For infantry use the flotilla rules give them 360 fire arc

52

(12 replies, posted in Starmada)

I think he is basing his converson on FC, BUT the guys over at the SFB forums have conversions from SFB to FC smile

53

(45 replies, posted in Starmada)

The Romulan FASA ships on eBay are worth getting, they look 100 times better then ADB's

54

(45 replies, posted in Starmada)

At the begining of the year there was a TMP anouncement from ADB that  Romulan Armada is due out in march.

55

(12 replies, posted in Starmada)

How are the conversions comming along?

Are you going to post them?

56

(12 replies, posted in Starmada)

Sounds like you are on to somthing. Keep me up dated. How about the weapons anything diffrent?

57

(12 replies, posted in Starmada)

I would compare the ships from KA to FC and see if there are is anything that is similar. Look for patterns. I just happen to have both games so lets see......A federation heavy cruiser has 10 hull in KA, now a squadron scale Fed. Heavy Cruiser has 16 hull. Now a federation dreadnought has 16 hull in KA and a Fed. DN in FC has 30 so that's about 1.6-1.9 hull for each FC ship to a KA ship. Looks like engines are pretty static in KA with 6 being normal 7 are your fast ships and 5 are your slow. This should give you a jump start on some of your ships I would probably use 1.7 FC hull points for each point of KA hull pts. Everything else just uses something similar other ships represented.

58

(5 replies, posted in Starmada)

I have glued magnets to the top of my base posts, and drilled holes into my miniatures for a magnet. So no worrys.

59

(14 replies, posted in News)

What kind of changes do you have instore for Ares?

I am also looking foward toward Romulan Armada, I think it was anounced for March?

60

(8 replies, posted in Starmada)

If you are using Starmada X Birgade with the ships I would suggest just using Starmada X.

If you are intrested in more options then that were available in Starmada X then I would Suggest Starmada AE.

Starmada X come out in 2000 and Birgade came out in 2005. Almost five years ago. I know how you feel I bought a game called FNG last week and I heard that they are comming out with a new editon this year. We just have to do a little research before we buy.

61

(24 replies, posted in Starmada)

Listen if you like axis and allies naval then that's the game for you at this point in your life.

When we grow older our tastes change. When I was younger playing Starfleet battles was interesting and fun. Now that I am older, I think a Starfleet battles is slow and tedious. So is Starfleet battles a bad game? NO but my taste in gaming has changed.

A few years ago Starmada was fun for you, now you want a change. Your tastes have changed and you are looking at old Starmada through rose-colored glasses. I don't think this edition of Starmada is more complicated then the last. Building a starship has always been complicated if you don't use the spreadsheet. 

I don't think cricket can make the game any simpler then it is now. 

At Starmada's core are the basic weapon stats, Movement, shields, and Basic fighters. EVRYTHING else is non-essential. You don't need special traits, but they are there if you want them or to model specific science fiction series.

I like this edition of Starmada.

There many options, I don't use them all, but they are there for me if I choose too.

62

(24 replies, posted in Starmada)

Yes the bare bones of Starmada are without the weapon and defensive options. Nobody is forcing you to use options. You can make ships out of the basic Starmada game. That might be an idea for a game here in FL. Hmmmmmmm

63

(19 replies, posted in Starmada)

I would like to see armor plating being able to protect the weapon systems or shields as an option instead of just engines.

64

(3 replies, posted in Starmada)

Could someone make a Klingon Armada Shipbuilder?
With just the options used in Klingon Armada.

65

(11 replies, posted in Starmada)

I had an online match using the  Negali they are very powerful in the game. I don't think that they can lose vs almost anyone else in the book.

Cool was this a solo game?

67

(6 replies, posted in Starmada)

No I ment to convert the Fed Com robot rules to Starmada.

68

(6 replies, posted in Starmada)

Federaton Commander has a set of Robot rules here they are

http://www.starfleetgames.com/federation/Commanders%20Circle/documents/FedCommRobot5.pdf

I also think shorter ranges are better.

In our last game of Starmda at Rapier Convention.

Not one ship had to use its flank arcs unless that is where they put all their weapons.

There was no manuver.

I was also thinking of making ships that can fit all the weapons I need and then doubling the hull so battles will last longer not sure if this will work. I need to try it a few times.

70

(20 replies, posted in Starmada)

Hey Madseason, I am going to concede my two games to Robin.
The cloning problem makes this game about unplayable. The last straw was when Robin set me a log file where he cloned one of my ships, I tried to delete the extra ship and it kept deleting both ships. This problem is just too much when you have 6+ ships on the board and you need to check Ranges, ect.. I have also had another problem when Robin set me a log file there was a Range mark left over. I tried to delete it but nothing worked, and I was unable to measure ranges myself.  Sorry this module or vassal is just too buggy right now. I have deleted everything and re-loaded Vassal and the Starmada module, but nothing has changed.

