701

(3 replies, posted in Starmada)

I used to play Starfire heavily in the 80's & 90's.  My friends and I would try to our-design each other.  When I discovered Full Thrust and then Starmada, the same attempts at out-designing continued...  I have several designs that have expendible weapons.  I label these as External Ordinance Racks.   :idea: 
I imagine that to design a Force Beam in Starmada would be fairly easy.  Energy beams would half shields to simulate their ignoring Armor in Starfire.  As for primary beams, who knows!  <LOL>.
You could make range 18 weapons that do 3 damage and call them Capital Missiles with AM warheads, and some with 2 damage and call them standard missiles with AM warheads... 

I enjoy games that allow you to make your own units.  I find Starmada to be even more fun than Starfire was because you can even design your own weapons.  I still play weekly in OrangePark, near Jacksonville, and sometimes with friends down in St Augustine.

Hello everyone! 

Some friends of mine and I are playing Starmada  at Broadsword Comics & Games  Tuesday evenings at 6pm. 
This fine store is located just south of Jacksonville, in Orange Park, at 1871 Wells Road Suite 12. 
It is 1/4 mile east of Blanding Blvd (SR21), and across the road from the Orange Park Mall.  All are welcome.    smile

703

(9 replies, posted in Starmada)

Most of my Starmada ships are designed as 'World War II warships in space', similar to the Star Blazers conversion of the Yamato.  Except for a few ships, my ships  all have their weapons in ABCD arcs or in CDEF arcs.  This means that all weapons can only fire in C or D arc.  All of these ships have Overthrusters which guarantees that they will be able to fire a broadside. 
(Most of my heaviest battleships are now mass 16).   
:!:
The USS Texas and USS Arkansas designs have some heavy weapons in CD arcs to represent the unusual design of these ships, which I have made mass 15 ships. 

When I play, I usually form my ships into a battle line and blast away at the enemy.  Using maneuver and the overthrusters, I keep the enemy in C or D arc.  All of the heavy guns hit on 3+ and fire out to 18.  My battleships have speed 6.   

I only have the heavy guns of the ships represented on my Starmada ships, all in "a" battery. 
The secondary weapons that WW2 ships were armed with are all represented by the Point Defense system that all my ships carry.  This works well.  My ships are similar to the FRAX in Star Fleet Battles.

704

(12 replies, posted in Starmada)

That would be great!   I have many of those scenario/soursebooks from when I played Starfire.  They were very enjoyable to read.  It was good to see all the forces involved and know what each was up against.

We played a 4 player game of Starmada today in St Augustine.   Each player got 3,500 points of ships; 7000 points per side.  I had ablative armor on my battleships pointed the same as if it were hull.  The battle went smoothly, taking about two and a half hours.  Having ablative armor cost the same as an equal number of hull points seemed to be the correct cost and is very user-friendly.  My friends are even now busy adding it to their ships.  Daniel, your idea of   Ablative armor cost = hull cost   is excellent!   big_smile

It makes it easy to use the ship generator programs too.
The way we do it is to design the ship, then decide how much armor you want to add, then increase the ship hull size by that number, and note the new CR.  Then reduce back to the original size, print the SSD and pencil in the armor and the new cost.

For an example, your 15 hull ship costs 1100.  You want to add 10 armor, so  print out the 15 hull ship.   Then on the ship designer, temporarily increase the hull size to 25 and note this costs 200 more.  So on the SSD you just printed, pencil in 10 armor boxes, cross out the 1100 and replace it with 1300, the new CR of the 15 hull ship with 10 Ablative armor added.  Probably the best place to pencil the 10 armor circles is under the shields.  There usually is plenty of room there.  This is how my friends & I up here in N. Fla. have been doing this. 
(I hope we are not in error)   :shock:

706

(80 replies, posted in Starmada)

The above formula is very simple.  Can this formula be used to change fighter's ability to half shields to any of the other weapon abilities?  I would be interested in experimenting with fighters that, instead of reducing shields by half, do "Extra Hull Damage", or even "Repeating"  :shock: 
Obviously, some of the weapon abilities would not make sense on a fighter...

The only person using fighters in the games we play here in Jacksonville is me.  If I have a spare 60 or 120 points, etc, I take along some Long Range Fighters.  If the option to exchange halves seirlds for some of the other weapon abilities were added, I would even design a carrier.

Actually, my experience with the one or two hull small ships is that only limited firepower is directed at them.  They are only in range when my big ships are in range.  So if my opponent fires too many weapons at them, he is not firing less at my BBs.  So often just a little firepower is directed at them.  With 2 or 3 ablative armor, these small ships would survive this shot, and require a second shot to be destroyed, further reducing hostile fire at the big ships.  My small ships now have PDS and level 2 screens, forward firing weapons and spinal mounts.  They strengthen the front shield and usually can only be penetrated on a roll of "6".  Sometimes they are harder to damage than the bigger ships.

