Hello everyone from Jacksonville,

I like having my opponent use a Stealth Generator.  That means he has paid a LOT more than I have.  Here are some remedies to use if this happens often in your games:

1.  Limit his ability to shoot at you b4 you get into range of him by having ECM &/or using some fighters to jam his shooting by screening.  Have them close to your ship so that if hostile fighters try to stop this, your ship' weapons can go into AA Mode and shoot down the hostiles.

2.  Have point defense and screens which you can raise to level 4 for the 3 hexes in front.  You only get damaged on a "6".  You will probably be facing towards him as you chase him down.  You can go forward faster than he can back up.  But don't have a silly-slow speed such as 2,3, or 4!!!

3.  Have your ship have an anime Spinal Mount.  Stealth generator or not, it will damage him bases on true range, not in electronically-altered range...

4.  Remember that you will have more ships, so reinforce the front shields, and close on him.  0nce you get into range, his expensive gadget becomes wasted points. 

This has worked for me again and again...

Steven Gilchrist
Jacksonville, Fla, USA

Hello everyone,

Last Sunday, I added battle satellites to a couple of my ships.  I like the added firepower and the added anti-aircraft capability they add.  (In the Starmada compendium, only a few weapons can fire at fighters; extra AA is an asset).  I have noticed that rules  to modify drones in a similar way as modifying fighters have been made.  I was wondering if the various fighter modifications, along with their extra cost, could be used to modify battle satellites?   Although most of my slow ships have a speed of 5, it would be great to have faster batt-satts to keep up with my speed 6 or speed 7 ships, even if they cost more...   Perhaps if the "assault" version was available, it could fire as a T2, banked laser cannon.  Any thoughts from the creators of this awesome game?

Steven Gilchrist; Jacksonville, Fla, USA

PS:  We play again on Sunday @ Sanctuary game store  here  in Jacksonville @ 2pm.  All are welcome  smile

753

(32 replies, posted in Starmada)

Hello everyone!

Cricket recently wrote:
"The "prohibition" against hull 13+ ships was just the last vestige of my attempts to rein in "hull creep". It failed.  " . 
I understand what you mean, and am following your view.  In the Starmada Compendium games that I have played, I find that large (hull13+), fast ships are Not Cost-effective.  My ships of 12 hull have Armor plating, and reinforced hull.  This combination means that they can take c36 hull hits before they are destroyed.  In the games we have played, so far here in Jacksonville, the moderate size of my ships has made them more cost-effective.  Although to fit all this into a 12 hull, these smaller "Battleships" are Tech +6 (!).  But, it works!  <LOL>

The game we played here last Sunday was  with 1800 points on a side, with my side escorting a convoy and the other side pirates who mostly had cloaking devices.  Although one large escort of my ally's was destroyed, the attacking "Pirates" were ravaged.  The survivors cloaked and fled.  The pirate players are gonna try using Energy Leaches and larger amounts of Marine Boarding Pods to deal with the convoy.  This Sunday's game will be very interesting...

Steven Gilchrist; Jacksonville, Fla, USA

754

(32 replies, posted in Starmada)

Hello everyone,

In the Starmada Compendium, in sec [A.2.1], in the second paragraph (on page 20), there is the line
"...although ships with more than 12 hull points should be quite rare..."  Is this idea also in Starmada "X"?  Should ships with 13 hull and greater be rare in Starmada "X" games?  For the Starmada Compendium games we play, I have reduced all  but 2 of my ships to hull size 12 and smaller.  It wasn't easy...
(I had to join the support group: LHA = Large Hull Anonymous <LOL>)
I will admit, that I can still make my ships have the stuff I want on them.  And they are less expensive...

Steven Gilchrist; Jacksonville, Fla, USA

755

(6 replies, posted in Starmada)

Hello from NE Fla.!

