51

(45 replies, posted in Wardogs)

I've designed a "Wardogs Unit Creator" Excel spreadsheet to help me with the CBT conversion process and create playsheets.  I now have 31 mechs ranging from the Flea to Marauder II converted.  If you don't see a favorite, let me know!

Great!

Problem: the conversion spreadsheet is now 1.5MB in size ...

EDIT: I can .zip the file to reduce it to only 400kb, and .rar it to reduce it to just 49kb (if you have WinRAR).  The actual empty template is only a few kb's.

If people are interested, I can:

1. Post a link to an upload site (my own).
2. Print out pdf's and zip them and (I think, not sure how) upload them here.  These will be playsheets, however, without the "guts" of the conversions.  You can print these out from the spreadsheet yourself of course.

Cheers,

Christopher

PS - the conversion is going very well, but there are two outstanding issues, aside from normal development and playtesting.  The first is how the new Power Plant system effects the point balance, and the second (more likely to be a problem I think) is whether my Missile Ammo mod skews the value of missiles too far downwards.

52

(45 replies, posted in Wardogs)

thedugan wrote:

After I get some decent 3D models, I render them out at the appropriate size and do tent style counters - more or less like the ones in Iron Stars, and very similiar to the ones that came with the 'Reinforcements' pack for Battletech.

That's great news - is this envisioned as a support product for Wardogs, or just a side venture?  I just discovered your first mech counters on the Yahoo group and would be happy to have more.  wink

Cheers,

Christopher

53

(45 replies, posted in Wardogs)

Aha!  As in 3D modeling for figures?  Be still my miniature gamer's heart!  Or just for illustration purposes?  Either way, some "standup" flats like the old CBT boxed set used to have would be great too.

A conversion guide would be easy to do, but I have no idea about IP rights, etc. for things like that, if things get mentioned by name.  The conversion process itself is boiling down to a fairly straightforward process: specify 1) a Size and Armor scale, 2) a default MP rate, 3) a standard batch of Equipment that makes the unit recognizable as a Mech, and 4) the various weapon kits.  Mix and serve as desired (and maybe convert all left over HP to EM at 4:1 to form a "conversion pool" for customization purposes).  If this can't be "printed" for some reason, it would be easy to put on a personal web site.

I agree that your focus should be your own factions, and I'm very interested to see what they look like.  The CBT conversions show a very limited version of what can be designed with the system, I think.  Speaking of which, another way to look at the CBT conversions would be to create a "classic" conversion (as close as possible to the originals) and a "Wardogged" version, which would take the general theme and run from there within the strict Wardog guidelines.

I really should be painting Austrian Hussars and working on My North Italian campaign maps now, dammit!  wink

Cheers,

Christopher

54

(45 replies, posted in Wardogs)

thedugan wrote:

Cool... coming up with models for for these 'new classics' of the old BT classics might be problematic, but doable, I'm sure.

Hmm ... do you mean "models" in the sense of including some examples in the rules, a published support book, or miniatures, or ...

I would be happy to host the pdf's on a simple website if the origination of the files might be an issue for MJ12, or I could get creative and come up with alternate naming and description schemes for contributing to text sources.  I do think that CBT conversion examples (whether called that or inferred) would be a big draw, since it's the "lingua franca" of mecha gaming.

Cheers,

Christopher

55

(45 replies, posted in Wardogs)

Hey - somebody from Texas likes my Full Monty ...

Is that good?  wink

On topic ... it has been fun creating these mechs from Wardogs, and I may have a small playtest game tomorrow.  I've completed all 14 or the original mechs now (so add the Wasp, Stinger, Shadow Hawk, Rifleman, Crusader, Thunderbolt, Archer, Warhammer and Marauder).  I think Atlas, Hunchback, and Panther may be next.  However - I've redone the MG's and SRM's to have a DMG rating of 1/2 (i.e. d2) to really recreate their uselessness except as crit seekers, and tweaked a few ranges (increasing the range on the AC5 and LRM's).  The weapons have also been standardized, as the random use of the Durable trait was especially too great an advantage for some mechs I think.  I also decided to standardize the "non-cannon" Wardog defensive measures at 1 each of the Smoke, Flares and Cratering Charges, to level the field.