Thanks for hosting the PBEM games and including me, but I don't want to play this game as it now stands using Vassal.

.............Doug/Inari7

71

(20 replies, posted in Starmada)

My fleets are ready to go.

The only problem, is I have been playing Imperial Starmada and when ever we click on ship Properties we clone our ships.
Somthing is wrong with the vassal module, because it is happining to both of us not just me.

................Doug

72

(6 replies, posted in Starmada)

Not so strange look at the destroyer it has a movement of "1"

73

(49 replies, posted in Starmada)

I guess we had some pretty short games.

Why are the other games taking longer, more manuver?

I would like to hear some AAR of the other battles.

anyone like to play an e-mail game just for fun?

It might be a good idea to make the  hegmony  more long range centirc with inverted range modifiers maybe stealth.

Maybe a longer range weapon then the Empire.

While the Empire is good at close range.

Game 1 Blacklancer99 (Empire) vs. Inari7 (Hegemony)
Constructing the fleet, as the Hegemony player I wanted to try something radical so I choose 9 gunboats.
Type: Rabotnik Class Gunboat (GB) (39)
Hull: 2 1
Engines: [TL0] 8 4
Shields: [TL0] 1 1
Weapons : 1:[2X], 2:[2X], 3:[2X], 4:[X], 5:[X], 6:[X]
Weapons: Battery X: Tertiary Turret (K) TL0, 3/6/9, 2/5+/1/2
[AB] [ACE] [BDF]
Special Equipment
Armor Plating
Thinking my speed would be dominant against the Empires weakness of  no rear firing weapons I failed to use my speed to my advantage. I faced two Empire CC Hood Class cruisers that have amazing close range potential. Mis-judging how fast the Cruisers were going to move placed me at close range and in the ships forward firing arcs of those deadly ships. This was a fatal mistake. Out of the nine gunboats I lost 2, 4 had their engines destroyed and one was weapon less. I only had two untouched gunboats before I surrendered.
My low point was where I shot 24 weapons at one of the Empire cruisers and only scored two damage. The 5+ to hit is a major downfall to the Gunboat design with the Empire's counter measures the gunboats were almost next to useless. I won't put all the blame on the design I did not exploit the Empires weakness of no rear firing weapons. I was out smarted by the Empire player. 

Game 3 Inari7 (Empire) vs. RobinStirzaker (Hegemony)

Fleet composition: Two Hood Class CC Cruisers
Type: Hood Class Control Cruiser (CC) (172)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 3 2 1
Shields: [TL0] 3 3 3 2 2 1 1
Weapons : 1:[XZ], 2:[X], 3:[Y], 4:[Z], 5:[Z], 6:[Z]
Weapons:
Battery X: Heavy Laser Banks (K) TL0, 5/10/15, 2/4+/3/1
Double Range Modifiers
[AB] [AB]
Battery Y: Plasma Cannons TL0, 3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]
Battery Z: Light Laser Banks (K) TL0, 3/6/9, 2/4+/2/1
Double Range Modifiers
[AC] [AC] [BD] [BD]
Special Equipment
Countermeasures
What's not to like about this ship Great speed 5, Good shields, good to hit numbers 4+ (best in the this game) Love the 3 impact on the heavy lasers with a ROF of 2

The only thing I did not like were the Plasma Cannon I would have removed those and taken the Double Range Modifiers off the Heavy Lasers. 

And Counter measures are GREAT when fighting ships with a 5+ to hit.

I choose these ships because they were so simple to run. All I had to do was close and shoot.

My Opponent was running 3 gunboats 1 destroyer, and one Missile cruiser.

He made the mistake of splitting his forces. I destroyed a gun boat at long range, I then closed with his Destroyer and second gunboat, destroying them, in return he dealt me with minor hull and major engine, and weapon damage to one of my Cruisers (The Lord Vader) I had destroyed just enough to win the game.

I never came in range of his Missile Cruiser, if I had it could have changed the game.


Overview

Lots of engine hits, 4 of my Heg ships were engineless and one of my empire ships were by the end of the game. Not sure is that is normal or not.

The Heg ships with a lot of their weapons needing a 5+ to hit against the Empires counter measures seems like overkill to me. It's going to be very interesting how many players win their games as the Hegemony

Over all Vassal provides a good platform I experienced a few minor quirks due to my first time playing on this platform.

Complaints: Sometimes when you move a damage marker off a ship Vassal puts an Evasive Manoeuvre marker on your ship.

When you right click on your ship to check it's status I think the control sheet list should be first not under the ship name change button.


All in all I had fun can't wait for round 2


…………….Doug/Inari7