51

(30 replies, posted in Starmada)

For pure amusement, here is a wonderful candidate for ship types that should be solidly squelched in the rules. smile IMO, limiting reverse does just that. Otherwise, disposable little vessels like this one are pretty nasty.

Note that I would beat anyone over the head who would bring such a thing to our gaming table, but this is just intended to show an extreme example. And it opens up the issue of where exactly is the 'cheese' line? Speed 12? Speed 8? Speed 6? etc. Since if you ask 3 different groups what is their defination of cheese, you'll get 3 different answers, my preferred solution is to the have the rules set nip it in the bud. *shrug*.

Anyways, look up this mighty ship and despair. smile And of course its beatable if you know its coming, but thats not the point!  tongue


Velvetta Class class Dairy By-Product Imperial Navy Cheese Destroyer   (80)
Hull: 4 3 2 1
Engines: 12 11 10 9 8 7 6 5 4 3 2 1
Shields:
[a] LR Irritation Torpedo [6/12/18, 3+, ROF 3, Halves Shields]
AB
Hyperdrive [O], Stealth Generator [O], Long Range Sensors [O]
1[HE], 2[2E], 3[HE], 4[EQ], 5[HQ], 6[Ea]
TL: E: 0 S: 0 W: 0 Q: 0

52

(30 replies, posted in Starmada)

The problem is that you can't close fast enough to kill the opponent's ships before you lose 20% of your CR to the needle guns.

Honestly, I can't think of a single battle where I cried "stop moving backwards you bastard!"

Hmm, how are they holding the range open? If you have even reasonable speed ships (5-6) and they arent backing up at full speed (at least half of that rate), then you should be getting hit for at most 1 or MAYBE 2 turns before getting into range (again, assuming you have LR weaponry as well and that its the SGs preventing the retaliation).

Or are they using the Spathi-type rear-firing LR weapons? smile

Do y'all use the Evasive Maneuver options? Directional Shielding? Fighter Screening? Emergency Thrust?

I would think a combo of even just Fighter screening and perhaps ECM should whittle down their LR advantage for a turn or two. That should be sufficient to allow you to close the range assuming they arent in full reverse. Since Fighters can move to interpose after seeing the ships' final positioning for the turn, it should be fairly easy for even just a few of them to establish the screen at longer ranges (unlike Sunburts that require more planning and luck in placement).

I agree thats its amusing to see what tactics plague different groups. smile

53

(30 replies, posted in Starmada)

I'd like to see those ship designs that are so successful with the backwards movement. Maybe you've found the SG/LRS killer I've been looking for all these years.

Since we've changed backwards movement, we have a lot less incentive to design those types of ships. smile

But FWIW, Inverse Range Mods works wonders against Stealth. Its never hurts you and it gives you a bonus whenever you can get into 'Medium' true range. The current Stealth rules alleviate the downside of the Inverse Range Mods (assuming we are doing it correctly). So, fast ships carrying Inverse Range weapons are a great choice and much cheaper than the SG/LRS on a per CR basis.

We've just never had a problem with the Uncle_Joesbane  i.e. backwards movement

Sure you have. smile I think that is the true problem with the Stealth/LRS. Try a game without reverse (or with it limited to 1 hex/turn) and see if that makes the Stealth/LRS combo a lot more manageable. Even ships not designed to specifically counter that combo will be far more effective at it.

I think its fairly evident that Stealth is only marginally more effective than ECM at nearly every other role than when you manage to keep the range long enough to prevent retaliation. Stealth just costs quite a bit more.

54

(8 replies, posted in Starmada)

Out of curiousity, where is your area? My group is in Northern Virginia.

55

(30 replies, posted in Starmada)

Even if backwards movement was restricted, what's to stop someone from placing most of their weapons in the rear arc, and going 'forward' to keep ahead of the advancing opponent, while blasting away?

Absolutely nothing, and it is something we've considered as well (Spathi anyone? smile ). But at least you cant continue to close the range while staying in arc. As long as there is some form of 'objective' on the map, this becomes a tough tactic to use due to the maneuver system in the game.

I haven't yet seen where the backwards movement has been a major problem......


snipped for space

This has dealt with most of the times I have encountered the issues you mention.

Yep, and we've explored those options and they do work. However when trying to play with a fixed universe of ships, its tougher to ensure that every list has a 'counter' to every otherwise 'too powerful' combo.

