726

(8 replies, posted in Starmada)

Hello,
Your idea of adding "Ignores PDS" as a weapon ability sounds interesting, but it may add unwanted, and unneeded complications.  If we use the parallel found with "ignores shields", will there be an "Ionic PDS"<LOL> that cannot be ignored?  And then, how about a weapon ability that Ignores armor plating, or armored batteries, or even the experimental ablative armor?  If these abilities come out, will there be an "ionic"<LOL> variant of these that cannot be ignored.  The Complications could spiral and spiral.  This wonderful game could possibly become almost as complex as the 1990s Star Fleet Battles.  :shock:
:idea: Perhaps we should not go down this road... :!:

:idea:  Here is the 7/5/07 REFIT of the "USS Mississippi" class DNs; CR = 1274, Total Tech = +3

This refitted ship is an example of the most common capital ship in my fleet. It seems large, but I think of it as being size 12 hull, but having {reinforced hull & extra crew} as the 'Compendium ships can have. Several of these ships would be escorted by drone carrying destroyers, and small one hull PT boats. There are few cruisers in my fleet and no 'carriers.

Hull:  24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines:  6 5 4 3 2 1
Shields:  3 2 1
Weapons: [a] Heavy Guns {6/12/18, 3+, 2/1/1, rerolls penetration dice]
ABCD ABCD ABCD    ABCD ABCD ABCD
CDEF  CDEF  CDEF    CDEF  CDEF  CDEF

Special Equipment:
Hyperdrive [0], Long Range Sensors [0], Point Defense [0], Overthrusters [0], Sunbursts[000],
Security Team [00000], BattleSatts [0000000000], Launch Bay [000], Armor Plating, Medical Bay,
Science Lab, Marine Squad [0]

Damage rolls =  Ha/E/H/S/H/Q

In the games I play in south Florida, we do not use expendables.
(if we did, this ship's [b] battery would be "Terrier Missiles")
{6/9/12, 3+, 3/1/1, rerolls to hit dice, Expendable}  smile
I have versions with Ionic shielding replacing the troops. In the games we play, a weapon can only have One "Weapon Ability". This eliminates any outrageous or overly-powerful combinations of 'abilities.
We don't use VBAM...

My ships are based on WW2 warships similar to the Star Balazers conversion of IJN Yamato to the Argo, but no wave-motion-gun.
These ships can give and take pounding.   :wink:

Note:  The refit did not change the firepower, and even tho these ships gained 2 more hull, their CR is 100 less than b4. :shock:

Steven Gilchrist; Jacksonville, Fla, USA

728

(42 replies, posted in Starmada)

Does this mean that Ablative Armor can be considered "official" ?  big_smile

Don't want to put it on my ships and have others ask what the %#@%$ is that stuff...<LOL> :shock:

This ship is an example of the most common capital ship in my fleet.  It seems large, but I think of it as being size 11 hull, but having {reinforced hull & extra crew} as the 'Compendium ships can have.  Several of these ships would be escorted by drone carrying destroyers, and small one hull PT boats.  There are few cruisers in my fleet and no 'carriers.


USS Mississippi   CR = 1375, Total Tech = +4

Hull:  22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines:  6 5 4 3 2 1
Shields:  3 2 1
Weapons: [a]  Heavy Guns  {6/12/18, 3+, 3/1/1, rerolls penetration dice]
ABCD  ABCD    ABCD  ABCD      CDEF  CDEF    CDEF  CDEF

Special Equipment:
Hyperdrive [0], Long Range Sensors [0], Point Defense [0], Overthrusters [0], Sunbursts[0],
Security Team [0000], BattleSatts [0000000000], Launch Bay [000], Armor Plating, Armored Batteries,
Science Lab, Troops(250)


In the games I play in south Florida, we do not use expendables. 
(if we did, this ship's [b] battery would be "Terrier Missiles")
{6/9/12, 3+, 3/1/1, rerolls to hit dice, Expendable}
I have versions with Ionic shielding replacing the troops.  In the games we play, a weapon can only have One "Weapon Ability".  This eliminates any outrageous or overly-powerful combinations of 'abilities.   
We don't use VBAM...

