Here is the Four Turret BB that I used in S.Fla. last month:

USS ARIZONA (700)
-Tech: Engines +2; Shields +2; Weapons +2

Screens: 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

Hull: 13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1
Weapons: 28-24-20-16-12-8-4
Shields: 3-3-3-2-2-1-1

14"PlasmaGuns  (6-12-18) 1×3+/1/3
GHIJK3 ☐| GHIJK3 ☐| HIJKL3 ☐| HIJKL3 ☐ // (2)

Secondary PlasmaGuns (4-8-12) 1×3+/1/1
HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐ // (3)

CIWS (0-1-1) 3×2+/1/1 (Dfn)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Stbd ☐ // (0)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐☐☐☐☐☐ // (6)
Traits: Cargo (5); Repair (4)

52

(52 replies, posted in Starmada)

My personal designs tend to have almost twice as much armor (screens) as hull, with level three screens.  I like the heavy armor to delay as long as possible losing any weapons.  I like my ships to go down fighting. 
My StarTrek type designs have the same amount of screens as armor.  I also give the Photon Torpedoes, disruptors, and phasers a maximum range of 18.   I use these  designs for new players to use because they are simpledesigns.
Here is a Constitution class Federation BC:

Federation BC (600)
-Tech: Engines +2; Weapons +2

Screens: 11-10-9-8-7-6-5-4-3-2-1
Hull: 11-10-9-8-7-6-5-4-3-2-1
Engines: 5-5-4-3-2-1
Weapons: 21-18-14-11-7-4
Shields: 4-4-3-2-2-1

Phaser (6-12-18) 1×3+/1/1
ABCD ☐| ABCD ☐| ABC ☐| ABC ☐| ABD ☐| ABD ☐ // (3)

Photon Torpedo (6-12-18) 1×3+/1/5 (Pr1)
GHI ☐| GHI ☐| GHI ☐ // (2)

Point-Defense Phaser (2-4-6) 1×3+/1/1 (Dfn)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Overthrusters ☐| Tractor Beam ☐☐☐☐ // (3)

Marines : 2-1

The Klingon D7 is also a 600 point ship.

53

(25 replies, posted in Starmada)

Sounds great!  I would like to see what you have made.

54

(52 replies, posted in Starmada)

Congratulations on becoming a father.  Hope all goes well.  big_smile

55

(12 replies, posted in Starmada)

Hello everyone,
My friends & I here in Jacksonville usually play twice a week. 
Last game my opponent brought a ship in his force that cost c2300 that had three countermeasures, level 5 shields, 10 armor and c20 hull along with mediocre weapons.  I had every ship fire at it and rolled well.
Here is the SSD of the four formidable DDGs that I used in the battle to support the BBs:

SNS Dorsetshire  (250)
-Tech: Engines +2; Shields +2; Weapons +2
Screens: 5-4-3-2-1
Hull: 6-5-4-3-2-1
Engines: 4-3-2
Weapons: 22-15-8

Laser Guns (3-6-9) 1×3+/1/1
ABCD ☐| ABCD ☐ // (1)

Plasma Missiles (6-12-18) 1×3+/1/5 (Fcs; Slw; Slw)
CD2 ☐| CD2 ☐| CD2 ☐| CD2 ☐| CD2 ☐| CD2 ☐ // (3)

Plasma Missiles (6-12-18) 1×3+/1/5 (Fcs; Slw; Slw)
CD2 ☐| CD2 ☐| CD2 ☐| CD2 ☐| CD2 ☐| CD2 ☐ // (3)

CIWS (0-1-1) 3×2+/1/1 (Dfs)
360° ☐| 360° ☐| 360° ☐ // (2)

Equipment: Hyperdrive ☐| Overthrusters ☐| Tractor Beam ☐☐☐ // (3)

His ship took a hammering and enough of the Plasma Missiles got thru his shields when I rolled five 6s for penetration to wreck his ship.  Then next turn it was demolished.  Level three countermeasures with level 5 shields is a strong defense, but not invincible...
Cheers

56

(51 replies, posted in Starmada)

