776

(16 replies, posted in Starmada)

Hello,
My friends and I here in Jacksonville encountered difficulty with the Repeating Weapon-option.  We use a house rule here in Jacksonville, and down in Fort Lauderdale, when we play:   We limit the Repeating to a max of six shots.   Can you imagine the combination of
{Repeating+Reroll to hit+double range modifiers} w/3+ to hit, and 3/1/1?  You would never stop shooting especially @ short range <LOL>.  This limitation of a max of 6 shots makes Repeating still formitable, but not overwhelming.  It fixed the problem

Steven Gilchrist; Jacksonville, Florida, USA

777

(45 replies, posted in Starmada)

Hello everyone,
     
     John wrote
"I love seeing capital ships taking hit after hit, and continuing on.... victory should be something earned. The quick kill attack ships like your friend uses just don't appeal to me. However, they are not wrong, just different....."

     I agree!  The quick-kill; game-over-turn-c3 way we play here is less fun.   When I play down in South Florida, games last much longer; 10+ turns.  Those I play with down there don't use expendables.   Perhaps expendables are almost as destabilizing as fighter-ram attacks(?). 

     My Battleships have lotsa firepower, but can only bring all of it to bear in "C" ot "D" arc:  Its a good thing they have 0verthrusters! Don't leave base without 'em<LOL>.  They are designed to be USA and British Battleships in space.  Much the same as the Starblazers "Argo' is IJN Yamato in space.    The games lasting many turns are actually more fun than the ones I have played up here...  Nearly all of my ships' weapons fire out to 18.  If someone gets into range, they get blasted.  I have merchant ships and am usually convoying several of them.  These Liberty Ships have only 2 weapons, so are able to defend themselves...  The Convoy must get thru!   And usually does. 

     I hope my friend up here in Jacksonville, in N.Fla, [320 miles N of FtLd area], changes his ships to be less extreme.  But in case he dosen't, I plan to try using "Harpoon Drones" now.  These are regular drones modified as fighters with {slow+assult+Bomber}  added on.   They will cost more than regular drones, but will move 8, hit on 3+, and do 2 dice of damage when they hit.
(Not as devastating as the "Tomahawks", but I will try them).

     Grailquest, the local gaming convention, is the July 8th&9th.  I am running 2 Starmada games and hope that I will be able to start a regular gaming group, similar to those I game with, in S. Fla.

Steven Gilchrist; Jacksonville, Fla, USA

PS:  I enjoy very much reading everyone's comments and ideas on this forum.  I open up this link first, b4 checking E Mail. 
It would be great if we all lived closer and could game; that would be Awesome  smile

778

(45 replies, posted in Starmada)

Hello everyone,

       The slug-fest my friend and I have when we play Starmada here continues.  In the last battle, we had 4000 pts a side,  My opponent used 21 of his Ghen-ha-dar style (from Deep Space Nine) ships of hull 6, 2, and 1.  Their speed was 20 and each a few non-expendables & had five of these expendable weapons I call  Tornados:
[to hit 3+,  range=12,  3/1/1, &  {Double Ranged Modifiers+Repeating+Range based ROF}].

     For several turns, he stays out of range of 18, and often out of spinal mount range, then doubles engines and charges into short range.  My ship's speed is 4 or 5 and the ships were 2 BBs w/hull 18 & 22 escorted by a 10 hull CG, with the 128 "Tomahawk Missiles", and a few frigates.  All weapons on my ships are range 18, 3+ to hit. His max-attack ships have no AFB or shields, just PDS & overthrusters. With their incredible firepower based on these Tornado expendables,  he can easily destroy each of my ships.  The fighter-ramming "Tomahawk Missiles" are all that work.  I think of them as unmanned, Heavy Drones.  They worked very well! 

     In this last battle, I launched 128 of the Tomahawks and kept them by my  fleet.  My opponant doubled his speed 20 ships' engines and moved 40(!), then  made his attack run, and got to range 2, 3, or 4 from my ships. 
All 128 of these Tomahawk Missiles then attacked and destroyed all but one of his  21 ships.  Then this one damaged 6 hull Max-Attack ship fired at, and destroyed an 18 hull Battleship of mine in one turn.  This BB had level 4 shields+PDS, and Armored hull.  He rolled, and rolled, and rolled and scored 467 hits.  Divide by six and my 18 hull BB took c78 points of damage... 

     He plays his ships as if they were the Ghen-ha-dar ships from Deep Space Nine.   They can destroy a fleet twice their point value.  128 regular-attacking fighters cannot do enough damage in one turn to stop this firestorm, neither can regular drones. only the Tomahawks have so far, worked.  It felt good to win, and not have a draw for a change!
Perhaps I am stopping Kamikaze ships with Kamikaze fighters<LOL>

     The  0nly way I have found to deal with these attack attack ships & their "Tornados" that  end up with both sides completely vaporized,  is these  Tomahawk Missiles.
If anyone else has other suggestions, I am all ears...