The situation leads to what I call 'hit or miss' battles. If someone has the LR/Stealth/LRS backup combo going and you dont have the 'counter' you lose. By reverse, if you DO have the counter, they lose (because they payed so much for a combo that is no longer having the desired effect). So, in essence the presence of that combo makes it difficult to have a 'fun' and interesting battle...it becomes a yes or no equation...Do you have the 'correct counter'. If Yes, then congrats, you most likely win. If No, then sorry, you most likely lose.

The same situations can occur with Fighters or mass shielding from what we have seen. Trying to guard against every eventuality in a completely open environment is problematic at best.

To facilitate more or less 'open' play that still results in (we hope) interesting rather than one-sided battles, I devised a set of Guidelines that players use when designing their lists. It is my hope that these Guidelines will provide enough common ground that the surprise 'gotchas' are more limited and more interesting battles result.

Anyways, I concede that if you know the LRS/Stealth/Backup combo is coming, there are myriad ways to defeat it. The problems arise when players are 'surprised' by certain situations. For me, I'd rather limit the effectiveness of these combos so that the surprise situations (and the attendent uninteresting battles) are less common. YMMV.

Plink, plink....there's my $.02. smile

56

(8 replies, posted in Starmada)

The 'Photons' line in the sig sounds familiar to me. Are you from the old Taldren SFC forums? If so, I think you'll like this game a lot.

SFB is a lot more detailed, but Starmada has an elegance to it that I find beats most other space tactical games I've tried (including my own home-baked rules). This becomes even more evident when you can realize you can manage fleet sized engagements in a reasonable amount of time. Large carrier fleets opposing each other is a nightmare in SFB, but fairly easy to handle in Starmada. And it does it without losing the Sci-Fi flavor and feel.

Have fun with it!

57

(30 replies, posted in Starmada)

In addition, very rarely will you be firing a single weapon -- usually, even with ROF-1 weapons, you'll still get more than one die, so you still have the opportunity to score hits on "impossible" attacks.

Hmm, maybe we just like to use big weapons on our ships. smile

It is a holdover from previous editions, but not one that's ever been seriously questioned (until now). It seemed like a good idea at the time (12 years ago, now), and in all that time no one batted an eyelash...

Wow, really? When I was first introducing the game to my group, this was the first thing commented on. smile Part of it is just the Sci-Fi...Battlestars, Earth Force Omegas, and Honor Harrington SDs dont go backwards and the Enterprise always looked stupid when doing so.. wink But part of it too is the ease with which LR weapon can hold their advantage.

I guess what it comes down it what you want to encourage. For us, we wanted to see ships closing and maneuvering a bit to bring the plotting and anticipating more into play. It just isnt as much fun when both sides are content to sit at extreme range and toss dice back and forth. And for LR fast reversing ships, its as good of a counter as any to simply put LR weapons on your own ships and get into the dice-off. smile

Again, I would submit that the Reverse movement is really the culprit in why people think Stealth might be overdone. If you put a gadget Equipment in that simply gave +33% range to your weapons, I'm pretty sure you'd seem the same 'broken' cries...because it lets you fire and not get hit back while you hold the range as much as possible while reversing.

And FWIW, we've reduced to 1 hex/turn and dont see any ill effect. It certainly encourages people to design ship that can close with the enemy as well as standoff and bombard. wink

58

(8 replies, posted in Starmada)

Although I must say that this group, in its past and present incarnations, has been the most essential part of keeping the game clear and typo-free -- as you may already have noticed, they aren't shy about calling me out on misakes.

Just tryin' to help the game 'be all it can be'. smile

59

(13 replies, posted in Starmada)

it's okay to upload the xls sheets too

I just tried it and .xls is not a valid file for upload. Also, even it was, the max file size is currently set at 256k. Shipyard.xls are typically 750k+.

60

(30 replies, posted in Starmada)

RE: Double 6=7
The double 6=7 rule may be statistically innacurate, but it's the only way you're gonna roll a 7 so call it the starmada equivalent of the last-minute 70 yd Bomb.

Yep, I agree, but why not make it so that it does make statistical sense? Shouldn't a 1/2/2 weapon have half the chance of hitting at 7+ as a 2/2/2 weapon? It does for every other to-hit number from 2+ to 6+. Its only when it crosses that 7+ barrier that its suddenly markedly inferior.