The result of the rework is interesting, and notable for the fact that all the designs have point values very near 20% of the CBT BV values, which indicates some sort of balance in the conversion process.  In general, there is "space" (EM and/or HP points) let over on these new models for further player conversions, which is also nice.

I'll send the results to Todd for review after thinking them over a bit.

Cheers,

Christopher

56

(45 replies, posted in Wardogs)

Faustus21 wrote:

Very nice.

So how would SRM's and LRM's work?
:twisted:

Oh! and your evil as well since now I feel I got to go and convert my fav mech across.

DRN-1G Grand Dragon.
Looking at your conversions I am guessing that 60-65 tons would be size 7?

Thanks!  The Grand Dragon is a nice mech, but a soft spot for the "Fab 14" as I call them - the first 14 mechs that came out with old basic rules.  I like to make them my test cases.  "Level 1 Play All the Way!"  wink

Missiles are going to be the only weapons that are significantly different in Wardogs, due to the expense of Reloads.  I'm working on the Wolverine now (which sports the ever-popular SRM6), and I chose to go with the "effect" rather than the specifics.  The SRM is really a crit-seeker, as its damage is almost negligible except to the smallest mechs.  So, I made the weapon essentially a "coup de grace" weapon that could be used to spray an already armor-weak opponent with lots of small missiles, hoping for those double-crit rolls after all the armor is gone.  In that situation, a SRM pack could be very effective - more so even than a single large weapon.

What I've got so far looks like this:

1 “Harpoon Mk. 6” Short Range Missile Pack (Left Torso): Ballistic Weapon
Weapon Type Divisor: 3.5
Thermal Signature Modifier: +1
Base Ammunition Load: 1 + 2 (Reload) = 2 (for each Launch Tube)
Range Rating: 3 (3/6/9)
Rate of Fire: 1 (for each Launch Tube)
Damage Rating: 1 (d4)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.6 (Multiple Launch Tubes x6) = 1 + 1 (Reload @ x0.8 each) = 2

I was thinking of using Reduced Damage, even on the d4, but thought it might be overkill, since the weapon already rated a 1 Hard Point cost.  The pack should probably be Linked to fire all tubes at once, but giving the pack the flexibility to fire 1-6 missiles makes up for the lack of ammo reloads, which are too expensive to take in any great number.  The fluff also suggests an External Mount for the Wolverine, but I chose to ignore it.

The other approach I thought of was to rate a single "salvo" as d8, but I don't think it had quite the right feel.  I also thought of simply making them a Kinetic weapon to ge taround the reload problem, but again the ability to scatter multiple tubes seemed a better fit.

LRM's are going to be another problem ... and the long-range AC's are a little short-changed with the current range cap's, but there are other ways to balance them and stay in theme.  I'm working on a Griffin next (PPC and LRM10), which should answer most of the rest of my questions.

In case you can't tell ... I'm really hoping that this will be the answer to keeping all that great Battletech "feel" without the "grind" of the combat system.

Cheers,

Christopher

57

(123 replies, posted in Starmada)

FYI - I found and fixed the Shockwave and Stutterdrive problems, so no help needed there.

Your ROF formula works nicely - the effects are noticeable on high ROF weapons!

58

(123 replies, posted in Starmada)

That is a thing of beauty - thanks for working through it and posting the details.

I'll have to go in and modify each field in the spreadsheet with the new formula, right?

I haven't started to look into why the Stutterdrive doesn't work in the current version ... any tips there?

Cheers,

Christopher

59

(123 replies, posted in Starmada)

I for one would be happy to see it - post away!

60

(7 replies, posted in Starmada)

I'm with you on that score - except I have two kids!  One is a budding wargamer though, so eventually the stress does pay off.  wink

One further conversion note:

Pilot Skills
1. All mechs are designed around an "average" pilot skill of To Hit on 4+.
2. To get a Green Pilot or a Veteran Pilot, modify all weapon To Hit scores to 5+ (Green) or 3+ (Veteran).  This will leave you with lots of extra "room" on the mech for a Green pilot and probably make you go "over limit" on the mech for the Veteran pilot, but don't actually use those mechs - just stat them out for point purposes.

Cheers,

Christopher

61

(7 replies, posted in Starmada)

Question: Should this message even be in the Starmada folder?  I hadn't realized there were other forums that would perhaps be more appropriate.