Hello everyone,
I am in South Florida this weekend and played a 3200 point game against Gaming-Glenn &teamed with my father.  I used six Ds and thee BBs.
Four of the DDs had two launchers for seekers.  These four-hull DDs cost 125 each the seekers they launched were speed 12, and were  1x3+/5/5; very powerful.  My fleet launched eights flights of these per turn, and I focused all eight flights on one ship per turn.  These seekers dominated the game.  One of my dad's 700 point BB with level 3 shields was hit by 19 of 48 missiles after lots of AA fire.  The ship took 235 points of damage and vanished.  Another One of Glen's damaged 800 pt BBs was also wiped out.  His biggest ship was targeted by a flight of eight seekers and had to move out of the battle.  These DD-TTs were 500 of 3200 points and did over half of the damage.  The three BBs I played did not do nearly as much harm as the seekers.
We have concluded that seekers, as they are now are just too powerful, so we are not gonna use them again.
Thoughts?

57

(7 replies, posted in Starmada)

Hi Glen,
Your Borg Cube sounds great, and formidable.  It would be great to play against it next week.
Cheers

58

(7 replies, posted in Starmada)

Regeneration is intriguing.  Would it only regenerate lost hull or would it also regenerate lost Armor (screens) also?
Would the procedure be to roll a dice for each hull (& armor?) lost and the lost box regenerates on a roll of 5 or 6?

59

(2 replies, posted in Starmada)

Looks great, I like the detail.  8-)

This is very clever.  Can you make a version that does not use Carronade?

Hello,
here is another simpler design:  :geek:

SNS ARIZONA (600)
{Tech: Engines +2; Shields +2; Weapons +2}

Armor: 29-28-27-26-25-24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Hull: 13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1
Weapons: 23-20-17-14-10-7-4
Shields: 3-3-3-2-2-1-1

14"PlasmaGuns Triple Turret (9-18-*) 1×3+/3/2 (Crn)
GHIJK ☐| GHIJK ☐| HIJKL ☐| HIJKL ☐ // (2)

Secondary PlasmaGuns (6-12-*) 1×3+/1/1 (Crn)
HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐ // (3)

AA PlasmaGuns (2-4-6) 1×3+/1/1 (Dfn; Rpt)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐☐ // (4)
Traits: Cargo (5); Repair (5)

62

(12 replies, posted in Starmada)

This afternoon, my friends and I played a game.  One of my friends built a fragile ship with SIX countermeasures on it.  My ships would not be able to hit it(!)  Fortunately, I brought a CVE with five squads of fighter.  His ship had no AA, no shields, and no armor. 
The fighters chewed it up. 
I junked also junked my ships with Pr1 and upgraded their weapons.  Will post this on the'Basin.
Cheers

63

(51 replies, posted in Starmada)

Hello everyone,
The games that we had played here in Jacksonville with seekers demonstrated that speed 12 was plenty.  When we used some of the book ships, we changed their Pnp trait to Dfs on point-defenses to allow them to fire b4 getting hit.  The cost is the same and it made those ships with point-defense more effective against seekers and fighters. 
If we do re-allow seekers in games that we play here in Jacksonville, the idea of limiting the number of seekers a ship can fire based on its mass (like fighter launch) seems to be a balancing solution.
We play twice a week and I have been having much fun. 
Cheers.
Steven

64

(51 replies, posted in Starmada)

Let me see if I understand this; the Kizinti use seekers, conquer the galaxy and all become... cat-food  :!:   tongue   <LOL>
PS:  I posted the BB with Mdl in the 'Basin

Here is another version of my Four Turret design with Modulating as a trait for the main battery.   :shock:

SNS ARIZONA (700)
-Tech: Engines +2; Shields +2; Weapons +2

Screens: 29-28-27-26-25-24-23-22-21-20-19-18-17-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1

Hull: 13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1
Weapons: 24-21-18-14-11-7-4
Shields: 3-3-3-2-2-1-1

14"PlasmaGuns Triple Turret (9-18-*) 1×3+/1/4 (Crn; Mdl)
GHIJK ☐| GHIJK ☐| HIJKL ☐| HIJKL ☐ // (2)

Secondary PlasmaGuns (6-12-*) 1×3+/1/1 (Crn)
HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐ // (2)

AA PlasmaGuns (3-6-*) 1×3+/1/1 (Crn; Dfn; Rpt)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐☐☐☐ // (5)