My ships are based on WW2 warships similar to the Starbalazers conversion of IJN Yamato to the Argo, but no wave-motion-gun.
These ships can give and take pounding. 

Steven Gilchrist; Jacksonville, Fla, USA
PS:  I will soon post other designs; 8 hull DDG carrying 40 drones, etc.

730

(42 replies, posted in Starmada)

Hello OldnGrey,
Thanks for the new   StarmadaX_VBAM v9-4a Auto Ablative.   smile
Unfortunately, I was unable to figure out how to make it work completely.
(100% Blond here) :shock:
I probably have gotten spoiled by Gaming Glen's version of the regular designer.  He has smoothed out the sheets, allowed the use of color and enlargedBatteries A, B, &C to have 12 mounts.  I do appreciate your new program tho.
:arrow: StevenGilchrist

Hello Marcus Smyth,

Thanx for your interest in my ships. big_smile    I am not sure how to post a design of mine in the "Basin"; first time I've hear of it. :shock:   My ships are made on a Microsoft Excell Spreadsheet that a friend of mine, Gaming Glen, put together.  He modified and smoothed out the regular starmadaXdesigner.  He is very skilled with computers. 8)   I have been able to cut-n-paste my ships onto E Mails tho.   :idea:

in the past,I killed a well eesigned 15 hull ship with several 1 hull torpedo-boats having "21 Inch Torpedoes:
{rg=12, ROF3, 3+, 3/1/1 rerolls penetration, halves shields, range based damage}   These torpedoes were very devistating, rather outrageous, excessively cheap, but brutally effective!  :shock: (I liked them<LOL>)
This is why we banned expendibles.  Too bad, "Terrier Missiles":
{rg=18, ROF3, 3+, 3/1/1, rerolls to hit} made my fleet fighter-proof.  We also now only allow a weapon to have One Ability, the same as Starmada Compendium weapons.  This made overly-powerful combinations of abilities impossible. big_smile   We have played many games this way and are having fun... :!:

Steven Gilchrist; Jacksonville, Fla, USA
:arrow: BeowulfJB@aol.com

Excellent topic. :!:

I use naval miniatures and design my ships to be "battleships in space", such as INJ Yamato, turned into the Argo, in Starblazers.  I have 1/3000 naval miniatures with added tube engines.  They are similar to the FRAX fleet in Starfleet Battles.  They have only one battery of weapons, which fire out to 18.  The secondaries that WW2 ships had are represented by the point defense system that all of my ships have along, with level 2 or 3 shields.  WW2 capital ships were armored, so these ships of mine have armored hull & armored batteries.  Their heavy guns hit on 3+, and are mounted FX & AX, half are "abcd" & half "cdef" arcs.  These capital ships are speed 6, and have long-range sensors.  They also have overthrusters because all of their weapons only fire together in "c" & "d" arcs.  They're effective ships.  smile

I follow the philosophy of the USA Navy in the late 1930's & 1940s.  Use heavy firepower, especially at long range and pound your opponants.  The ships' "Heavy Guns" have a ROF of 2 or 3 depending on the design & rerolls penetration.  This gives the ships an AA ability.  We don't use expendables when  I play in South Florida because we think them too overpowering.   But if I could use them, then battery B would be a full bank of these weapons:
rg = 18, hit = 3+,  3/1/1 with re-roll to hit.  They would be similar to XO racks in Starfire.  These XO missiles would make my ships almost fighter-proof. :idea:
Most of my capital ships have 22 hull (!)  I think of all of them as being size 11 with reinforced hull + extra crew; which was available in the Starmada Compendium game.  My big ships  have a total tech of +4, and are of Hull 20 to 24 BBs whose CRs range from 962 [USS Arkansas] to 1565 [USS North Carolina].  These capital ships are escorted by drone carrying DDGs of hull size 8, thought of as hull4 w/reinforced hull & extra crew.  (I build few cruisers because I don't enjoy them as much). 
This fleet is rather formidable, just as the US Navy of WW2.  These ships are very fun to play and usually are on the winning side. All of my heavy ships also have sunbursts battle-satts, science labs, 250 troops or 100 passengers and .. a medical bay, if it fits.  There may be vulnerabilities that I don't realize, and have not planned for.   :shock:

