fighters: http://www.mj12games.com/forum/viewtopic.php?f=2&t=3620

691

(9 replies, posted in Starmada)

In general, you cannot move in order to directly reduce the effectiveness of seekers, either by increasing the range or moving out of arc. However, you can move into position to take advantage of covering fire from other ships in your fleet.

692

(6 replies, posted in Starmada)

Blacklancer99 wrote:

I'm glad you are thinking in terms of objectives, to me they really spice things up.
Most of my objective ideas are too complicated for this type of elegant system  smile  I have yet to write any them down, but a few I have tried out are scenarios based on Auxiliary systems. ie where the defender had to protect cargo ships trying to get to the far side of the board while the enemy tries to destroy them; The defender gets VPs for Cargo SUs that survive, the attacker for Cargo SUs destroyed. Also tried an "Evacuation" scenario where transport ships had to start in planetary orbit in the center of the map, and remove (X) number of Transport. Other defending ships had to be within 6 hexes of the planet and the attackers held the Edge that the transports had to cross to survive. VPs were based on Transport SUs that survived or were destroyed.

Two things that are important for this particular system:

1) The objectives should not depend upon a player having specific types of ship in his/her fleet (e.g. cargo, transport, etc.) since the intent is to only determine objective AFTER fleets have been selected.

2) I prefer objectives that have a percentage effect on VPs, rather than adding or subtracting a set number of VPs, so there's no need to change/scale the objective based on the size of the battle.

693

(9 replies, posted in Starmada)

OldnGrey wrote:

My understanding was that the seeker's attack dice are calculated at launch which would include such things as flares.
When the counter is flipped is is considered to have already reached the target but not yet made the attack, which is why ships other then the target use their range to the target to calculate any firing at the seeker.

Yes.

694

(6 replies, posted in Starmada)

Blacklancer99 wrote:

I particularly like the "Break Point" component, which seems like it could even be a stand-alone addition to games even if you don't use this scenario generator. After a couple of quick read throughs it seems like it would be easy enough to modify the final break point number to include fleet morale (the better the morale the less likely to "break"). Could be a way to squeeze in a command modifier somewhere as well.

Yes, I agree. However, "breaking" has nothing to do with winning or losing... only with when the game ends. Your fleet might "break" before your opponent, but if you scored more VPs, you win the scenario.

If the breakpoint was to play a role in winning/losing, we'd have to come up with some point-costing implications.

For now, I was actually thinking of combining both player's fleets into a single number: e.g. if I have 7 ships and you have 5, the scenario breakpoint is 24.

Blacklancer99 wrote:

I personally like defined missions/goals for a scenario

Speaking of, one thing I didn't include because it's not complete yet is the idea of defender objectives. Each objective would alter the way in which the defender gains VPs, and subsequently changes his VP modifier.

For example, if a defender has the "breakout" objective, he gains VPs for destroying enemy ships and for exiting his own ships off the attacker's edge. This would factor the VP modifier by 50% -- thus, if Dan had the "breakout" objective in the above example, he will need to have scored 692 VPs (71 more than Kevin!) in order to claim victory (692 x 1.80 x 0.50 = 622).

Other ideas for defender objectives:

* Hit & Run: double the VP value for damaged/crippled ships, but score VPs for destroyed ships normally. (x70%)

* Delaying Action: Beginning on turn 2, the defender can exit one (and only one) ship off his own board edge during each Movement Phase. Every ship exited in this manner awards the defender 50% of its combat rating. The attacker still receives VPs for having damaged or crippled escaping ships. (x80%)

* Others?

695

(6 replies, posted in Starmada)

Working on this for another project, realized it might be easily cross-fit to Starmada. In need of feedback/playtesting.

STARMADA SCENARIO GENERATOR

Step 1: PICK YOUR FLEET. No restrictions here. You choose one fleet list, your opponent chooses another.

Step 2: DETERMINE SCENARIO SIZE. This is done either by mutual agreement, or randomly:

1) Very Small: 500 pts.
2) Small: 700 pts.
3) Medium: 900 pts.
4) Large: 1100 pts.
5) Very Large: 1300 pts.
6) Epic: 1500 pts.

The number is the base fleet limit for the scenario.

