Yeah, I need to get something like that.  I am dying to run a campaign!

Yes, it is still played on a hex grid.  It would be possible to convert it to a non-hex grid format, but it would take a little tweaking.

The War at Sea ships are perfectly usable, if they fit on your hex grid.  However, be aware that the WaS ships are from WWII. 

Dreadnoughts, as the name implies, is focused on WWI.  So you would either have to use the WaS ships as standins, or create the stats for the WWII ships.  As you know already, creating stats for a Starmada ship is not difficult, and I'm sure you could get some help in these forums if you decided to do it.

Alternately, you could purchase actual minis to use with the game.  (Which would be my recommendation.)  You can get 1/3000 scale WWI ships cheaply here:

http://www.warweb.com/davco-13000-wwi-s … _1701.html

If you're not much of a painter and are willing to pay somebody else to do it for you, you can get that done here:

http://mywifepaintsbattleships.pbwiki.com/

You can get 3x1" bases for your 1/3000 scale WWI ships here:

http://www.litkoaero.com/

Or again, you could have it done for you at the same place you're getting the painting done.

This is an excellent source for beginner info on battles and ships of WWI:

http://www.worldwar1.co.uk/

It can help you with what the various ships are, what you can buy for various battles, and general inspiration.  I've been doing this a little while now, and I am still out there all the time.

Finally. . .

You might also want to consider checking out Grand Fleets.  Its like a more detailed, d10 based version of Starmada Dreadnoughts.  If, as I have, you discover a love for naval wargaming, its IMO the best surface-combat engine out there.

Welcome, and let me know if you have any questions!

53

(3 replies, posted in Starmada)

I would love to run Jutland using Grand Fleets, but that just aint gonna happen in a convention environment.

Dreadnoughts is a MUCH faster system than Grand Fleets.  The GF to-hit calculation process takes significantly more time (relatively speaking) than Dreadnoughts with its relatively fixed values. 

That little bit of extra time per ship adds up to a LOT of time when multiplied across 64 or more ships being handled per turn.

To run Jutland using Grand Fleets, it would have to be the kind of thing where you and a buddy could just leave it out and play it over the course of a couple weeks. . . . which I could do at the house. . . if I found somebody that committed to playing it!  LOL!!

Now. . . what I might do is run the battlecruiser action using Grand Fleets.  We'll have to see how things shape up.

54

(3 replies, posted in Starmada)

I'm already plotting for GenCon NEXT year. . .

I'm thinking I'm going to use Starmada: Dreadnoughts to take a crack at running Jutland.

Since its such a huge battle, I thought for next year I'd start with the small version. . . 64 battlecruisers and battleships.

If that goes well, 2010 I might add in the armored cruisers, light cruisers, and some of the destroyer flotillas.

Its gonna be BIG!!

55

(19 replies, posted in Starmada)

I also noticed that armor was getting penetrated very easily. . . but the guns I noticed it with were generally 9+ inches and at relatively close range.  Under those circumstances, I don't think even the dreadnought armor of the time (until post Jutland) would have really stood up very well against it. . . assuming of course the shells weren't defective.

56

(19 replies, posted in Starmada)

Sorry Dan. . . you're gonna have to prove to us that it wasn't from GFII, by releasing GFII ASAP!

57

(5 replies, posted in Starmada)

cricket wrote:

So, you are correct -- Piercing +2 is "better" than Halves Shields, but only by about 4%; and they only differ against targets with Shields 3.

Well. . . plus the fact that torpedoes generally have big IMP and DMG numbers, which make them much more deadly on impact than even the heaviest shell. . . as they should be.

58

(25 replies, posted in Starmada)

I wouldn't sweat it.  I would expect some errors to creep in with as many ship data sheets as you've got in the book.  Its just a matter of fixing them when they get found.

59

(7 replies, posted in Starmada)

cricket wrote:

You're off by a factor of 11.

Ooops. . . meant /1000

cricket wrote:

Hull = Displacement / 1500

The other direct relationships are:

Engines = Knots / 4

Weapon Range = ROUND(Yards / 4500) x 3

Stuff like armor and weapon penetration/damage are a bit more subjective.

Cool.