Steven Gilchrist; Jacksonville, Fla, USA

733

(42 replies, posted in Starmada)

Hello everyone,

Although it is a trivial point, I calculated that if you have armor plating, which  stops 1/3 of the hull hits you get c12 extra hull hits, not just eight.   (I have been teaching Math for 6 + years). 
I can demonstrate it using this by this method:  :idea:
Every third roll should be an Armor hit, with no hull damage marked..  so if you mark off the 24 hull like this, you get:
    1 2 A 3 4 A 5 6 A 7 8 A 9 10 A 11 12 A 13 14 A 15 16 A 17 18 A 19 20  A 21 22 A 23 24 A 
#s 1 to 24 represents the hull hits.  The "A" represents the Armor hits.  I understand that it is tempting to multiply 1/3 x 24 to get 8, but this actually is not the way to do it...
[Having 24 hull should give you c36 hit pts.'til boom :shock: ]

:arrow: Steven Gilchrist; Math Instructor; Jacksonville, Fla, USA

734

(42 replies, posted in Starmada)

Hello everyone,

Let me make sure I understand how to use the armor plating special equipment to get Ablative Armor.
{100% blond here} lol .  My largest ship is my battleship "USS North Carolina".  It has heavy firepower, is speed 6,  and has 24 hull with armor plating.  If I make the armor plating represent Ablative armor, would this ship get six armor boxes instead of the c12 extra hull hits?  And would the CR cost be the same :?:    As the North Carolina stands now, it costs 1601.
:idea: (If I took 2 armor plating's, would I get 12 Ablative armor?<LOL>) :shock:

Steven Gilchrist; Jacksonville, Fla, USA

735

(42 replies, posted in Starmada)

Hello Everyone!
I agree that the 5% SU cost may be to small.  But the CR addidion is what is important.  I was hoping to match the Armor Plating option to the # of Armor boxes you can get to make it easy to use this "0ption"... I like having my capital ships  to have armor as well as awesome firepower... big_smile
(My fleets consist of capital ships supported by smaller. escort ships.  In terms of WW II, they are battleships and destroyers.  Few cruisers, if any,except for an Atlanta-type CLAA) :shock:
:arrow: Steven Gilchrist; Jacksonvile, Fla, USA

736

(42 replies, posted in Starmada)

Hello everyone!

     I have played Full Thrust, Starfire, and other games where ships can have Armor which is damaged first by any hits that penetrate shields.  So it is with great interest that I read the posts on Ablative Armor. smile   I want to add this to my ships.   
:idea: I have a simple way for me to do this:  How many boxes of ablative armor would a ship get, if "Armor plating" was taken as a Special Equipment, and used instead to generate ablative armor .  This number of boxes would be based on the SUs taken up & cost of armor plating as special equipment.  This would allow me to continue use the newest StarmadaX ship designer, and get Ablative armor. big_smile 
(I would write in the armor boxes  in the same space where shields are, placing them under the shield boxes. 
0r, if some brilliant, computer person could add this in to the ship-designer... :shock:

:arrow: Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone!