I am definitely interested in Your conversions of Babylon 5 ships.  I like the idea of making playable designs that reflect the flavor of the different races & their ships and does not obsession on individual weapons.  Although I now play using the Compendium rules, I have made Minbari ships that were very brutal when compared to the human designs used in the Earth-minbari war. 
(It was easy to see why the Earth forces were losing using the designs I had made...)

Steven Gilchrist; Jacksonville, Fla, USA

756

(32 replies, posted in Starmada)

Hello Everyone from Jacksonville, Fla.

     Having played some of both versions, I have some thoughts on the Starmada Compendium game and the "X" version.  Now that I again play the earlier version of the game, I do miss being able to write about my designs, and such.  My friends here in Fla. & I may be among the few using the 'compendium rules.  I must confess, that I enjoy those compendium weapons such as the Antimatter Beams, Disrupters, & others a lot.  The unpredictability of these weapons' results is a lot of fun!     And allowing only laser cannons and a few other weapons shoot at fighters makes them less vulnerable to AA fire.  Also, I do like the way that Long Range Sensors lets you shoot out to 24 Inches.  It makes the battlefield larger, and also does not interfere with the {2+/3+/4+} to hit numbers, nor those that vary this: {strike missiles, scatter guns, energy lances, etc}.  I am also enjoying the combination of  Armored Batteries, Armor plating & Reinforced hull.   All of my 'compendium ships have all three of these. 
     Here is a possible home rule change for the compendium: In order to more simulate the damage chart of the newer "X" game in compendium games, we can make each weapon-hit, on a roll of 4 or 5,  hit a different battery:  For example, if the first weapon lost was in battery 3, the next needs to be in battery 2 or 1, then the next in 1 or 2,  the fourth back in battery 3, etc.  Overall, I find the 'compendium game easier & less cumbersome  to play.  These games seem to be quicker to play because of the smoother game mechanics.  For example, in Starmada "X", you have  to roll a dice for every hit if you have reinforced shields, reinforced hull, and armored batteries hoping for a 5 or 6.  In the earlier game, you just mark one slash on the hull point, shield, &/or weapon, then finish it into an "x" after the second hit on that system. Bad dice rolls in the "X" version can make the extra cost for either of the 3 just wasted points.  On compendium ships, having only every other hit cause damage, makes these special equipments reliable and useful. Finally, combining engines&hulls on compendium ships keeps a slow large ship from becoming engineless when it still has over half its hull and weapons left because they are combined, and because Armor plating and Reinforced hull protect both.. 
     If there was ever a "Next (?)Edition" [!] {gasp} <game designers groan> of the game, perhaps a combination of the best of both game versions could bring the smoothness of play the compendium has, as well as some of its fun weapons, with the greater detail that the "X" version has.  Or perhaps their could be a slightly more expensive form of Armored Batteries, Armored Hull and Reinforced Shields added to the "X" version that may cost more, but instead of only working on a roll of 5 or 6, they stop every other hit and there is No need to roll for every hit.
     If I am rambling or babbling, my apologies, {100% Blond here<LOL>}   0nce again, please do not take any of this as criticism directed at the makers of this awesome game.  You are Very Creative and have provided me with many hours of much fun  smile  smile  smile

Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone,

My friends and I played a 3,000 points per side Starmada Compendium game on Sunday 1/6.  It was an interesting game.  My opponents had mostly mass 15 to 20 ships with reinforced hull, and for weapons, lotsa fusion torpedoes & Mezon beams.  Incredibly, these huge (&rare<LOL>) ships had 4 or 5 reinforced ionic shields and were speed 10 to 12(!)  There were also 60 fighters on the other side also.

My mass 12 & 11ships have regular shields, long range sensors, armor plating & reinforced hull were speed 5.  They are armed with Energy Lances, blasters, and laser cannons.  those on my side were armed similarly to our opponents.  These ships are reprints of ships I played over a 18 months ago, just a little smaller because:  "ships with more than 12 hull points should be quite rare" 

The game was interesting.  The other side did not close to close range, but stayed at long range.  They fired first at my ally and destroyed on of his big ships.  My three smaller, slower ships had target practice with their energy lances.  Not to near the end of the game did one of the other side's ships close with my ships.  By that time, their fleet was ravaged, and many fighters destroyed by my ships sniping at with their Laser Cannons.  It was fun watching the other side try to figure out what to do; they never really did.  Also my slower ships had more firepower for their cost.