Now, on to the grit:

I have to say, both Wardogs and Assault Corps probably put *much* more time into this idea than I would be able to, and both look very good.

However, I do think a "straight" Starmada conversion has some virtues, especially for playing larger games with more abstracted weapons and damage values.  As everyone knows, CBT's main "flaw" was the glacial pace of damage, designed around an attritional model that slowly wore off chunks of armor and then slowly degraded various systems through criticals.  Now, this was only a "flaw" when attempting to play larger games than the default of one lance (4 mechs per side), but all of the fluff associated with the game really made you want to see larger actions and the interaction of various mech types.  The Starmada system is flexible enough to design various weapon and non-weapon systems to match the CBT feel, but is designed around a critical-based combat system, which would vastly increase the pace of the game.

At any rate, for those interested, here is a short summary of my "conversion" process.

Weapons
1. All weapon designs are based on the likelihood that a single hit would be able to punch through armor and cause a critical.
2. The basic "damage divisor" to give multiple dice was 5, i.e. a Medium Laser causes 5 CBT damage and is rated at 1 die, a PPC caused 10 damage and so is rated at 2 dice, etc.
3. Energy weapons and autocannons get these multiple dice in their PEN value, because their larger single damage effects are more likely to punch through armor and cause a critical.
4. Missile packs get these multiple dice in their ROF, because they have a wide range of actual hits on target.  On the other hand, those hits are then divided into packets that have less impact, so they have to Re-Roll PEN Dice.
5. Some weapons are just too small to effect the game at this scale, like the Small Laser, Machine Gun, SRM2, and Flamer.  The inclusion of these weapons in the "battery" system also caused problems, as many designs then had more than three batteries.  I removed them from the battery system and made them "Anti-Personnel Weapons" listed in the equipment section, but based their build value on their actual weapons value.  If you want to shoot at "smushies" then simple rules can be made up for these weapons - for instance treating each squad in a platoon as 1 fighter/hit etc.
6. Ammo is also listed under equipment.  Each round is based on the value of its weapon system, if rated Expendable.  Now, ammo crits in CBT caused an automatic BOOM, but then again crits were much longer in coming.  You can keep this system for a very fast and bloody game, or simply have each hit destroy 1 (or 1d6) ammo rounds, which in itself is a large game effect.

After all that (which already set for you in the Shipyard file), the rest is easy:

Hull: equal to the tonnage of the mech divided by 10, rounded up.
Engines: equal to the running speed of the mech.
Shields: equal to the total armor of the mech, divided by 50, rounded up.
Jump Jets: these are listed under equipment, and you get 1 per JJ movement point - they increase your defensive rating a bit.

Overheating Factor: you may or may not want to play with this, but some CBT designs are "heat hogs" and would be over-rated without taking it into account somehow.  This can easily and quickly be modeled by the following:

OF = Weapon Heat (not incl. APW's) +2 (Running) -4 (Heat Level of 4 no penalties) / 3

If all batteries are fired, roll over OF or suffer overheating: half movement, +1 to hit.  Do not fire main (A) battery for one turn to remove overheating effects.

That's it!  I suppose, if anything, it does show that the basic Starmada engine is flexible enough to handle some unusual situations.

Cheers,

Christopher

62

(7 replies, posted in Starmada)

I had no idea that Wardogs existed ... I'll wander on over and take a look!

63

(7 replies, posted in Starmada)

Okay, this may get me banned ... but remember the good work I did on the Star Wars ships when considering your actions!  wink

Seriously, if you remember the "Fab 14" Battletech 'mechs recreated here, you'll know why I'm always on the lookout for a way to speed up play.  It might sound crazy, but I think the core of the Starmada system would work for mechs too.

Cheers,

Christopher

64

(123 replies, posted in Starmada)

And another one ...

Adding a Stutterdrive (or anything that calculates off Engine ratings) results in the "Used" and "Left" fields displaying an error in the form of "#NA".

Adding a Shockwave (or anything that calculates off Shiels ratings) results in the "O" and "CR" fields displaying the same error.

Cheers,

Christopher

65

(25 replies, posted in Starmada)

I thought some might find this scan of the relative Star Wars ship sizes useful - it's from the old WEG sourcebooks.