60

(5 replies, posted in Starmada)

Yay!  Second Edition Grand Fleets!  smile

So. . . asked this earlier, but it might have gotten lost.

Any suggestions on converting other ships to dreadnoughts stats?  I know its not Grand Fleets, but it would be nice to be as consistent as possible.

Looks like to arrive at hull value you did something like (Standard Discplacement * .7) / 100.  Is that pretty accurate?

For guns, it should be possible to find some similar guns on another ship.

What about armor?  Any suggestions?

62

(2 replies, posted in Starmada)

So a couple questions. . .

Now that Starmada has a Dreadnoughts version out. . . is it possible to use VBAM to play out a campaign?

How closely linked are VBAM and Starmada?  Could we use Grand Fleets with VBAM also?

63

(25 replies, posted in Starmada)

Actually she did.  sad  LOL!!

Heh. . . didn't even notice the secondary battery being 9.2s.  Well I did. . . and it struck me a little wierd. . . but I didn't actually check.  Shame on me.

64

(25 replies, posted in Starmada)

Played a game with my wife last night.  Found an error:

Fire arcs for X batteries on the Dreadnought are incorrect.

Dreadnought X battery should be:
[ABCD] [AC] [BD] [CD] [CDEF]

65

(18 replies, posted in Starmada)

Ok. . .

So I picked up e-copies of S:AE and S:Dreadnoughts so I could check it out.  Of course I couldn't go to bed until I'd read all the way through them. . . so its now 2AM.  Good thing its Friday.

Can I just say. . . wow!  This is awesome.  I've had this idea floating around in the back of my head about running Jutland at GenCon next year.  This rule set might actually make it possible.  Grand Fleets, while I love it, is just too detailed and complicated to teach to a bunch of convention-goers and then run a HUGE battle with.  I think I might be able to do it with S:Dreadnoughts.

Also, I'd always assumed I wouldn't be able to go below the light cruiser level even if I did. . . but the destroyer flotilla rules and stats provided might just make it possible to drop to that level.  Of course, the flotillas you provide are 4 destroyers each, rather than 12. . . but close enough.  Too many destroyers in one flotilla would distort the actual effectivenss of them.

I was thinking that for destroyer flotillas with a light cruiser command ship.  They would just manuever and fire as one ship but keep seperate sheets, with the following rules:

1.  Incoming hits are allocated between command ship and flotilla.  1-3 hits the command ship, 4-6 hits the flotilla.

2.  The entire element is limited to the speed of the lowest component (command ship or flotilla).

3.  At any point the owning player may scuttle any portion of the element.  So if the command ship is slowing down the whole flotilla, it can be scuttled and the flotilla operates independently at that point.

Anyway. . . I'm super excited about this rule set.  Can't wait to try it out!!

Edit:  I didn't see stats for the German pre-dreads that were at Jutland.  Any suggestions on how to create them?

One final thing. . . any chance you will update the shipbuilder with the options from Dreadnoughts?  Or maybe copy it and create a slightly different version that just has the DN stuff in it?

66

(18 replies, posted in Starmada)

Interesting!  I was actually just thinking the other day 'I wonder what Starmada would be like if I converted it to a naval game!'

67

(36 replies, posted in Starmada)

I kinda like the pyramidal structure. . . perhaps not as strict as the one you propose though.  Maybe just something for the biggest units.

For every B level ship, you have to have three ships of C or below, or something like that.

68

(7 replies, posted in Grand Fleets)

How about simply calculating victory points as

Points of damage inflicted on enemy
plus
Hull points of enemy ships sunk
minus
Hull points of friendly ships sunk

Or something like that.  Some kind of VP penalty assessed to the player whose ship was sunk. 

Or instead maybe give a VP bonus for each ship with broken morale the player is able to successfuly get off the table.  You could base it by ship type to reflect relative strategic value  (so broken destroyer flotillas which are of little strategic value don't yield a huge bounty of VPs when fleeing):

Destroyer Flotilla  +1
Light Cruiser  +2
Heavy Cruiser +4
Battlecruiser +8
Dreadnought +12

But I do like the idea that as an admiral commanding a fleet, your individual ship/squadron commanders might decide they've had enough and do their own thing.