This game was wild & fun, It was as enjoyable as the games we played for a year back in 2004 when I first found a copy of Starmada Compendium at Gaming Glenn's store.  We are gonna play again here in Jacksonville in two weeks.  I definitely like the smoother game mechanics and the longer ranges that we were able to have, as well as the 'Compendium's interesting weapons.  smile  smile  smile

Steven Gilchrist; Jacksonville, Fla, USA.

Hello everyone
    I have a question for the Starmada designers.   I really like the way the Point Defense System works in the "X" version of Starmada compared to the way it works in the 'Compendium..  I was wondering if using the PDS in Compendium designs as it is used in the "X" version would be the same point value.  If not, what would be the difference or the modifier to use the PDS in Starmada Compendium games as it is used in the "X" version?   
    Sometimes my fertile imagination just won't stop...

Steven Gilchrist, Jacksonville, Florida, USA

Hello everyone!
    All of my Starmada "X" Designs have level 3 shields with PDS.  This makes them very resistant to fighters and other ships.  Fighters can only penetrate and cause hits on my ships on a roll of 4 or 6.  This makes these ships Very resistant to fighters.  The "c" battery , which is the AA battery has Range-Based-ROF or Rerolls-to-hit,  which allows me to pulverise attacking fighters both as they approach, and after they do their often innefective attack...
  This type of defense also protects against other ships, which need a 4 or 6 to penetrate also.  And if you reinforce the shield facing hostile ships to strength four or use screens with fours facing the hostile ships, they only penetrate on a "6".      smile

Steven Gilchrist
Jacksonville, Florida, USA

Now that we are using the Starmada Compendium rules, dealing with InvertedRangeModifiers & LRS is a challenge.   I suggest several ideas.   One is to have fighters screen your ships until you get into middle range.  Also, while doing that, strengthen the facing shield and move forward.  Hopefully, you can go forward faster than your opponent can retreat!   I use reinforced hull on all my designs so I can use Emergency Thrust once or twice to get into range(if you have 0rganic Hull, even better!!.  Finally there is the use of of ECM or cloaking devices.   
     Gaming Glenn used this combination effectively against ships of mine that had Mass Drivers as maie weapons.  He won, but it was a somewhat close game.  He is a great player and caught me by surprise:  Good job my friend.   smile 
     But wait till March... (!)  smile  smile  smile
Steven Gilchrist
Jacksonville, Florida, USA

Hello everyone!

Happy New Year!
My friends and I who play Starmada up here in North Florida and down in South Florida have returned to the Starmada Compendium version of this awesome game.   There are several reasons for this change.

I personally like the way Long Range Sensors work in the Compendium.  I prefer extending the long range as opposed to just extending middle range. The maximum range of weapons being 24 instead of 18 allows for more maneuvering.  This also allows the Energy Lance with its reversed range modifiers to be combined with the LRS.   I also missed the Antimatter beams and the Disrupters.  Their unpredictable results depending on if you hit hull or weapons/shields is a lot of fun!   Meson beams and Needle beams are also enjoyable.  The way that most of size weapons in each "category" of 1,2, & 3 "space" cost and use the same amount of SUs is simplier and very useful.  This allows us to change, for example, Disrupters for Particle beams or Anitmattter beams for Mass Drivers between games without having to go home, redesign on PC, and then reprint.   Similiarly, Fusion torpedoes can be replaced with Pulse lasers, or a Resonance Cannon, etc.  Same options with changing size 1 weapons.    smile

I think that the Game mechanics of the Starmada Compendium are much smoother.  The games moves along much quicker.   For example, combining the hull and engines is great.  In Starmada X, any rolls to fix the "b" battery have to be shared with the engine repairs.  This makes "a" & "c" batteries more fixable than "b".  Also slow ships will run outta engines b4 hull most of the time.  This won't happen in the 'Compendium till near the end.