Again, its not a big deal, but if there is a rule about 'improbable hits', why not just have it be consistant throughout the weapon mix rather than skewing it heavily in favor of certain weapons? *shrug*

Stealth Gen was and is and always will be the most broken system in my opinion. It was worse before X. Long range sensors with SG make an unbeatable fleet. Try that out.

and...

RE: Backwards movement
I would not reduce the Backwards movement to 1 hex. It seems pretty expensive to start with. Try 3mp to move backwards instead.

I'm curious as to what the intent is for Backwards movement? Why would you want people to be able to design LR ships with Stealth/LRS and do that? Heck, even without Stealth, any form of fast LR ship and Reverse movement is a pain unless you specifically set out to build a 'counter' with either extreme speed of your own and/or lotsa Fighters.

To me, thats the kinda stuff that encourages min-max'xing. As jimbeau mentioned, its nearly unbeatable in some situations, so its easy to see why people would gravitate towards it. And I think the thing that is causing that is the Reverse movement, not the Stealth/LRS.

I guess what I'm trying to say is what does Reverse Movement really do other than open things up to certain cheesey combos like jimbeau's nemesis? smile What would be missing from the game if Reverse Movement were suddenly reduced to 1? Again, this is just out of curiousity. Obviously Reverse is in there for a reason, so I'm just curious if that reason is something specific that seems necessary or if its just a holdover from previous editions or somesuch.

Try to just get over the troubles you have with the system and ignore the pieces you don't like.

Or change them. It's not like some other company's set-in-stone rulebook that anyone will come and sue you for changing. If you want backward movement to cost 3mp instead of 2mp, then so be it! If you want crew to be able to defeat marines when the marines roll a "1" (Noel and I have adopted that to great fun) then rock on!

Ddon't get caught up in the details and above all, have fun!

smile We already tweaked the things in our group that we dont particular care for. None of our lists are min-max'ed at all (indeed, most would lose to the Stealth/LR/Reverse combo mentioned!).

Mostly these questions/observations are for academic reasons only. First of all to see if we are just missing something and secondly to provide some discussion for potential changes in upcoming editions or FAQs (or to simply hear why a certain thing is the way it is).

None of what I'm trying to say is trying to tell you the game is 'broken' or whatnot. It is what it is....a fun and open game system that doesnt require a degree in engineering to play! smile However if I see areas where I see it could be tightened up, I just feel there is no harm in firing the ideas out there. smile

61

(30 replies, posted in Starmada)

50% more weapons = (1.5x1.5)^0.5 = 1.5

No more weapons, 50% more survivability = (1.0x1.5)^0.5 = 1.22

Ok, this is where I get lost. Are you saying that 50% more weapons increases CR by 50%, but AGB increases CR by 22%?

If so, then I agree that AGB would be fine. However, AGBs, as written in the rules and as indicated by the spreadsheets increase SUs and CR by 50%.

If you go into the spreadsheet and design a ship that has 2 weapons you can see it.

Ok, first add an extra weapon. Note the SU's remaining and the CR of the ship.

Next, remove the weapon and add AGBs. The SU's and CR remain the same as when it had 3 weapons.

So, doesnt that mean that each ship has 50% more 'hits till dead' on the weapons, but that the first ship also has 50% more firepower until the weapons are being lost?

I dont see where the 22% is coming from in an actual ship. Is the formula just listed incorrectly or am I being incredibly dense and just continuing to miss something obvious? smile

62

(30 replies, posted in Starmada)

It is true that there can be situations in which Stealth is not much better (if at all) than ECM -- however, don't sell short the concept of invulnerability at long range...

and...

I can't explain it... but there was a long Stealth Gen cost debate shortly before X came out that put us where we are now with this. The feeling was that SG was too cheap before, partly due to combo innteractions.

Part of it, I think, is our aversion to Reverse Movement. With the Reverse rules as written, its fairly easy to design ships that maximize Long Range firepower and magnify the effects of the Stealth. But in many other cases, the Stealth is really not that effective vis a vis ECM.

So, in this case, I think its another strike against the Reverse movement rules. smile Without that, Stealth's stock goes down and thus the need to have it so expensive is reduced. Personally, with Reverse Movement reigned in (max of one hex/turn) , I'd leave Stealth costs as is (expensive), but give it the always advantageous modifiers as per above.

Do you min-max it, or do what is fun? Go for fun and don't get hung up on the formula detail - thos since the whole group knows it...