The other rule set was Stations Manned and Ready:

http://www.aandagames.co.uk/stations_manned_and_ready.htm

I bought a PDF download through Wargaming Online for $11.50

http://www.wargamingonline.com/catalog/index.php

SMR handles it by assigning each tactical unit a commander.  Each tactical unit can be a single ship, or a squadron of ships.  Morale is handled at the commander level, so a commander of a battleship squadron breaking and running can have a significant effect on your fleet!

Actually, while I far prefer the Grand Fleets combat mechanics. . . they do have a very interesting Crew/Commander quality system.

69

(7 replies, posted in Grand Fleets)

Historically commander "morale" or willingness to risk ships played a decisive role in shaping the outcome of many naval battles.

Jutland of course. . . from Jellicoe's decision to turn away from the German torpedo attacks - allowing the High Seas Fleet to escape, to Admiral Scheer's battle turn away, back again, and away a second time.

In WWII the Battle off Samar is another famous example.  Had the Japanese center force simply pressed on into the face of attacks by American destroyers and escort carriers, they would have been able to bombard the American landings at Leyte and possibly change the outcome of that campign.  Instead, they turned and fled against a vastly inferior opponent.

In wargames without morale rules, ships always fight to the death, which is highly unrealistic.  Morale is every bit as important to naval engagements as it is to land battles.

Perhaps if a ship/squadron fails a morale check they have to move directly away from the enemy and try to make it off a table edge until they either pass a morale check again or flee the battle.  The other rule set I looked at just had you remove ships as soon as they failed a check.  I think it would be preferable to give the opponent a chance to finish off a ship and/or the possibility that the ship might "regroup."

70

(7 replies, posted in Grand Fleets)

I love looking at different rule sets.  So its no surprise I've been checking out other WWI/WWII rule sets, just to see what they are like.  (None of them are as good as Grand Fleets IMO -- but I am curious.)

One thing I noticed in another set of rules, was morale rules for ships/squadrons.

After accumulating a certain amount of damage, a ship/squadron commander had to start making morale checks at the start of every turn.  If he failed the ship had to retreat from the battle.

This might be a good idea for something to incorporate into 2nd Edition.  It would add a little more realism to the game, rather than the wargamer approach of "fight to the last man and shell" all the time.

Anyway, just something to think about.

71

(8 replies, posted in Game Design)

I thought you were talking about the "excellent" B Sci Fi movie from the early 90's!  smile

72

(7 replies, posted in Grand Fleets)

Those look like 1/3000 scale to me.  Probably Navwar or Skytrex/Davco.

As far as bases, try this place:


http://www.litkoaero.com/

They make very nice laser cut bases as relatively affordable prices.  Here's what their 3" x 1" bases look like on 1/3000 models like yours:


Scroll down a bit to my post
http://mj12games.com/forum/viewtopic.php?t=1410

As far as the silence on these forums goes. . . we're out here. . . but not really a whole lot of discussion happens for some reason. . . a lot of people don't check it regularly. . . I only play about once a month and don't have a lot to say I guess.  I'll post scenarios and house rules and play aids updates once in a while. . .

But just because things are quiet. . . doesn't mean nobody is listening/playing.  Anyway, if you have questions or whatever, just post them.  Somebody will answer.

73

(2 replies, posted in Grand Fleets)

Go to:

http://grandfleets.pbwiki.com

Its under the rules section at the top.  Let me know if you have any problems finding it.

74

(15 replies, posted in Starmada)

Jutland. . . that's what we have Grand Fleets for!  smile  I'm actually looking at running Jutland at GenCon *next* year. . . down to the light cruisers. . . probably not the destroyer flotillas. . . got about 90% of everything already painted and based.  Just a double fistful of extra stuff to get at this point. . .

What I'd love to see is a campaign system for Grand Fleets!   big_smile

75

(2 replies, posted in Grand Fleets)

Oh. . . I updated the quick reference sheet as well.  Its now quite robust.  Its double sided, and included are squadron order sheets and torpedo tracking charts.  My most recent revision of my house rules moved the torpedo rules substantially back to how they are in the core rules. . . so anybody should find the sheet useful.