      :arrow: There will be a gaming Convention here in Jacksonville Florida Saturday & Sunday, August 11th & 12th, 2007 :shock: .   This convention is called Recon 2007.  I will be running two Starmada X games on Aug 11th big_smile .   The con is at the airport hotel where we have had it successfully for the last three years.  It will be lots of fun.  Prepare to activate your hyperdrives and set course for NE Fla   :wink:
[I guess you need to start rolling the d6 in early Aug...<LOL>] :?:
Here is the website for Rapier 2007   http://www.rapiercon.com/   :idea:

Steven Gilchrist; Jacksonville, Fla, USA  :!:

Hello everyone,

I am making a ten day trip down to South Florida smile
My gaming friends and I will be playing Starmada X at Dragons Lair SW of Fort Lauderdale (technically in DianiaBch or Hollywood  :shock: ). 
The first game is on Wednesday 6/6 @ c12:30.   
Dragons Lair is located at the corner of SW 51 Street and SR7=US441.  The phone# is 954-587-3347. 
We will be playing many games during next week and the following week.  Come join us for some fun gaming.  big_smile

Steven Gilchrist; Jacksonville, Fla, USA

739

(7 replies, posted in Starmada)

My friends in South Florida & I have encountered many nasty combinations of weapon abilities in games of Starmada"X" that we have played.  And if you add these leathal combinations to Expendables, and you have overly devastating combinations.  This problem caused us to retreat from Starmada"X" back to the 'Compendium version of the game for a while.  I have mentioned this in other posts.  I must confess that I was the one who made most of the wicked expendable combinations that made us change...  :shock:

     However, we miss the many improvements that Starmada"X" made over the 'compendium, and we are going to go back to the "X" game with a few restrictions.    :idea:

First Restriction: No Expendables!!!  Even tho  I like them, they seem overly powerful for their low cost. 
(A full battery of Expendable "Terrier Missiles", that are:  Range=18,  3+ to hit,  3/1/1,  will make your ship virtually fighter-proof.)    8)
I have details on these in other posts.

Second Restriction:   No weapon can have more that one weapon ability.  This eliminates the problem of a trio of abilities that are overly powerful for their cost.  In many ways, using these restrictions will give us
{the best of Starmada"X" + best of the Starmada Compendium}
     
     If there are other restrictions that I have forgotten, hopefully Gaming Glenn can post them.  I look forward to the games we will play when I am in Southern Florida June 2nd to c14th.   big_smile

Steven Gilchrist; Jacksonville, Fla, USA

740

(40 replies, posted in Starmada)

Hello everyone from the state of drought, fires & smoke (!) <LOL> :roll:

The problem of protecting engines has come up several times.  I would recommend that "Armored Hull" protect a ship's engines in the same way as it protects the ship's hull.  There are three reasons I recommend adding this to Armored Hull's description. 

First, in the Starmada Compendium game, the hull and engines were together and thus, both protected by Armored Hull (& by reinforced hull also). 

Second, in Starmada X, Organic Hull allows the regeneration of Both Hull and engines.  So Armored hull which protects instead of regenerates, should protect both Hull and engines. 

Third, it has been pointed out that the cost advantage of Armored hull is not significant when compared to having a hull that is 50% larger.  Also the larger hull  gives more damage control parties and greater resistance to Crew-eraser weapons & boarding. 

By extending Armored Hull's coverage to engines, it gives a significant advantage and reason to have it.  Allowing Armored Hull to also protect engines should be given at no extra cost.  Just treat it as a minor rule change or as an errata.  :shock:

Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone!

Earlier, I mentioned that my friends in South Florida, Gaming Glenn, I,  and others, will be using the Starmada "X" game when we play down there.  I have been designing ships for when I head down there in c2 months and plan to use "X" versions of some of my more favorite 'Compendium weapons.    smile 
The unique characteristics of most of them are now the "Weapon Abilities" of Starmada X.  One weapon ability that I did now see, and would be interested in using, is the weapon ability of "Stingray Missiles". 
In the 'Compendium, these weapons ignore any and every modifier, positive or negative, to the to hit roll.  For example, if the weapon has a to hit modifier "+3", then any ship the firing ship has LOS to is hit on a 3+, up to the weapon's maximum range.  The simplicity of this weapon is great.  It ignores long & short range, ECM, fighter jamming, evasive action, Stealth Generators, etc.  If someone could give me the modifier cost that would be much appreciated.  I hope it is the same as another weapon ability, so that I could still use the Starmada"X" ship generator.  I use Stingray Missiles on some of my Starmada Compendium ships that we still use when we play up here in Jacksonville.  :shock:

Anyone have any thoughts.  :?: 
Could I impose on the game designers to make a ruling?
(Once again <LOL>)  Thanx.  I am looking forward to gaming in S. Fla in early June...