Its not really a question of trying to min-max, but simply that even just 'randomly' occuring, the high RoF is just so superior. So, when designing ships, our players are having to go out their way to avoid the pretext for being called a cheeser. smile

I disagree. PDS is, after all, equivalent to only shields 3, with the possibility of being knocked out with a single shot. Also, it's point-costed accordingly, so even though it may allow small ships to "afford" good protection in terms of freeing up SUs, the CRs will still reflect their durability.

I've done a bit more fiddling and in many cases, it looks pretty close to the mark. We has just hit upon a few cases where it really broke much in favor of the ship using PDS rather than Shields (ie, CR doesnt change, but considerably less SUs or a minor CR change for 1 better protection). I think this is just one of those things that actually seems really appealing in some situations but very costly in others.

I agree that not every race should be able to pile on equipment willy-nilly (or even higgledy-piggledy  tongue ).


OK, I have another suggestion (I'm just full of 'em, aint I?) smile :

For to-hits beyond 6+, the 'natural multiple' system really makes little statistical sense and overly rewards high RoF or large numbers of groups way out of proportion (not even mentioning the RoF issue).

Consider having 2 larger weapons with a 1 RoF in a Battery. To score a hit at 7+ would need 2 sixes or a 1 in 36 chance. If you have twice as many weapons that are half as effective, you are rolling 4 dice to get the same two sixes. Without going through the math, its WAY more likely to get 2 sixes on any of 4 dice than 2 sixes on exactly 2 dice (much more than twice as likely).

As a suggestion, have weapons that need a 7+ to hit roll and every '6' is picked up and rolled again. A result of 4+ on the second die results in a hit. Increase the number of the second die by 1 for each number over 7+ that is needed (so it would be a 6 and then a 5+ for and 8+ to hit number and a 6 and then a 6 for 9+). This means that each weapon has the same (slim) chance of a hit irregardless of other weapons in a battery changing the odds. It does require that extra roll, but this is going to be a pretty rare (but important) case.

Thanks for the responses guys! Its really great to be able to interact directly with the designers on a timely basis. smile If you guys ever decide to put out a new edition and are looking for a group of player to jump up and down on the rules and try to break them, let us know. We dont go out of way to min-max in most cases, but we are mostly analysts by nature or trade, so it just sort of happens in the natural course of us playing or throwing designs together. smile

63

(30 replies, posted in Starmada)

cricket wrote:
cricket wrote:
Uncle_Joe wrote:

3) Armored Gun Batteries. From what it appears, AGBs simply make your weapons cost 50% more (SUs and CR).

Hmm. I believe this might be a typo that never got fixed. The 50% increase in SU is right, but the CR multiplier should only be 1.3...

Before anyone jumps on the FAQ and makes this "official", let me reason this out -- I'm pretty sure 50% is actually right.

Consider that while shield level 2 blocks 33% of hits, the CR multiplier is 1.5; this is because by blocking 33% of potential damage, the expected number of "hits 'til death" is increased by 50%:

10 hits without shields means all hits will score damage, thus 10 hits 'til death.

10 hits with shields 2 means only 2/3 of hits will score damage, thus it will take 15 hits to score 10 points of damage (15 x 2/3 = 10). Obviously, 15 is 50% more than 10.

In the same manner, if your weapons have AGB, then only 2/3 of weapon hits will actually take effect; thus the expected "hits 'til death" for your weapons is increased by 50%. If the "save" was 4+ instead of 5+, then the survivability of your weapons is actually increased by 100%, not 50%, as you might expect.

Make sense?

Yes, it makes sense, but even it does increase survivability by 50% as shown, why not just add the actual weapons and be able to have 50% extra firepower AND survivability? There should be a benefit to only taking the protection in this case, right?

64

(13 replies, posted in Starmada)

Definately! Post 'em up there, especially if they are drawn from any sort of semi-official source material.

65

(30 replies, posted in Starmada)

Hey guys,

OK, my group and I have been busily designing ships and piddling with various races and combo etc. I have a few questions and a few comments for discussion.

1) Dogfighting. Is it something that is recommended to be used? Without it, there doesnt seem to be a way to really 'defend' against Fighters getting off their first attacks. With it, it seems like some of the Fighter customizations are weakened. Things like Bomber become very hard to use because an opposing Flight can just pin you forever until you are dead. Also, Drones and Marines seem a lot less appealing, again if they can just be pinned until destroyed. IMO Flights should have a chance to escape the Dogfight or somesuch.