Also in The 'Compendium rules, Armored Batteries, Reinforced Hull and the Redundant Shielding are handled much simpler, and are more user-friendly.  Just mark off a weapon, hull or shield every other hit on them.  It is much quicker than rolling a die6 for each hit on weapon, hull, and/or shield.  Having to do that extra roll all the time boggs the game down some.

Unfortunately, in the Starmada "X" system, there are too many "cheesy" combinations of 3 weapon enhancements made into expendable to defend against.  I can give details of the ones I created later... (!)    One thing I do like from Starmada "X" is the way it presents Point Defense systems

I realize that much creative thought and play-testing went into making Starmada "X and I am impressed with it.  But my friends and I feel that the game is heading into excessive, unessary complexity; such as having to have specific shield types to defend against either ballistic, energy, etc. weapons.   Even overly-complex StarFleetBattles does not do that...

My friends and I played 4 games using the many weapons and special equipment in the Compendium.  It was more enjoyable than our Starmada "X" games had become, went much more smoothly & was more playable.    smile

I hope no one is offended by this and am curious if any other Starmada players are using the 'Compendium rules..

PS:  Please keep the Starmada Compendium ship designer web site functional   smile  smile  smile

Steven Gilchrist
Jacksonville, Florida, USA

762

(9 replies, posted in Starmada)

Hello everyone,
I have read this thread with much interest and caution everyone not to overcomplicate the game.  StarFleetBattles started out as a fairly playable game when the first "Captain's Edition" came out.  Then it grew and grew and GREW to something so complex as to be virtually unplayable.  I would Not want to see Starmada deteriorate to something such as that...

Steven Gilchrist
Jacksonville, Fla, USA

763

(15 replies, posted in Starmada)

Hello to those converting SFB to Starmada.   

All of the relative ranges seem proportional, however I would make the phaser 0nes shoot out to 18 and increase the other weapons accordingly.  The phaser ones can fire farther (75 hexes than a Plasmaa R torp can ever hope to go.   Also, this will make the SFB Converts better able to fight other Starmada ships.  My version of the Federation heavy cruiser has the Phaser 0nes shooting out to 15, and photon torps only to 15.

Steven Gilchrist
Jacksonville, FLa, USA

Hello everyone!

I am running a demo game of Starmada this Saturday Sept 16 @ noon at Wardogs here in Jacksonville, Fla.   
Here is Wardog's Website:  http://www.sgtsniff.com/
All are welcome from novice players to experienced vets.  I hopt to start a gaming group up here in NE Fla, similiar to the group in SE Fla. that I game with when I am down there.  The S.Fla. group is the group that includes "GamingGlenn"... 
I will let everyone know how it works out.  I have posted the ad for this game on the Wardogs web page and forum.  There are three gaming stores here in Jacksonville, and many gamers  smile

Steven Gilchrist
Jacksonville, Fla, USA

765

(9 replies, posted in Starmada)

Hello everyone from Jacksonville

Bren, awesome design for your gunboat spinal-mount-firing ship.  I have been using a similiar design since this spring.  These ships do add to the battle by giving you many options,  Mine have anime-style spinal mounts and are useful for AA fire as needed.   They keep my friends who use clouds of small ships from stacking them in one hex or lining them up, which makes 'em more difficult to use.
Another fun aspect to these is that they annoy the other side, sometimes a lot... (!)  [Middle child here]  <LOL>

Steven Gilchrist
Jacksonville, Fla, USA

766

(12 replies, posted in Starmada)

Hello everyone from Jacksonville!