Traits: Cargo (3); Repair (2)

I will try this out this week.
Cheers

66

(51 replies, posted in Starmada)

I like the idea of limiting the number of seeker flights based on the ship's hull size.  We may try that.  Perhaps we should use this when we plan down in S.Fla.
The USS Arizona design with the Mdl only has this trait on the main 14"PlasmaGuns, but otherwise is the same design.  It raises the ship's cost to (700).
Cheers

67

(51 replies, posted in Starmada)

Hi Glen,  good to see you here on the forum again.   I like what you have suggested.  We have just agreed to stop using seekers. 
Now we are experimenting with using Modulating as a trait.  I have 700 point version of my USS Arizona design with Mdl on the main battery... :ugeek:

68

(51 replies, posted in Starmada)

That is an interesting idea.   :idea:
I will see what my gaming friends think.
Cheers

69

(51 replies, posted in Starmada)

Hello everyone, my friends & I have been wrestling with how to make seekers less overpowering. Open to suggestions.
We have been playing Starmada here in Jacksonville twice a week. The last two games we played involved large amounts of seekers, speed 12, 1x3+/1/5. They are nasty. On Wednesday 1/31, we played a game with c5,000 points a side. My opponent was able to fire 110 of these drones each turn. It was impossible to shoot all of these down. His "C-G" has a PV=320 and fires 80 of these each turn. On my side, two ships survived but managed to destroy the cruiser, the only loss my opponent had. Our other five ships were obliterated. We can think of no way to limit these very powerful weapons, so we are going to prohibit them unless a reasonable solution is found. These seekers do not come from expendables, but fire Every Turn.
Any seekers on the book ships will still be allowed so these will be the only seekers in our games for now...
Does anyone have any idea on how to balance or limit these seemingly over-powerful weapons. They are Brutal....
Cheers
PS: Here is my design to counter my friends ship before we decided on a seeker-ban:

Volcano-class BCG (500) -Tech: Weapons +2

Hull: 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1-1
Weapons: 46-41-35-29-23-18-12-6

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

AA PlasmaGuns (2-4-6) 1×3+/1/1 (Dfn; Rpt)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Overthrusters ☐| Tractor Beam ☐☐☐☐☐☐☐☐ // (5)
Traits: Cargo (6)
I have not used this ship yet, but imagine that it would be devastating because it fires 30 seekers each turn that ignore shields...
S.O.S.  <LOL>

70

(8 replies, posted in Starmada)

:idea: Perhaps a simple way to have escort is for a weapon or battery to have Dfs twice.  That would allow that battery to fire to help another near-by ship under attack by seekers or fighters.
Thoughts?

71

(11 replies, posted in Starmada)

Hello everyone,
We have been playing Starmada here in Jacksonville twice a week.  The last two games we played involved large amounts of seekers, speed 12, 1x3+/1/5.  They are nasty.  On Wednesday we played a game with 5,000 points a side.  My opponent was able to fire  110 of these drones.  It was impossible to shoot all of these down.  His C-G has a PV=320 and fires 80 of these each turn.  On my side, two ships survived but managed to destroy the cruiser, their only loss.  Our other five ships were obliterated. We can think of no way to limit these very powerful weapons, so we are going to prohibit them unless a reasonable solution is found.  Any seekers on the book ships will still be allowed so these will be the only seekers in our games..
Does anyone have any idea on how to balance or limit these seemingly over-powerful weapons.  They are Brutal....
Cheers
PS:  Here is my design to counter my friends ship before we decided on a seeker-ban:

Volcano-class BCG (500)  -Tech: Weapons +2

Hull: 16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1-1
Weapons: 46-41-35-29-23-18-12-6

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

X-ray Laser Missiles (MA 12) 2×3+/1/3 (Mdl)
CD ☐| CD ☐| CD ☐| CD ☐| CD ☐| CD ☐ // (3)

AA PlasmaGuns (2-4-6) 1×3+/1/1 (Dfn; Rpt)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Overthrusters ☐| Tractor Beam ☐☐☐☐☐☐☐☐ // (5)
Traits: Cargo (6)
I have not used this ship yet, but imagine that it would be devastating...