2) PDS. How does this work? Do you make an extra PEN roll that fails on a 1/3/5? If its part of the 'normal' Pen rolls, doesnt that make the PDS a more or less cheaper alternative to shielding (and a good addition for certain shield classes)? I just dont see this thing as being 'balanced' across the board as its obviously FAR better for some shield numbers than others. Are we missing something?

3) Armored Gun Batteries. From what it appears, AGBs simply make your weapons cost 50% more (SUs and CR). If so, then why not just increase your number of weapons by 50% instead of using AGBs? AGBs increase 'life expectancy' of a weapon by an average of 33% (5+ save). Simply stuffing on more weapons increases it by 50%. Yes, it does add more Battery hits to the damage chart, but I would think that that is WELL worth it for 50% more firepower as well. I would think it really wouldnt be that effective to put AGBs on a ship unless it was under 33% cost. Either that or if it took up 50% of the SUs, but only 25% of the CR? Is there some other cost alteration that we are not seeing?

4) Stealth vs ECM: It appears that with the current FAQ ruling about Stealth and 'for better or worse',  that Stealth is only marginally better than ECM in many situations. Sure, it does prevent attacks at Long range, but beyond that, the effects are similar. Unfortunately, there are situations where Stealth is significantly worse than ECM (like with reversed Range mods or vs weapons with no Range mods). That makes them pretty much close in capability, but the Stealth system is larger and far more expensive CR-wise. As a suggestion, why not allow the Stealth Generator to always give the best modifier of the real or modified range. For example, if a Stealth Ship is in Short range of an inverted range weapon, it can keep the Short range rather than counting it as Medium (and being worse off than even not having the system at all, let alone ECM). An easy way to phrase it would be 'Ships with Stealth Generators always enjoy the more advantageous of either the true range or one range bracket farther out'.

5) Rate of Fire. Its been touched on before, but I haven't seen an 'official' response as to what to do (if anything). Its become evident to us that, by far, the most efficient weapon is always 3/1/1 + whatever specials. It takes up less space than 3 equivalent 1/1/1's and is definately more efficient than increasing Pen or Dmg at all. It also happens to be the best build against Fighters. To me, this is a potential major screw as the point differences between 3/1/1 ships and other weapon combos REALLY add up. Everything else even, a 3/1/1 ships will beat another ship with any other R/P/D combo (again, from what we can see). For ourselves, we agreed to limit the number of RoF increases on our ships, but its still an imperfect solution.

Thanks for taking the time to read it. Feel free to poke holes in our theories. smile

66

(13 replies, posted in Starmada)

Hmm, all of my designs are on the Shipyard spreadsheet that doesnt allow them to be exported to text files.

Does anyone have a modified version of the Shipyard sheet that does have a text page on it? That would help immensly.

Thanks!

67

(11 replies, posted in Starmada)

OK, thanks again for all the input! I went ahead and picked up VBAM and the Starmada Edition as well. I'm reading through it now. There is a lot there to digest. smile

68

(12 replies, posted in Starmada)

We ended at the end of Turn 6. There were a few scattered Mrrshan ships left, but most had little or no weaponry and certainly not enough to take down the larger but lightly armed surviving Hive Swarm Ship. Both side's Fighters were totally annihilated by that point as well.

For a frame of reference, the starting range between the fleets was 23 and the speeds of the ships involved ranged between 3 and 6. The range was held open for a while by the Hive who kept reversing to keep out of the close range firepower of the cat Raker Beams.

Most of the Fighters were down by turn 4, and the fleets had closed to range 6 or so by then. Turn 5 was pretty much the last turn where the battle could probably have still gone either way. By turn 6, the Continuing Damage had just eaten enough out of the surviving cat ships to convince them that it was truly over.

69

(11 replies, posted in Starmada)

Ok, thanks for the info.

A side question for VBAM:

How hard is it to just use 'stock' Starmada X ships in it without having to convert to KBE and whatnot? I've noticed that not all the spreadsheets support the VBAM conversion and I'd honestly just like to have consistancy between campaign and non-campaign play.

Is it possible to play the VBAM rules without adding the VBAM altered ship mechanics (and still without a ton of hassle)?

Thanks again!

70

(11 replies, posted in Starmada)

Hi all,

I have a few questions about some Starmada related products. If anyone has any official or unofficial ideas or opinions, please fire away.

