51

(5 replies, posted in The Admiralty Edition)

I've started making a fleet of ships from the PC game "Homeworld" (see here) , and I've been working on some stats for the Kushans too. I'd love some feedback on these:

Type: , Vengeance Class, Kushan Assault frigate  (54)
Hull: 3 2 1
Engines: [TL0] 4 3 2                     
Shields: [TL0] 4 3 2                     

Weapons :1[XY], 2[XY], 3[XY], 4[XY], 5[2Y], 6[2Y]
Weapons
Battery X:   Plasma Bombs (E) TL0,  3/6/9, 1/4+/1/2     //         TL0    0/0+/0/0
Piercing
 [G]  [G] 
Battery Y:   Light Mass Driver (K) TL0,  3/6/9, 1/4+/1/1     //         TL0    0/0+/0/0

 [AB]  [AB] [A] [B] 

Special Equipment 
 Hyperdrive



Type: , Firelance Class, Kushan Ion Cannon frigate  (46)
Hull: 3 2 1
Engines: [TL0] 4 3 2                     
Shields: [TL0] 4 3 2                     

Weapons :1[X], 2[X], 3[], 4[], 5[], 6[]
Weapons
Battery X:   Ion Cannon (E) TL0,  4/8/12, 3/4+/1/1     //         TL0    0/0+/0/0
Inverted Range Modifiers, Piercing
 [G] 

Special Equipment 
 Hyperdrive


Type: , Matriarch Class, Kushan Support frigate  (222)
Hull: 3 2 1
Engines: [TL0] 4 3 2                     
Shields: [TL0] 2 2 1                     

Weapons :1[X], 2[X], 3[], 4[], 5[], 6[]
Weapons
Battery X:   Light Mass Driver (K) TL0,  3/6/9, 1/4+/1/1     //         TL0    0/0+/0/0

 [AB] 

Special Equipment 
 Carrier (194) : Hyperdrive

Small Craft carried:
Fighter, Interceptor:(172) # 6/Speed:10 /Attack:4 /Defence:0 /Traits:Increased ROF-2,,, /  Flights:2 1



Type: , Puppeteer Class, Kushan Drone Frigate  (172)
Hull: 3 2 1
Engines: [TL0] 4 3 2                     
Shields: [TL0] 3 2 1                     

Weapons :1[], 2[], 3[], 4[], 5[], 6[]
Weapons
Battery X:     TL0,  0, 0/0+/0/0     //         TL0    0/0+/0/0

Special Equipment 
 Carrier (140) : Hyperdrive

Small Craft carried:
Fighter, Drone:(140) # 6/Speed:5 /Attack:4 /Defence:0 /Traits:Non-Piercing,,, Slow  /  Flights:4 3 2 1



Type: , Revelation Class, Kushan Destroyer  (178)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1               
Shields: [TL0] 4 4 4 3 3 2 2 1 1               

Weapons :1[X], 2[X], 3[Y], 4[Y], 5[], 6[]
Weapons
Battery X:   Heavy Mass Driver (K) TL0,  3/6/9, 1/4+/2/2     //         TL0    0/0+/0/0

 [ABCD]  [ABCD] 
Battery Y:   Ion Cannon (E) TL0,  4/8/12, 3/4+/1/1     //         TL0    0/0+/0/0
Inverted Range Modifiers, Piercing
 [GH] [GI] 

Special Equipment 
 Hyperdrive



Type: , Perdition Class, Kushan Missile Destroyer  (433)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1               
Shields: [TL0] 4 4 4 3 3 2 2 1 1               

Weapons :1[], 2[], 3[], 4[], 5[], 6[]
Weapons
Battery X:     TL0,  0, 0/0+/0/0     //         TL0    0/0+/0/0

Special Equipment 
 Carrier (300) : Hyperdrive

 Repair (300) :

Small Craft carried:
Seeker, Missile:(300) # 8/Speed:12 /Attack:3 /Defence:0 /Traits:,,, /  Flights:10 9 8 7 6 5 4 3 2 1




Type: , Avatar Class, Kushan Heavy Cruiser  (612)
Hull: 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1      
Shields: [TL0] 5 5 5 5 4 4 4 4 3 3 3 2 2 2 2 1 1 1      

Weapons :1[X], 2[X], 3[Y], 4[], 5[], 6[]
Weapons
Battery X:   Heavy Mass Driver (K) TL0,  3/6/9, 1/4+/2/2     //         TL0    0/0+/0/0

 [GI]  [GI] [GH] [GH] [A] [B] 
Battery Y:   Twin Ion Cannon (E) TL0,  4/8/12, 5/4+/1/1     //         TL0    0/0+/0/0
Inverted Range Modifiers, Piercing
 [AB]  [AB] 
Battery Z:     TL0,  0, 0/0+/0/0     //         TL0    0/0+/0/0

Special Equipment 
 Fire Control : Hyperdrive
 Armor Plating

Type: , Empress Class, Kushan Carrier  (1792)
Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1        
Shields: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1        

Weapons :1[X], 2[X], 3[], 4[], 5[], 6[]
Weapons
Battery X:   Defense Gun (K) TL0,  2/4/6, 3/4+/1/1     //         TL0    0/0+/0/0
Anti-Fighter
 [ACE]  [ACE] [BDF] [BDF] 

Special Equipment 
 Carrier (1392) : Launch Tubes : Hyperdrive
 Anti-Fighter Batteries(20) :