Steven Gilchrist; Jacksonville, Fla, USA  big_smile

Hello everyone!

Here is the Link I have, and just used,
for the Starmada Compendium Ship designer; I have saved it  smile

http://www.mj12games.com/starmada/ssca.html

Steven Gilchrist; Jacksonville, Fla, USA

743

(6 replies, posted in Starmada)

Here is an idea that I had about Battle Satellites.  :idea:   
Use the options & costs outlined in F.2, Customized Fighter Flights, to modify battle satellites.  The one uncertanty is what speed to make "Fast Battlesates".  should they be speed 6, caused by the +20% cost. Or should they be speed 7; fast = +2 to speed...  :wink:

This seems logical to me, but not having taken the time to do the many calculations and testing that the game designers have done, I could be wrong.   :shock:
I will defer to the game designers.  I admire their accomplishment, this Starmada game, and value their opinion  big_smile     
What does everyone think :?:

Steven Gilchrist; Jacksonville, Fla, USA

744

(6 replies, posted in Starmada)

Hello everyone,

I like using Battle satellites, and would be very interested in being able to customize them in the same way as fighters, and now as drones can be.  I wonder if the same cost modifiers for fighters can be used to make assault, heavy, & fast(er) Battle satellites.  It would be very useful.   :idea:
0r we opening a can of worms?   :shock:

[with a sigh, the game designers may be wondering if the players will EVER be content; good grief!!<LOL>]   :roll:

(My friends and I here in NE Fla are playing on Sunday 4/1.  We are gonna play in St Augustine at one of the gamer's  home.  Saves 'em a 41 mile drive up here to Jacksonville).  smile

Steven Gilchrist; Jacksonville, Fla, USA.

745

(10 replies, posted in Starmada)

A simple idea would be to mount the ECM unit on any ship that is to be covered by ECM; <LOL>.  Another option is using fighters in a screening role or having the ship designed with higher speed to use evasive manuvers.   

     But if there is enough interest in ECM units with slave, perhaps the system used in the  'Compendium-version could be revampped, and introduced into the Starmada "X" game.  Advanced ECM that is unblockable would be useful also...  :idea: 
Just a thought  lol

Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone!

     I am back in Jacksonville.  I had a great time playing Starmada (Compendium version) at Gaming Glenn's store, Dragon's Lair, in  Hollywood, Fla.   My Dad & I played six games there.  Half of them involved an escorted 'carrier with heavy assault fighters.  In one of the games, we shot down all the fighters, wrecked several escorts, and drove the others into hyperdrive.  In the second one we were trounced.  My dad played a ship with a spinal mount + TDAR and laser cannons.  I played my naval-type ships with Plasma Bolters as main armament, and laser cannons as secondary weapons. 
(In the Starmada "X" game the laser cannons would be 1/1/1 + able to shoot at fighters, the Plasma bolters would be 1/1/2, but cannot fire at fighters..)
l think  that rather than have one spinal mount with TDAR, its better to have two of them  <LOL>.  Also, don't overload the engines too many times...  Never-the-less, we had a great time!
My Dad is 75, still works and has gotten into Starmada.  big_smile 