72

(52 replies, posted in Starmada)

Here is the Klingon D7 that I plan to use at the Rapier2018 Gaming convention here in Jacksonville:

Klingon BC (600)
-Tech: Engines +2; Shields +1; Weapons +2

Screens: 11-10-9-8-7-6-5-4-3-2-1

Hull: 11-10-9-8-7-6-5-4-3-2-1
Engines: 6-5-4-3-2-1
Weapons: 16-14-11-8-6-3
Shields: 4-4-3-2-2-1

Phaser (6-12-18) 1×3+/1/1
ABCD ☐| ABCD ☐ // (1)

Disruptor (6-12-18) 1×3+/1/4 (Pr1)
GHI ☐| GHI ☐| GHI ☐| GHI ☐ // (2)

Point-Defense Phasers (2-4-6) 1×3+/1/1 (Dfn; Pnp)
360° ☐| 360° ☐| 360° ☐| 360° ☐ // (2)

Equipment: Hyperdrive ☐| Overthrusters ☐| Tractor Beam ☐☐☐☐ // (3)

Marines : 6-5-4-3-2-1

73

(52 replies, posted in Starmada)

Hello everyone.
Here is my version of the Federation Constitution class:

USS CONSTITUTION (600)
-Tech: Engines +2; Weapons +2

Screens: 11-10-9-8-7-6-5-4-3-2-1
Hull: 11-10-9-8-7-6-5-4-3-2-1
Engines: 5-5-4-3-2-1
Weapons: 20-17-14-10-7-4
Shields: 4-4-3-2-2-1

Phaser (6-12-18) 1×3+/1/1
ABCD ☐| ABC ☐| ABC ☐| ABD ☐| ABD ☐ // (3)

Photon Torpedo (6-12-18) 1×3+/1/5 (Pr1)
GHI ☐| GHI ☐| GHI ☐ // (2)

Point-Defense Phaser (2-4-6) 1×3+/1/1 (Dfn; Pnp)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Overthrusters ☐| Tractor Beam ☐☐☐☐ // (3)

Marines : 1

Is it too much?  I am gonna use this and a similar D7 design at Rapier 2017 next month.

After playing many games, I realized that my ships needed more protection.  By Deleating the Fire Control & marines I was able to increase the Armor and upgrade the AA weapong.  This is the result:

SNS ARIZONA (610)
-Tech: Engines +2; Shields +2; Weapons +2

Screens: 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
Hull: 13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1
Weapons: 21-18-15-12-9-6-3
Shields: 3-3-3-2-2-1-1

14"PlasmaGuns Triple Turret (6-12-18) 1×3+/1/4 (Pr1)
GHIJK ☐| GHIJK ☐| HIJKL ☐| HIJKL ☐ // (2)

Secondary PlasmaGuns (6-12-*) 1×3+/1/1 (Crn)
HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐ // (2)

AA PlasmaGuns (2-4-6) 1×3+/1/1 (Dfn; Rpt)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐ // (4)
Traits: Repair (10)

I have played this ships and its many sister ships and they work. :ugeek:
Cheers.

Here is the latest version of this BB now with shields:

USS Arizona (600)
(600)
-Tech: Engines +2; Shields +1; Weapons +2

Screens: 14-13-12-11-10-9-8-7-6-5-4-3-2-1

Hull: 14-13-12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-3-2-2-1
Weapons: 22-19-16-13-10-7-4
Shields: 3-3-3-2-2-1-1

14"PlasmaGuns Triple Turret (6-12-18) 1×3+/1/4 (Pr1)
GHIJK ☐| GHIJK ☐| HIJKL ☐| HIJKL ☐ // (2)

Secondary PlasmaGuns (6-12-*) 1×3+/1/1 (Crn)
HIJK ☐| HIJK ☐| HIJK ☐| HIJK ☐ // (2)

AA PlasmaGuns (2-4-6) 1×3+/1/1 (Dfn)
360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐| 360° ☐ // (3)

Equipment: Fire Control ☐| Hyperdrive ☐| Tractor Beam ☐☐☐☐☐☐ // (4)

Marines : 4-3-2-1

Does anyone have any thoughts on this design?
It worked well in a game we played today.
(We play here in Jacksonville on Weds. & Sundays.)
Cheers