Small Craft carried:
Fighter, Scout:(120) # 4/Speed:12 /Attack:5 /Defence:0 /Traits:,,, /  Flights:3 2 1
Fighter, Interceptor:(172) # 6/Speed:10 /Attack:4 /Defence:0 /Traits:Increased ROF-2,,, /  Flights:2 1
Fighter, Bomber:(240) # 6/Speed:9 /Attack:5 /Defence:0 /Traits:Increased ROF-2,Piercing,, /  Flights:3 2 1
Fighter, Defender:(208) # 6/Speed:5 /Attack:5 /Defence:4 /Traits:Increased ROF-3,,, Slow  /  Flights:2 1
Fighter, Cloaked Fighter:(0) # 6/Speed:10 /Attack:5 /Defence:0 /Traits:Increased ROF-2,Shadow,, /  Flights:
Fighter, Light Corvette:(92) # 4/Speed:8 /Attack:5 /Defence:3 /Traits:,,, /  Flights:2 1
Fighter, Heavy Corvette:(219) # 4/Speed:7 /Attack:5 /Defence:4 /Traits:Increased ROF-2,,, Slow  /  Flights:3 2 1
Fighter, Muitigun Corvette:(324) # 4/Speed:7 /Attack:4 /Defence:4 /Traits:Increased ROF-3,,, Slow  /  Flights:3 2 1

EDIT - Changed defence value of the Defender. Modified carrier loadout accordingly.

cricket wrote:

Divide the total number of SUs by 100 and round off. The result is the number of SAE anti-fighter batteries.

For example, a size 8 ship has 1493 SUs. Divide by 100, you get 14.93, rounded off for a result of 15 AFBs.

(This is based on SX anti-fighter batteries taking up 5% of the available space, and each SAE AFB requiring 5 SUs.)

Is this really sane? It gives a hull 15 conversion (such as Brigade's Newman) over 30 range 1 5+ 1 1 1 ABCDEF weapons, and a hull 20 gets nearly 50!

Combine the number of guns and the ability to fire at ships as well as fighters, and you get a ship with one hell of a close range punch (albeit at almost zero range) for practically no cost.

While the Admiralty Edition core rulebook says there is no equivalent to Starmada:X's anti fighter batteries, the ISS re-introduces them (albeit in a modified form).

So, how many ISS anti-fighter batteries should be used to replicate the effect/balance of the S:X ones, when converting starships from the old format?

54

(37 replies, posted in Starmada)

I just played through a solo game, which worked pretty well. I won (of course!) Talking of changes, it would be good if the "terrain" could be moved/deleted after being placed. It currently "locks" itself after being placed, which is ok for planets, but annoying for explosions etc.

Wait a sec - do ships explode in the admiralty edition? I can't find any mention of it...?

EDIT: D'oh, found the section on explosions.

It took me a little while to figure out why I kept loosing when playing my friend - He was keeping his playsheets and as much information as possible to himself, while I was being much more forthcoming.

After adopting a style closer to his, things got a lot more evenly matched.

:twisted:

56

(37 replies, posted in Starmada)

Lsutehall wrote:

How are we proposing to play this? Would each player keep a local version of the game saved, and make thier opponents moves on thier own board, or would moves be submitted to a central moderator, who updates a master copy of the game and sends out feedback?

Ok, ignore this bit. I had a fiddle with it yesterday, and a read through the documentation. VASSAL is more clever than I gave it credit for - it has PBeM support built in, via the use of log files.

57

(37 replies, posted in Starmada)

After having a look at the current module (2.0) there are a couple of things i'd like to see:

- Another fleet or 2 (just cosmetic really)
- A background or map, rather than just black space
- The removal of the 5 or 6 "Pick board" screens on start up
- Are there any planets or other terrain in game at the moment? I forgot to look (other than the Kraken of course....)


How are we proposing to play this? Would each player keep a local version of the game saved, and make thier opponents moves on thier own board, or would moves be submitted to a central moderator, who updates a master copy of the game and sends out feedback?

58

(37 replies, posted in Starmada)

Yeah, I usually play with a friend, but we havn't had a chance recently. I'm itching to vaporise some starships....

59

(37 replies, posted in Starmada)

That's a good idea. I've had a bit of a play with the existing version and it seems pretty good, but could do with a bit of tweaking. Let us know when you've had a chance to update it?

I'd certainly be interested in having a go at PBEM - its not something I've tried before, but I don't have anyone to play with out here!

60

(37 replies, posted in Starmada)

There is already a VASSAL starmada mod - its in the files section on the yahoo group.

61

(3 replies, posted in Starmada)

As an example:

Starship Battery A:
12, 4+, 1,1,1
AB AB CD CD

It may Fire 2 shots at a target in A,
And
1 shot at a target in C
And
1 shot at a target in D

Is this correct?

62

(3 replies, posted in Starmada)

First off, a big hello - I've just played my first game (Starmada X) the other day, and I love speed and simplicity of play. However, the one question that I remember coming up concerns targeting:

4.1.1 Declaration Of Targets
Before resolving any of its attacks, a starship must declare at which  targets it will be firing, and what weapons it will be using against each,
remembering that each weapon can only be fired once per Combat Phase.

For clarification, does this mean that each Battery may target a different enemy, or each Weapon from each battery may target a different foe?