1) How outdated is the Sovereign Stars? Are the ship designs something that could be ported over to Starmada X or are they simply too out of date? I have Twilight Imperium 2&3 and wouldnt mind seeing ship stats for each of the races. I know the book is out of print, but its still available in PDF form.

2) How usable is VBAM and the crossover Starmada companion? Starmada is a wonderful set of rules for tactical combat that allows a lot of variety with little complexity. Is VBAM a similar product for the strategic scale? I downloaded the demo PDF for VBAM, but that really doesnt get much into the nuts and bolts of the system. I had Starfire:New Empires once upon a time but never played it as it was just too darned cumbersome. Is VBAM unwieldy or is it something that can realistically be played by 'normal' players.

Thanks for any input!

71

(6 replies, posted in Starmada)

Well, I guess what I'm trying to say (and what you seem to concur with) is that CR alone is not necessarily a guarantee of a balanced battle. Its certainly possible to have little or no chance against an opposing Fleet which has the same CR.

Which is why I feel that equal CR doesnt necessarily mean equal capability to fight each other. There are other factors involved that can invalidate (or at least mitigate) the CR.

But even apart from that, there are some 'tricks', if you will, that allow you to milk the most out of your CR. An 'optimized' (or min-maxed) fleet will generally be superior to a 'normal' fleet despite the fact that you might have equal CR.

I definately agree that there is some R-P-S going on here too. Its perfectly possible that one 1000 CR fleet can demolish another with ease 9 times out of 10, but be equally demolished by a different 1000 CR fleet.

And as I've said before, I think the CR system does do a VERY good job of letting players establish a base-line for comparison. I've been extremely impressed by certain calculations and how they resolve into various CR options.

OK, I'm lost here.

Table A.1.5 in the Starmada X book indicates that Fighter Bays CAN be hit (ie, in the column for Hit? there is a 'Yes').

My section 4.2.3 also doesnt have any example about an Admirable and damage.

Are there multiple editions of Starmada X floating around out there? And if so (or even if not), what is the correct ruling on Fighter Bays and 'Q' hits? From what I've seen in the spreadsheets, Fighter Bays contribute to the number of 'Q' hits on the Damage Chart which should mean that they are valid targets for those hits.

Am I just misinterpreting what your posted?

So, I guess for the record, are Fighter Bays eligble targets for 'Q' hits?

Thanks

73

(12 replies, posted in Starmada)

I've always wanted to build a good organic race never quite made one work though. Hopefully we'll see some designs for those and the Mrrshan in the upcoming Fleet section?

Sure. Let me know how and when. A way to upload an accompanying text file might be good to give a brief description or flavor blurb.

I'll be at Just for Fun Games in Peoria today, bring your stuff!

I'd love to, but the drive from Virginia might be a little rough. Besides, the NFL playoffs are today...cant miss that! smile

I have to agree with #2- fighters can cause some serious havoc with the big ships, especially when they've lost a good chunk of their shields. And neither of my fleets had any rapid fire, so it was up to the fighters on each side to make the defense against them.

We didnt use the DogFight rules in that game, but probably will from now on. We felt there needed to be some way to prevent that initial 'alpha strike' on all the capital ships.

That's the whole concept behind fighters...a cheap, expendable weapons platform able to deliver a whole LOT of whoop-@#$!

And thats exactly what they felt like! wink

I've been hearing more and more discontent about backwards movement lately. Hmm.

Perhaps if it was limited to just one hex per turn? That would still allow for some (probably needed) close in maneuvering, but doesnt allow people to hold the long range for quite as long. As it stands now, all things equal, a range 12 weapon will cost twice as much as a range 6 weapon. But if it gets four times the firing opportunities as the fleets close, its by far the better deal. Since fleets are pretty much required to start at distant ranges, you are guaranteed to get some value out of your long-ranged weapons. We just didnt see the need to continuously allow for them to hold that range and maintain that advantage.

Glad to hear it! So, all your friends will be buying their own copies of the game, right?

Well, I'm generally the 'game owner' in my group so I'm not sure everyone will have a copy. But I have two if that helps? (or will when my printed copy arrives) smile

Thanks for the input guys!

2000 points? Wow, you started out big! We 'only' did 1500 points and that was with 2 people on a side...and you did this SOLO? Kudos to you...