I have a plan  to deal with the slower ships referred to in another posting, with only AB arcs.  Keep your fleet the same, but have a small "DDG" = 40 drone carrying ship with one launch bay.  It can launch all 40 drones in 2 turns.  Slow ships are very vulnerable to these.  If possible, have the drones hit the big slow ship not in the front shield, but in a side or rear one.  The turn that these drones are going to hit, get your fleet in range.  The drones will probably reduce his shields and make him vulnerable to that turns firing.  Clobber the big ship with your entire fleet!!!  This works for me every time...

Good idea Daniel,
I will give it a try, with the
cost of Ablative Armor = the cost of hull,
and see what happens.  Hopefully I can convince my friends to let me use ships with Ablative Armor again.

709

(12 replies, posted in Starmada)

This is an excellent idea!  I think that the cost for this should not be different than the cost for regular shielding, much the same as an arc that is "AB"  costs the same as one that is "EF".  This new type of shielding will make maneuvering even more important, as ships try to get behind to the weaker back shields of hostile ships.  It will also make overthrusters more important and challenging to use.   You will have to consider changing facing to either bring more weapons to bear or to bring a stronger shield to face a close hostile ship; can't always do both!

In yesterday's battle here in Jacksonville, a USS California design of mine got behind a friend's ship during the battle.   All of the screens of the target ship were facing forward and it only had PDS for defense to the rear.  My ship has weapons that "re-roll penetration" so  c 3/4 of the hits penetrated.  His ship vanished in a size 3 explosion... :shock:   

If players use this creative shielding, this can happen if someone moves behind you... Maneuver will become more important.   I hope that we are not overwhelming the game designers with too many new ideas.  I love this game, and plan to play it again, and again...  big_smile

Hello everyone,

Three of my friends and I played a 6,000 points-a-side game today.  I played two of my California class BBs, escorted by a DD that carries 40 drones.  The details on these BBs, which have 20 ablative armor, can be found in the Bourbaki Basin.  The battle took c2 hours 45 min.  The usefulness of Ablative armor was conclusively proven.   Yet the cost being too low was also very obvious.  The cost now is three of the ablative armor costs the same as two hull.  Based on analyzing the battle and discussing this with my friends, I think the cost should be that three of the Ablative armor costs the same as four hull.

There were several reasons we think the cost should be doubled.  First, the armor absorbs hits just as hull, but unlike hull, this ab-armor protects shields, weapons, engines, & equiptment completely, until all of it is gone.  It is thus better than hull so should cost more. 

A comparison of these 2 nearly identical ships listed in the Boubaki Basin is useful: 
When USS California takes 18 internals, it looses no systems, just ab-armor, and is still fully effective.  When the previous "refitted USS Mississippi", takes 18 points of damage, its a different story!   Assuming average distribution of hits, the Mississippi will loose 3 weapons, 3 engines, all three shields, 3 equipment, and c6 hull (instead of ablative armor, it has armor plating).  Although repairs can be made, the shields cannot be brought to 3 again, the 3 weapons, if repaired, won't fire as well.  Clearly, the Mississippi is now much more vulnerable, especially if no shields get repaired and it has to rely only on its PDS for protection.  Given the randomness of repair rolls, this can happen.  This also leads me to conclude that the cost of Ablative armor should be increased.   What do others think?

I enjoy having the Ablative armor on my ships, but want to calculate its cost accurately & fairly. 
(Perhaps then my friends will let me use it again) 
We are playing again on Wednesday 7/25.  big_smile

711

(2 replies, posted in Starmada)

Hey, I only live a little over three thousand miles away and ...  I was not invited either! 
(Perhaps the prospect of facing the USS California class was too frightening for their fleets to have comtemplate.<LOL>)   :shock:

In all seriousness, I hope everyone involved had a good time.

The USS California design IS a Starmada Starship design, a refit of the previous one.
It is outfitted with the "Ablative Armor" that people have been chatting about in the forum and experimenting with.  I have decided to join in the experimentation. big_smile

USS California   CR = 1317

This ship is the previous "refitted ship"  with armor plating deleted, and  20 Ablative Armor added. big_smile   
It is another refit of the most common capital ship in my fleet and I think of it as being size 12 hull with {reinforced hull+extra crew} as the 'Compendium ships can have. These warships would be escorted by drone carrying destroyers, and small one hull PT boats. There are only a few cruisers in my fleet and still no 'carriers.