PS - the size limit on .zip files is still 256 - maybe increasing it to even 512 would help with uploading big Excel sheets?

Cheers,

Christopher


<<<EDIT>>>

Well, those ships were purty, but, unfortunately, they were also copyrighted by some other person, so I have reluctantly deleted them

-- jim

EDIT: Sorry about that - I didn't even think twice about the copyright issues. - Christopher

66

(25 replies, posted in Starmada)

EDITED: These are the SAME files as the previous xls files posted here.  They are just zipped for easier downloading.  Well, okay, there was 1 change: I made the Republic fighter types "Long Ranged" to reflect their hyperdrives.

Cheers,

Christopher

67

(25 replies, posted in Starmada)

Gents,

I've finished the initial run through the basic Star Wars ships, and have organized them into seperate Imperial and Republic "Shipyard" files.

EDIT: see the message below for the actual files!

There are still a few things that seem a bit off, particularly:

1. Most SW ships are apparently pigs in space, with speeds usually ranging from 2-4 with a few 5's.  Ships that you would think would be faster are rated lower, big boys are rated similarly to the smaller ships, etc.  This might need some adjustment for gameplay issues.  On the other hand, remember that Leia's Corellian Corvette (and even the Millenium Falcon) apparantly can't outrun an Imperator class Star Destroyer.

2. Due to the way the Starmada math works, there are some Hull sizes that don't seem quite right, but that's probably due to the fact that most of these ships are overloaded with weapons.

All comments appreciated!

Cheers,

Christopher

68

(123 replies, posted in Starmada)

Paul,

Thanks, that did it.

Dare I ask how to incorporate that ods file with the Starmada style sheet into Excel 2000?

Cheers,

Christopher

69

(123 replies, posted in Starmada)

OldnGrey,

Thanks for the help.  However, when I type in "=Nation.$D$13" (without the quotes of course) I got a formula error.  I tried =Nation!$D$13 (with an exclaimation mark, saw it elsewhere) and got a "macros disabled" error.

Not a big deal.  I should invest some time in learning Excel code.

Cheers,

Christopher

70

(25 replies, posted in Starmada)

EDITED: File removed, replaced by the Imperial Shipyard and Republic Shipyard files in following messages.

EDITED: TIE Interceptors and TIE Bombers should be only 2 Flights each.

Here's my work so far: an Imperial class Star Destroyer.  I thought I would start off with the biggest and smallest and see how they look.  Next up is probably a Corellian Corvette.

The only point of discrepancy with "canon" stats is that I am counting Tractor Beams as Laser Cannons.  This works out pretty well, as most of the ships with Tractor Beam batteries didn't have Laser Cannons, and it makes sense that ships would have these close defense weapons.

Let me know how this monster looks - does it make "Starmada sense" in terms of gameplay?

Cheers,

Christopher

71

(123 replies, posted in Starmada)

A new question:

When you change the Defense option on the Nation page to Screens, should the text headers on the Template page also change from "Shields" to "Screens"?  Will it throw anything off if I simply type in the appropriat cells (G-H8 and C-D-E-F53-54)?

Cheers,

Christopher

72

(123 replies, posted in Starmada)

That was it!  Sorry for the trouble - too much to digest all at once.

Cheers,

Christopher

73

(123 replies, posted in Starmada)

Thanks for the quick reply!

I am referring to the dropdowns on the Template page Q14 to Q35.  The Validation formula is the same as you reference.

I entered a new item on the Tables page, line 41 cells H-P.

H = Stormtrooper Division (9700)
I = 390.00
J = FIX
K-P = blank

This is just a convenient way of listing the troop contingent for an Imperial class Star Destroyer.

74

(123 replies, posted in Starmada)

I'm having trouble getting additions to the Equipment list to show up in my Template dropdowns.  I can edit entries and the changes show up, just not additions to the list.

I'm using Excel 2000 on XP Pro, and all sheets are unprotected.  I'm working from an xls copy of the xlt.

Cheers,

Christopher

75

(25 replies, posted in Starmada)

Okay, here's a strange question:

Can anyone give me an approximation of how many "real" vehicles would fit in a 1kmt vehicle bay?  I'm trying to figure out how many AT-AT's (15m tall by 20m long) and AT-ST's (8m tall by 6m long) would fit in one.

Cheers,

Christopher