I'm not 'official' by any means but here you go:

1) It appears that Fighter Bays are valid 'Q' hits. The number of 'Q' hits on your damage chart goes up proportionally to the number of Fighter Bays, so it does appear that they are in the calculation normally.

2) Explosions....yeah, we had the same question. We played it with the explosions caused by Fighter attacks blocking LOS immediately. It did make for some confusion trying to remember which explosions were 'fresh'.

We thought that Fighters would be overly dominant too, but in practice, they really werent. Of course if you have no rapid fire weapon, few multi-bank weapons, and no Fighters of your own you are going to get hurt, but thats not much different than some of the other interactions in the game. For example, if you have nothing buy high factor shields and your opponent has no 'Ignore' or 'Half' Shield weapon (or at least multi-Pen weapons), its going to be rough going.

For my group, I've tried to keep most of the fleet designs in line with 'traditional' ship roles. So pretty much without even looking at the designs my players know that Frigates and Destroyers will most likely have some anti-Fighter weapons (with an occasional short-ranged ship killer) while the CAs and larger will tend to have the heavier ship-to-ship firepower. It keeps things consistant and allows players to focus more on fleet design rather than bogging down in the detail of each individual ship class. There are exception to the rule, but they easily identified (ie, a 'standard' Frigate should sport some AA weapons, but dont expect as much from a ship designated a Torpedo Frigate).

I've avoided Spinal Mounts so far. I had them in my test battle and didnt like the results of what basically boiled down to a lucky shot. In smaller (1500 and less) point battles a few successes with those things can make all the difference in who wins or loses. Thats just pinning too much on a few rolls for me. In fact, I've gone through and tried to make sure that most of my weapons are not incredibly dependent on one good roll that wipes out the target. More weapons or higher RoF is generally preferable to the One Big Gun that either smacks its target or does nothing. This is just purely a preference thing and I'm sure many people enjoy that thrill of the big hit or relief of a Spinal missing them, but for my group its just too much.

I agree 100% on the plotted movement. It definately sped the game up (we have a lot of analysis paralysis in our group...). It also makes for an interesting dynamic with regards to weapon ranges and arcs. It is possible to design some hideously effective short ranged weaponry, but the movement system prevents any form of guarantee that you can use said weapon. In most systems you can pretty much count on getting adjacent to the enemy, but in Starmada it takes some planning and a little luck. Once the range closes, the firing arcs really come into play.

Here's a quick question...do people tend to play 'open' or hidden? For example are players allowed to know what an opponent's ship does? Are ship records always considered common knowledge or do you just have to guess when a specific weapon or shield is KOed? We were playing fairly open (giving general information when asked...ie, "shields are about half strength, she's missing a few of the Spine Launchers and she cant make more than half speed"). Is there a consensus on this?

Hey all,

OK, I'm sure most of you arent really interested in AARs, but for those of us still new to the game, it might be fun to swap stories and impressions. So with that in mind, here is a brief recounting of my group's first 'real' battle.

We played a 1500 point 2v2 battle using two homegrown races...a bug race (Hive Collective) and a feline race (Mrrshan Dominion...for those who remember MOO2... wink ).

The Hive use weapons like Acid Globules and Seeker Limpets (continuing damage) and Stinger Beams (close range, repeating). Their ships tend to have odd firing arcs and their larger vessels have Organic Hulls. Their main ship in a fleet is the Hive Mother, a Spawn Ship with 10 Squadrons of Spawn Fighters (basic). A few cruisers and a Stinger DD rounded out the contingent.

For the Mrrshan, their ships tend to be smaller and faster than those of the other races. Predatory instincts and high accuracy weapons means that they rarely miss (all weapons 3+ and may re-roll to-hit dice). Their weapons arent especially hard hitting, although at close range, their Raker Beam can be unpleasant (3 RoF and may re-roll to-hits). For this battle, they brought a Light Carrier (6 Squadrons of fast Claw Fighters), and array of smaller craft as escorts (4 FFs, 2 DDs and 2 CLs). The Mrrshan tend to have shorter ranged weapons, but they carry a lot and can land in the middle of a enemy formation and cause havoc.