The idea of "Stand-off weapons"  that have an extended Long range, such as the Longbow Missle, but no short range, is an excellent idea.  Something similar to the second example happened in the Pacific during WW2.  In one night naval battle off Guadalcanal between US warships and  Japanese warships, one US destroyer (USS Laffey?) was so close to the Japanese battlecruiser IJN Hiei, that the Japanese BC could not fire its 14"guns at the US DD.  Also, the destroyers torpedoes would not arm before hitting the BC, so they were ineffective also.  The BC almost rammed the DD ,they were that close!  The US Destroyer could and did fire its 5"guns and heavy 40mm AA guns at the big Japanese BC and caused some harm. 

    If this became an official change, I would use it for the Heavy Guns of all my personally designed ships.  How much would such an addition cost? 

Steven Gilchrist; Jacksonville, Florida, USA

767

(45 replies, posted in Starmada)

Hello again everyone!

My friends and I here in Jacksonville have decided to make two restrictions to how tech level & etc.  First,  maximum tech is +3, with only +1 in each category.   Second, we banned the use of expendables because they caused us to many problems.  We have played several games using these restrictions, and ... They Work! . 

Both games we played lasted for seven turns.  There was maneuvering,  some drones, and etc; a regular game.  This has brought more fun into playing Starmada.   

Steven Gilchrist; Jacksonville, Fla, USA
PS:  I can retire the "Tomahawk Missiles" now... (!)

768

(80 replies, posted in Starmada)

Hello everyone!

     I have another design for another anti-fighter weapon that is much less expensive than the "5 Inch Guns" I mentioned earlier.  This weapon expendable and so costs  much less.  Once you fire them, they are gone, but (hopefully) so are the fighters!  I call them "Tartar Missiles".   Just fill up the C-battery with them on a few Anti-aircraft ships.  And you still have "A" & "B" batteries for heavier weapons. 

{Tartar Missiles; expendable, 3+ to hit, range=18,  3/1/1, Rerolls To-hit }

     0f course, if there are no fighters, then this barrage of Tartar Missiles can also damage hostile ships...

Steven Gilchrist; former US Navy GunnersMate, Jacksonville, Fla, USA

769

(80 replies, posted in Starmada)

Hello everyone!

     I Do Not think that fighters are underpointed, although they can be tricky to play against.  Make sure all of your ships have some AA weapons.  Follow the example of wet-Navy ships since the 1930s:  Have antiaircraft guns!!  These should be 3+ to hit, Range 18,  3/1/1, with "rerolls to hit" or "range based ROF" as a special weapon ability.  Also, have Long Range Sensors on your ship for optiomal long range fire of all weapons.    And if no hostile fighters are on the board or are in range, then these "AA" weapons can fire at ships as well, including small ones.    During WW2, the US Navy had 5" guns on nearly all of its ships.  These weapons could fire @ both hostile aircraft, and hostile ships.  If all your ship has on it are Heavy Pounders such as a 3/2/2 with range-based damage, etc, it can get clobbered by fighters.   So have a variety of weapons, and have the "AA" weapons that fire out to 18!  If they fire to only range 9 or even 6, they are almost useless.  My ships have AA weapons like I described  and hostile fighters do not pose any more of a danger to my fleet, than hostile ships...

Also, to deal with having shields being halved, have your ships have a level 3 shielding and a PDS.  Fighters will penetrate no better than hostileship weapons fire.

Steven Gilchrist; former US Navy Gunnersmate, Jacksonville, Fla, USA.

770

(9 replies, posted in Starmada)

Hello everyone!

     I have made some small mass 4 ships with a speed of 5 and six Anime Spinal Mounts.   I use little sub figures for these ships.  I get these figs from the game "Attack", and figs for similiar mass 8 ships from Axis&Allies.  The ships have a cloaking device and cloak (submerge?)<LOL> between shots.  These ships have overthrusters, a must for Spinal Mount ships, and are effective.  They ships are fun to play and snipe, harass & annoy the opposing fleet. 

Steven Gilchrist; Jacksonville, Fla, USA

771

(39 replies, posted in Starmada)

Hello everyone!
     