Step 3: PLACE BIDS. Each player secretly bids a certain amount of points. The winner gets to choose whether to be the attacker or the defender for the scenario. The attacker is defined as the more aggressive side, regardless of the overall strategic situation, and will receive an average of 30% more ships.

Step 4: DETERMINE ATTACKER'S ADVANTAGE. Roll two dice. The LOWER result indicates the attacker's point advantage:

1) Slight: +10% (120%)
2) ???: +20% (150%)
3) Strong: +35% (180%)
4) ???: +45% (210%)
5) ???: +60% (260%)
6) Overwhelming: +75% (310%)

The number in parentheses is the defender's VP Multiplier (see below).

Step 5: CHOOSE YOUR SHIPS. The fleet limit for each side is determined as follows:

* Attacker: (Fleet Limit - Bid Amount) + Advantage Bonus
* Defender: Fleet Limit - Bid Amount

Step 6: DETERMINE BREAK POINTS. Once fleet compositions have been determined, total the number of ships on each side, and multiply by 2. This is the side's "break point".

Step 7: PLAY THE GAME. Whenever a ship is destroyed, roll one die, and add the result to a running total for that side. Whenever one side's running total equals or exceeds its break point, the game ends.

Step 8: DETERMINE THE WINNER. Each side now totals the VPs scored for ships damaged, crippled, and destroyed. Damaged ships are worth 25%; crippled ships are worth 50%; destroyed ships are worth 100%. Apply the VP Multiplier to the defender's total.

EXAMPLE:

1) Dan and Kevin are playing a game. Dan chooses the Imperial Starmada; Kevin is playing the Kalaedinese Expanse.

2) One die is rolled, coming up 4; this indicates a Large scenario (1100 pts.).

3) Dan bids 50 points; Kevin bids 75. Kevin wins, and elects to be the attacker.

4) Two dice are rolled, coming up 3 and 5. This indicates a Strong attacker's advantage, which gives Kevin a bonus of +35% and Dan a VP Multiplier of 180%.

5) Kevin's fleet limit is 1386 ((1100 - 75) + 35%). Dan's fleet limit is 1050 (1100 - 50).

6) Kevin's fleet consists of 8 ships. Dan's fleet consists of 6 ships. Kevin's break point is 16; Dan's break point is 12.

7) The game is played. Kevin loses 2 ships, and has a loss total of 8 (5 + 3). Dan loses 4 ships, with a loss total of 15 (3 + 4 + 4 + 4). Dan's fleet has reached its break point, and the game ends.

8) Kevin has scored a total of 621 VPs. In order to win, Dan must have scored at least 346 points (346 x 1.80 = 623).

696

(9 replies, posted in Starmada)

madpax wrote:

Movement is easy. More to the point, how do you intend to take care of combat as those two editions have drastically different combat systems. In fact, AFAIK, it's impossible to use one against ship profiles of the other...

Don't tell me something's "impossible", or else I'll start finding a way to make it happen. smile

These are just back-of-the-envelope suggestions... do NOT take them as Gospel.

* When using an SAE ship to attack a Nova Edition ship, follow the Admiralty attack process as normal; however, the only damage that matters is hull damage -- i.e. ignore any damage dice that come up even.

* When using a Nova Edition ship to attack an SAE ship, follow the Nova attack process as normal; however, instead of checking off one hull box per hit, roll one die per hit and follow the SAE damage allocation process.

I'm sure there are plenty of special cases I'm not thinking about right now...

697

(2 replies, posted in Starmada)

Andromedan wrote:

If I have a weapon bank that is:

Phaser-1 [FX2][AX2]

If a target is in SR arc (i.e. includes both weapon arc), do I need to fire the Phaser-1 bank twice with a -2 modifier?

Or can a weapons bank only fire once and the above needs to be re-done to make the arcs mutually excessive? Something like:

Phaser-1 [SR0][PR0][FF2][AA2]

A quick note on terminology -- what you've listed above is a "battery" with two "banks", one firing FX and one firing AX.

So, you can either fire each bank separately, with a -2 attack modifier each time, or make a single attack with a zero modifier (-2 + 2 for the combined fire option).

698

(13 replies, posted in Starmada)

FWIW, I've tweaked the online ship drydock so that it shows the number of weapons in each battery.

699

(1 replies, posted in Starmada Nova)

Yes.

700

(9 replies, posted in Starmada)

The theory is that point costs between the two editions should be roughly equal.