Hull: 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: 6 5 4 3 2 1
Shields: 3 2 1
Ablative Armor: 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

Weapons: [a] Heavy Guns {6/12/18, 3+, 2/1/1, Rerolls penetration dice}
ABCD ABCD ABCD ABCD ABCD ABCD
CDEF CDEF CDEF CDEF CDEF CDEF

Special Equipment:
Hyperdrive [0], Long Range Sensors [0], Point Defense [0], Overthrusters [0],
Sunbursts[000],
Security Team [00000], Battle Satellites [0000000000], Launch Bay [000], 
Science Lab, Marine Squad [0]

Damage rolls = Ha/E/H/S/H/Q

The 24 hull DNs that I frequently play may seem a little big.  But I think of the "refitted USS Mississippi" class as being 12 hull ships with the 'compendium-style Reinforced Hull.  It is an effective design, but from time to time, one of them has been destroyed. 

The 5800 point battle that we played on Wed in St Augustine involved ships of all sizes from 10 hull spinal-mount CR = 262 to the 24 hulled DNs.  The entire battle took less than 3 hours to play, even with battle satellites, and long-range fighters involved.  It was a blast. 

The smooth play of Starmada makes even large battles such as these easy to handle.  Again, my complements to the designers. 

Having to keep the enemy in "C" or "D" arc is a challenge, but overthrusters help... I use the level 3 shields as screens. Keeping them up in the right direction is definitely not always easy. :shock:

Twenty Ablative-Armor may sound excessive; but hey, if ur gonna protect ur ships, Protect them well :!:
Ironically, there is a parallel in what we are doing and the game Full Thrust, which my friends and I played 'til we discovered Starmada. 
With most Full Thrust weapons, any hits a ship takes go first to armor.  As a result, my ships in that game had lotsa armor; almost as much as they had hull.  Just like the Ablative-armor editions of the refitted Mississippi class BBs
Then the Kre'Vak came in with Kinetic Penetration Weapons.  These did only one armor per hit, then the rest of the damage was all hull damage.   As a result, I changed all of my Full Thrust ships to have adequate armor, and lotsa hull. 
A weapon that one of my friends used yesterday, down in St Augustine, is similar to these "K-guns.  His weapon is: {range=18, 3+ to hit, 3/1/3, with "double hull hits" taken twice}.  We presumed that this weapon ability from the ship designer that works with Open 0ffice means 'extra hull damage'.  So each hit that gets thru does six hull hits +  3 damage-roll hits.  He also had 2 TD&R on this ship; Very brutal.  If these become more popular, it will be better to have Armor plating back, even if it means deleting the Ablative armor. 
I am not sure if a ship can have both... :?

Hello again Marcus,

I played Starmada today, and am playing again Sunday. 
:idea: I have made an Ablative-Armor version of the 24 Hull  "Improved USS Mississippi" that is listed in the 'Basin.  I calculate that by dropping the Armor Plating, and adding 20 Ablative Armor, this ship's CR becomes 1317. 
(Please let me know if this is inaccurate).   

I plan to play 2 of these battleships with escorts in a big battle that 4 of us are playing @ Wardogs here in Jacksonville on Sunday. Each player gets 3000 points, two players on a side.   I will let everyone know how this turns out. 
[The game today in St Augustine was awesome; Sunday's should be excellent also]

717

(15 replies, posted in Starmada)

I am curious, how do those Starmada players who use Full Thrust vector movement, etc. handle overthrusters :?:

:idea: Try the same ships again, but make only this one change:  Increase the amount of hull & ablative armor.  Let one ship have  16 hull and the other ship have 10 hull with 9 ablative armor.  This should make a difference.  At the point where each ship has had 9 hits get thru their shields, the Ablative armored ship will have all of its systems intact.  The nine internals on the 16 hull ship will knock down shields, knock out weapons & engines.  It should impair its fighting ability.  Although it should have 11 or 12 hull left vs the 10 on the ablative armored ship, the loss of weapons, shields, and engines will leave it with less combat ability.  0r, at least, logic and statistics would predict this.  :shock:

719

(7 replies, posted in Starmada)

Before discovering Starmada, my friends in south Florida and I played Full Thrust.  We used the cinematic movement that Marcus accurately describes and analyses.  My ships tended to be a little slower, but had many long ranged weapons.  The designs were similar to the Starmada designs I use now.  Some friends had very fast ships that would zip in and out of battle going from far out of range to sometimes pointblank range.  It made fro some interesting games!  If Starmada gamers decide to use this method, make sure you have Overthrusters.  These allow you to compensate for the unpredictable maneuvers of your opponents.  (They are unpredictable to you, as well as to them!)

I personally prefer the simple manuvering system that the Starmada games has.  If players wanted to make smaller ships more nimble, a chart similar to what the Starfire game has would not be to hard to put together.  This chart has biger ships unable to turn as quickly as smaller ones.  The bigger the ship, the more strait movement between turns; that is a bigger turn mode.