The two fleets met over a nearby planet both were seeking to annex. The early game saw both fleets massing their squadrons and moving to engage while using Fighters to screen their movements. When they were generally within long weapon range, both side's Fighters rushed to engage the enemy starships largely ignoring their counter-part Fighters (we were enamoured of the Fighters halving shields and we werent using Dogfight rules, although we will be from now on). 60 Hive Fighters tore up a Mrrshan Light Cruiser, a FF and damaged a few other ships while the 36 Claws inflicted fair damage on the lead elements of the Hive fleet. At this point we were thinking that Fighter might be a little over the top...they get to fire first, are guaranteed to get their attack off unless hit by opposing Fighter, they halve the shields, and they would absorb a lot of firepower before going down.

And then the starships got their turn to fire...At short range, the Raker Beams and opposing Stinger Beams cuts swathes through the Fighters. Since the main fleet units werent really in effective range of each other at this point, nearly all weapons went to scraping off Fighters. By the end of the first real engagement turn, about half of the Swarm Fighters were down and maybe a third of the Mrrshan Fighters had died (the cats holding the edge here due to their unerring accuracy, even vs small targets like Fighters). Then the Hive, sensing that they probably did not have enough light weapons to completely remove the Fighter threat retargeted their own Fighters on them with telling effect.

Long range sparring then too place between the fleets as each side's surviving Fighters fled the close range destruction sleeting from the  escorting vessels.  The Hive Seeking Parasites began to accrue on opposing Mrsshan vessels and were slowing digesting them. The Mrrshan were replying in kind, but the initial Swarm Fighter attack had removed a number of their heavy weapons and had dragged their fleet out of optimum formation.

As the range closed (with the Hive primarly reversing to try and hold the range), casualties mounted (and parasites accrued...). Exploding ships began to cloud the area between the two combatants and a battle of maneuver ensued. In the end, it became apparent to the Mrrshan commanders that they simply didnt have the firepower remaining to take out the main Hive Swarm Ship which was slowing eating them alive with parasites. Their remaining vessels headed for Hyper or scattered away from the battle leaving the Hive to claim the planet below.

OK, some thoughts about the game after our battle.

1) Everyone really enjoyed the game. We had a number of players who just learned the game and it was very easy to teach and keep moving. Even with 96 Fighters in in the game, it moved fairly quickly and wasnt subject to long periods of down-time. The Fighter Initiative rules work well and provide a sort of suspense to that phase of the game.

2) Fighters can cause hideous amounts of damage to even well protected ships, but their attrition rate is very high against proper escorts. Our game saw nearly 45 fighters dying in a single turn (on both sides). Luckily both sides had some sort of rapid fire capability, but woe to a fleet that neglects to bring something like that along....

3) Some of our players didnt care much for the Reverse movement option. It felt kinda cheesy just backing up and holding the range like that. With a faster fleet and a preponderance of LR weaponry and systems (like the LRS), it could be extremely annoying. Our jury is still out on this one with the Hive players feeling they wouldnt have had a chance without it there to hold the range out. Obviously the cat players feel otherwise... smile

4) Its completely amazing how the game allows for such flavor differences between weapon types:

Seeking Parasites: Range 15, 4+ 1/2/2 Doubled Range Mods and Continuous Damage...it felt perfect for the weapon envisioned and the continued damage rolls each turn evoked joy and amusement on one side and groans on the other... wink ..."and now we get to roll to see the limpets eating your ships"!!!

Raker Beam: Range 3, 3+ 3/1/1 Can re-roll To-Hit, made for an effective weapon to land in the midst of the enemy and cause mayhem. A few mounts of these to either side and rear and it really felt like a feline way to fight. Fighters did NOT like these things at close range!

Spine Launcher: Range 12, 4+ 2/1/2 Variable RoF, Can re-roll Pen...each turn leads to a potential storm of enemy shards flying at your fleet.

All of the above lead to much amusement by all the players as both sides felt 'into' their respective races. I had spent the time to make each race feel somewhat unique and had written up a few paragraph blurbs about the respective design philosophies. Its amazing how much better that was than just having generic Beam or Torpedo and whatnot.

Anyways, all in the all everyone who played had a good time. There is a lot of luck factor involved with the dice (especially Pen rolls for high Dam weapons), but the upside is that you are generally rolling so MANY dice over the course of the battle that the luck has good chance of evening out. This is far superior to many other systems I've played (and I include some home-grown stuff in there...), where a single turn of good rolling can effectively end the entire battle. By the end, everyone was commenting on the system and how much they had enjoyed it. I believe everyone is looking forward to playing it again.

Thanks for reading my drivel! smile Feel free to post question, poke fun, or generally comment on how the newbs are playing the game!