     In the future, we will be using the Starmada "X" version of the game when we play down south because the 'compendium version does hot have the special equipment on its damage track.   Stay tuned for some questions on Starmada "X" ideas... (!)     :!: :shock:   
First 0ne<g>:  Using the 'compendium rules, I have gotten addicted to having some range 24 weapons.  In the "X" rulebook section on weapon design, A.1.4, the cost of a weapon begins with the range; 3, 6, 9,12, 15, 18, etc.   Could a weapon that fires out to 24 be built using 24 as the starting "desired range value"?  This would allow range 24 weapons.  They would be a bit costly, of course.  What do the game designers think; is this an accurate modifier? 
Please let me know; I need to design Starmada "X" ships for the June sortie down to the Dragon's Lair... tongue

     Back up here in Jacksonville, we still are using the 'Compendium version of the game.  And we are playing this Sunday 4/1/07  @ 2pm at Wardogs Gaming store on Beach Blvd in Jacksonville. 

All are welcome  lol

Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone,

I am visiting my family in the Fort Lauderdale area where I was born and raised.  [I am actually in Hallandale Bch].  Friends and I are playing Starmada Compendium @ Gaming Glenn's store, Dragons Lair.  This store is in the SW Ft Lauderdale area, (in Dania Bch ?), on US441 (SR7) @ SW51st Street.  We are Playing Monday at noon, and probably Wed also... All are welcome.

Steven Gilchrist; Jacksonville, Fla, USA

748

(4 replies, posted in Starmada)

Hello everyone,

I will not be going to Recon 07 in Orlando in May.   It seems that there will not be any Starmada games run there.

Steven J Gilchrist

749

(4 replies, posted in Starmada)

Hello everyone!

     There is a gaming convention in 0rlando, FL in May called Recon2007. 
Here is the web site: HMGS-South - Home .  I plan to run Starmada at this gaming con lol .  There are Starmada gamers in the 0rlando area who have convinced me to run Starmada X games, instead of Starmada Compendium games.   This is not a problem.  I will just make Starmada X versions of the 'Compendium style ships I have created. 

    My 'Compendium-designed heavy ships have Plasma Bolters in FX and AX arcs to represent the heavy guns battleships carried and Laser Cannons on the sides to represent the smaller guns that can either fire at hostile ships or fighters.  Changing the laser cannons to 1/1/1 weapons is easy.  The question is that instead of being 1/1/2 weapons, Plasma Bolters from the compendium are 1/1/D (D=double damage to where-ever the location roll indicates the hit is).  In the 'Compendium game, this weapons costs the same as the Proton Missile which is a 1/1/2 weapon.  Should I use the same cost for a 1/1/2 weapon for the 1/1/D, or is there an increased cost.  If so, what is the multiplier?  (Hopefully it is the same as one of the other "X" weapon abilities so that I can use this other with the computer program and then write-in a name-change). 

If the game makers could give me some feed-back, I would appreciate it big_smile .  This Recon 2007 should be a lot of fun.  Let me extend a welcome to everyone in the Starmada Universe!  Prepare to activate your hyperdrives and set course for the 0rlando system in the Florida Cluster in May...  :wink:

Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone!
     [Just got out of the pool (its in the low 70s here in Jacksonville)]
     
     My friends and I are playing Starmada Compendium at Wardogs Gaming store here in Jacksonville.  We are going to play on Sunday Feb 25th at 2pm. 
Here is War Dogs Gaming Store's web page:  http://www.sgtsniff.com/
All are welcome.  0nce again, the pirates & privateers will attack an escorted convoy.  An alternate view of this is that an armed convoy approaches an innocent planet with the intention of planting a Super-Super-WalMart!<LOL>  The locals are trying to just say No; fears of small local businesses getting put outta business, etc<g>...  The convoy must get thru!  (&/0r, the WalMart must get built<LOL>)

     In all seriousness, we have lots of fun.  My battleships with plasma bolters as main batteries, and seminaries of laser cannons &  energy lances will escort the convoy.  The raiders will have many Energy Leaches, Marine boarding pods, EMP Cannons, etc.  It should be fun.  All are welcome 

Steven Gilchrist
Jacksonville, Florida, USA, Terra