     It is great to watch the CSP rules evolve; facinating. 
My fighter defense?  I usually bring along an AA cruiser to shoot down hostile fighters with weapons such as "Terrier Missiles".  These are:
{expendable, range=18, 3+ to hit, 3/1/1, with Rerolls-to-hit, Repeating, Range-based-ROF}
They are expendable to make their cost lower, and once they have fired and cleared space of hostile fighters, their are no longer needed.  My  Virginia class has all of "B&C Battery" filled with  these.  A Battery is two "5 inch gun" mounts.   
     
     My other AA Cruiser design, USS Atlanta has six mounts of  "5 Inch Guns",  three are abcd arcs, three are cdef arcs  The details on the 5 Inch Guns are as follows:
{range=18, 3+ to hit, 3/1/1, with Range-based ROF.   I have Used the Atlanta and it was devastating to hostile attacking fighters.  My Capital Ships have 4 of these, or 4 similar mounts with {rerolls to hit} instead of {RgROF}, as a secondary weapons.  My ships won't need CSP...

     If no one has fighters, these AA weapons can launch a barrage against other ships...  Each AA cruiser also has Long Range Sensors to enhance weapon fire @ range 13-18 fire, & an Anime-style Spinal Mount for some serious long-range Anti-fighter shooting, as well.  Finally all my ships have 0verthrusters to help bring weapons to bear !


     Just thought I would throw my two cents worth in.  Having weapons that can devastate fighters is excellent.  Make sure they fire 18.   AA weapons that only have a range of 6 or 9 are semi-useless.  They usually won't get to fire b4 fighters arrive.

     Fighters are not over-priced.  The -1 to hit them is more than compensated for, because you need to make No penetration roll; you hit 'em and they go away.  Heavy fighters are more resistant to AA fire, but they do cost more.    I have to maneuver carefully to be able to shoot at incoming hostile fighters...  It is not always easy!

Steven Gilchrist; former US Navy Gunners Mate, Jacksonville, Fla, USA

772

(39 replies, posted in Starmada)

Hello everyone,

I have been reading with interest the ideas about CSP.  During WW2, the major aircraft-carrier using fleets had Combat Air Patrol to provide cover for their ships.  Earlier, several have written:

"...a flight on CSP must be "stationed" around a particular ship. However, I'll have to disagree with you-- I don't see why a flight shouldn't be allowed to provide cover to nearby vessels, albeit with reduced efficiency (thus the roll for success)..."

This type of event occurred during the Battle of Midway 65 years ago between the Japanese and the USA Navies.  When the CAP over the USS Enterprise observed the USS Yorktown under attack, some planes  rushed to help.  But they were unable to arrive in time to disrupt the attack (they may have rolled low on their dice<LOL>).  However, the  few Japanese planes that attempted to attack USS Enterprise and USS Hornet were shot down.  This historical event, and others from the Pacific War, seem to follow Starmada CSP rules.  (!)

Steven Gilchrist

Hello everyone,
I read with mych interest the idea of designing AA weapons with a damage value of 1/2; very clever.  Is there a way to input a damage value of 1/2 in Computerized ship designer?

Steven Gilchrist; Jacksonville, Fla, USA.

774

(22 replies, posted in Starmada)

Hello,

This looks very interesting.  I will definitely want a book version {print on demand?} of this; willing to pay extra.  I enjoy sitting on the porch while reading a good book.  Al though I can read things off the PC screen, I enjoying holding and reading.  (Gasp!  How old-fashioned<LOL>)

Steven Gilchrist; Jacksonville, Fla, USA.

775

(45 replies, posted in Starmada)

Rich wrote:  "I'm pretty sure half his point value in one-hull cheapos (with spinals and some conventional guns, or even less expensive expendables) would take the fleet you've described out back and wrap his rock in paper but good.  My two cents, anyway. "

Brilliant Idea!!!  smile  smile  smile 
I will do just as you say.  Spinal mounts are very cheap for small ships.  I wll make one or two hull ships to act as a screen; they will have a few expendibles....  I 'll let everyone know how it works out.  smile

Steven Gilchrist; Jacksonville, Fla, USA