Since discovering Starmada, we have not played a single game of Full Thrust.

720

(36 replies, posted in Starmada)

Perhaps a lesson from USA Naval history could help. 

Compare the battleship USS Iowa to the light cruiser Cleveland.  Both ships could do 33 knots.  Fully loaded, the Iowa displaces 55,000 tones and is 888 ft long.  The fully-loaded USS Cleveland displaced 13,000 tones and was 610 feet long.   

Yet both ships had the same turning radius.  That is, the Iowa could turn around as quickly, and in as short a distance as the smaller cruiser!

So the idea of a 26 hull DN turning as quickly as an 8 hull cruiser with the same speed, is Not Unreasonable...

During today's Starmada Compendium game in St Augustine with my gaming friends there, We all agreed that its a good game, but the time has come to move to the Starmada X version. 

My friends all have the rules for Starmada Compendium.  They r gonna down load the revisions. And I lent them one of the copies of Starmada X that I have.

We are playing on Sunday, July15th @ 2pm here in Jacksonville at Wardogs on Beach Blvd.  All are welcome.  We will choose sides and I will introduce them to Starmada X.

During today's Starmada Compendium game in St Augustine with my gaming friends there, We all agreed that its a good game, but the time has come to move to the Starmada X version. 

My friends all have the rules for Starmada Compendium.  They r gonna down load the revisions. And I lent them one of the copies of Starmada X that I have.

We are playing on Synday, July15th @ 2pm here in Jacksonville at Wardogs on Beach Blvd.  All are welcome

Hello everyone,

:arrow: I am playing a game of Starmada Compendium with friends down in St Augustine.  big_smile   
I noticed that Daniel wrote
"Frankly, I would rank the introduction of PDS right below banked weapons on my list of things that should never have been tried".
Hmm...  My fleet that I am using is similar to the one I use in Starmada X, except that these ships have simple ER Laser cannon = {3+; 1-6, 7-12, 13-24, in triple banks(!)} :oops:
Whoops! All of my 'Compendium ships have banked weapons, and PDS w/level 3 shields. :shock:   
[Embarrassed Admiral Beowulf hides in command chair<LOL>] :wink:
Some of my St Aug. friends there use banked weapons, some don't.  I am patiently trying to convert them to StarmadaX...
Will let everyone know how it goes  :!:

724

(36 replies, posted in Starmada)

Hello,

Great post! big_smile     Today I played 2 games of StarmadaX against a friend of mine.  His ships have 12 batteries of weapons that are R=18, 3+, 2/1/2, Increased penetration.  He had 4 of these 15 hull, speed 7 ships with LRS,PDS, & Lv 3 shields.  The increased penetration is brutal! :shock:   He won the first game. :?   I had three of the "improved Mississippi" DNs (listed in the B-Basin). 

:idea: For the second game, I had my 3 dreadnoughts use Evasive Maneuvers.  This EM did the trick because while we both had the same reduction in to hit probability, he also lost a lot of PEN dice.  His ships did not have overthrusters, and with his weapons firing only in a&b arcs, I was also able to outmaneuver him at medium range, and only 1 of his ships had a shot.
[All of my ships have overthrusters!] smile 

But as Marcus noted, I was tempted to find an "engineering solution" to deal with Increased Pen.  When I got home and saw that adding ECM would raise my ship's cost by 221, I decided I would bring some fighters along to screen the ships.  The solution to this was a tactical one, not an engineering one.  Also, the 221 CR increase each ship would have to add ECM will add lotsa Long Rang Fighters...  I try to make my ships good all around, not designed for one particular person.  My fleet gets used up here in Jacksonville as well as in S. Fla. :!:

725

(8 replies, posted in Starmada)

:? Well, if there is gonna be testing for the weapon ability that Ignores PDS, will there be an "Ionic PDS", one that cannot be ignored.  This would parallel to ionic shields which cannot be "ignored"<LOL>.  If so, what would be the cost.  I enjoy PDS and don't mind it be difficult to get thru.  I just hammer and hammer, and hammer 'til the enemy ships are gone... big_smile   

:idea: The weapon ability "Rerolls Penetration" is a great counter to either shields &/or PDS.  I think its better than taking "Ignores Shields" because if the enemy ship has ionic shielding or just PDS, you wasted the extra CR cost.  :shock:   And if "Ignores PDS " becomes official, and you encounter a ship with level 5 shields, again, you have wasted the extra CR.  :shock:   What does everyone think about my conclusions?  If you go to the Bourbaki Basin forum and checkout the modified "Mississippi" DNs; the main weapons of these ships has only "Rerolls Penetration" as a weapon ability... smile