I was looking at the rulebook for the answer and I couldn't find the answer:
For leaving the gameboard, are the half hexes on the two sides of the map considered in play or out of play?
-Bren
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mj12games.com/forum → Posts by jygro
I was looking at the rulebook for the answer and I couldn't find the answer:
For leaving the gameboard, are the half hexes on the two sides of the map considered in play or out of play?
-Bren
I went in and replaced all my ships with 'new' ones (one of our turns saw all the damage to my ships disappear due to the multiplying ship issue) and that cleared up the issue for my ships. If you look to open the ship's data card and it does have the 'correct' shortcut on there (control P - I believe) it will result in the multiple ship issue. It makes the game a bit buggy, but if you remember to double click the counter and then "alt 1" to delete the multiple ship out of there it isn't all that bad!
-Bren
PS. The Vassel's die roller hates me. I mean how many one for damage can I possibly roll playing as the empire...
I've updated to the newer version, but I will do it again and hopefully that will solve the issue.
-B
I agree. This stuff is cool! Thanks for posting!
-Bren
Just a quick note to say that I'm alive and just wanted to say that I'm working on my fleets! It's been a bear of a week!
-Bren
Not to be the tit-for-tat guy but I would like to see more options for minefields, too. Different acc, imp, dam levels, defense, smart mines, anti-ship mines, anti-fighter mines...
I can see an opening for expanded options for minefields as well. The only issue is how to design the mine factor values. Currently, they have a RNG: 0, ACC 5+, IMP: 1, DMG: 1 with no movement. How to change that is for different options is up to the math wizards!
-Bren
My next project is hopefully going to be a webcomic, and Dan's got dibs on my services for something new he's working on.
Dan's working on something new.. hmm, I wonder what game that will be!
-Bren
Interesting designs, thanks again.
Wonder if the powers that be have considered a 'Starmada: Full Thrust' book?
I'm pretty sure that the universe would implode!
-Bren
Any resolution to this? I'd hate to see the tournament stagnate (any longer) over this issue.
-Bren
I don't have any problem with using our names if you want to post AE stats. Dan and ourselves need to pull our fingers out and get on with the creation of a proper Brigade:AE edition (well, we do, we're the blocking issue rather than Dan !).
Please do, so I have an excuse to buy some of your awesome fleet designs!
-Bren
I have played games where there were a hundred or so asteroids. all moving somewhat randomly, and I think they were fun.
You can randomly place rocks from the garden onto the board, then, at the end of each turn, each asteroid rolls two dice, one for direction, and one for distance. if they collide, they stop, if they hit a ship or fighters, they roll to hit.
For my games at Origins, I raided the rock section at the local pet store and called them 'dust- debris' hexes. Capital ships took a hull damage on a 5+, fighters could moves 'slowly' by spending 2 MP per hex traveled (or could zip through with the possible loss of a fighter on a 5+). Seemed to go well for the players at the game and cheap and portable!
One scenario I play with that is "Attack the mining facilities" where the defender gets 6 randomly placed minig markers and the attacker has to "land" a flight of fighters on the asteroid simply touch the asteroid during the fighter movement and it's been checked).
That one goes over well at the conventions I play it at. I usually grab ships from the book, 3-4 per player.
This one isn't a bad idea. I have a bunch of lava rocks (read 36) that are all labeled for a d66 (roll a d6 for the tens and a d6 for the ones). At the end of the turn, 2d6 random asteroids shifted per Jim's rules. It was 'fun stuff'. I do like the scenario about the mining facilities and will be 'borrowing' that one!
my point is, the more asteroids the better, if you're needing to block LOS. I do like the GF way too though.
Agreed the GF way is pretty cool so I might be 'stealing' that as well!
-Bren
Are we playing to a certain VP total, a turn total or something in between. I couldn't find the official answer in any of the E-mails and I'm pretty sure that we are wrapping up game 4 soon!
Thanks
-Bren
Add some Asteroid fields, moons and the like which block LOS and see the difference!
-Bren
Without getting into a huge debate about points and point systems, I understand the idea of games and scenarios without points since most actual battles were not equal. On the other hand why would I play a game that I didn't have a 'decent' chance to win!
One could 'tweek' the victory condictions so that the smaller force has a better chance to 'win' due to the scenario at hand, but that player is still going to be 'crushed'
-Bren
I'm amazed that you guys haven't set up some "fleet restrictions" and tried some games that way. One of the ideas for "fleet restrictions"is that each player gets to pick 2 weapon effects and 3 special abilities and one weapon effect for each other player. So if you have 4 players, you get to pick two of your weapon effects and your opponents get to pick the other 3.
The other idea is to build a fleet and then before the games, bid (in VP) for which fleet that you get to use. The last player to get a fleet is awarded a 20% bonus in VP for taking the last fleet available. Might be a nice change from your normal fleets.
-Bren
Interesting little tagline. I like it.
-B
Hmmm... Yes, I was trying to design some ships with different philosophies. Clearly, the poor accuracy against ships with countermeasures is a serious problem. The hegmony will need a redesign before round 2!!!
I don't think it is an issue since you know what you are getting into before hand. It does suck to need 6s and 7s to hit, but those are the breaks for the cheaper weapons.
-Bren
Agreed on your comment about the hegemony ACC values. Having 5+ weapon ACC against a player with countermeasures is brutal. I'm happy to get a few hits in!
-Bren/jygro
Just a quick Round one message for a few players. Sorry for the list spam!
Robin:
I've tried to send an E-mail over the weekend and it bounced three times. if you see this, I haven't forgotten or stopped, I just can't get you the turn.
Falstaffe:
I sent you my actual setup and still waiting for your initial placements. Let me know if you received them!
-Bren
I have a quick question:
Are we playing with the maximum roll rules? You know, the rule that gives you a chance to hit if your modified to hit is greater than 6. Let me know so I can finish my turn.
-Bren
I like MagRes. Easy to see what it's suppose to be.
-Bren
Also, does an exact counter trait, Fighter Exclusive, exist? (This would greatly help my idea of a BSG-Conversion giving Galacticas Railguns an Anti-Ship and an Anti-Fighter Flechett mode as seen in the Mini Series :twisted: )
I ran a starmada BSG game and will be putting my ideas on the forum in a couple of days (still working on getting my sleep schedule back to unnormal).
-Bren
Darn, I wish I knew that this was coming out before running Starmada BSG games. I could have told people that it was something to get the rules without the fluff if they wanted to.
Still, exited to see another rulebook come out!
-Bren
I've been refining my concepts for the game I'm running at Origins and a lot of your ideas are sound. Perhaps I'll post once I finalize the designs!
-Bren
kehrer1701 wrote:are you ready for other groups to do some playtesting yet?
Let me get some notes together from the weekend...
Agreed. Let me know if you need some help.
-Bren
mj12games.com/forum → Posts by jygro
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