     Needless-to-say my star nation, "the United Star Alliance", is involved in a grim fight for survival...But the invaders were stopped with only medium losses.  smile  smile  smile

     But I am willing to try Fighter-modified regular drones.  If someone could give me the CPV value of a flight of ten modified slow drones  that roll 2 dice to attack when they hit and hit w/+1:  Drones modified as fighters: {Slow+Assault+bomber}
I will try them...

Steven Gilchrist; Jacksonville, Fla, USA.

PS:  someone mentioned the "lives of the pilots".  The fleet I made had c4,500 crew+troops on it according to the ship-maker.  Even if these Tomahawk Missiles were manned fighters, The 128's sacrifice would have prevented the loss of the 3,100 crew who were on the ships that were Not destroyed.
Needless-to-say, the  United Star Alliance  is involved in a grim fight for survival...   (Perhaps they should move<LOL>)

PPS: my opponant is redesigning his ships.. He was astonished at the effectiveness of these Tomahawks on his ships.   smile  smile  smile

779

(7 replies, posted in Grand Fleets)

Hello everyone!

I have some 1/3000 ships that I purchased from Modelers Mart in Clearwater, Fla, two decades ago.  These were made in the UK.  But cannot get them there anymore .  Could someone send me the link or the full name of the company so I can find it on the web?
Thanx

Steven Gilchrist; Jacksonville, Florida, USA
BeowulfJB@aol.com

780

(8 replies, posted in Grand Fleets)

Hello everyone!
     Most capital ships have an "immune zone"  where their armor protects from them from their own guns.  This 'zone is a between two ranges;  [for example, between 20,00yds and 25,00 yds]  where their guns could not penetrate their own side or deck armor.  Also, the turret armor cannot be penetrated.  This is normal.  Almost every Battleship, battlecruiser, and even cruisers have such a zone from their own weapons, and others of the same size.   Needless to say, that zone is smaller for battlecruisers and cruisers, and larger for battleships.  It will probably occur in almost every case at medium range.   
     Note that ships with bigger guns, such as the USA's WW2 battleships that were protected from 16"guns will have a bigger zone of immunity against 14", 12", etc. guns.  As can be seen from weapon charts, their armor and turrets should be immune to 8"guns.   So what does one do?  Get closer to the enemy ships to punch thru their side armor  (or get farther away to be able to penetrate deck armor <LOL>).
     Steven Gilchrist; Jacksonville, Fla, USA

781

(45 replies, posted in Starmada)

Hello everyone!

     I used to carry up to 40 drones on some of my ships, but now find their needing a 5+ to hit vs a ship with anti-fighter batteries to be Not cost effective.  I have changed all these DDG and CG designs to carry "TomahawkMissiles", that is fighters that will ram a hostile ship.  They hit on 3+ vers a ship with AFB and do 3 dice, instead on just one.  These option is very brutal, hense the name Tomahawk Missiles.  I think of them as an unmanned  combination of battlesats and fighters.  And, if neccessary since they are technicly fighters, they can screen, etc. 
     I have used  a CG with 16 fighterbays launching (b4 the battle) 96 "Tomahawk Missles" with devasting effect on my friend who uses attack-type of ships with mostly expendible weapons and a speed of 20.  These ships of his have no AFBs and are devastated...    smile
Drones are just Not cost-effective compared to fighter-ramm attacks.
     Am I missing something?  The difference in cost effectiveness between regular Drones and "Tomahawk Missiles" seems tremendous!!

Steven Gilchrist; Jacksonville, Fla, USA.

782

(10 replies, posted in Grand Fleets)

Hello everyone,

     The subject of plunging fire has been discussed.  The heavy guns on most World War One battleships had only a maximum elevation of only up to 20 degrees.  This was because if they could elevate up to 45 degrees for maximum range, they would fire so far over the horizon that spotting would be impossible even from the tops of the masts.  Thus there was no ability to use, and no need for, this extra range.  The six inch guns had a shorter overall maximum range and were able to elevate to over 30 degrees for maximum range and this inadvertently gave them "plunging fire".  That they had plunging fire was not as important to the navies of the time.  What was more important was their ability to fire as far as possible to keep hostile torpedo boats & destroyers at bay. 
     During the 1920s and 1930s when WW1 battleships were modernized, they were fitted with spotter seaplanes and their heavy guns maximum elevation was increased to up to 45 degrees for max range.  The spotter planes would radio back the fall-of-shells from the big guns when they fired way over the horizon...

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

783

(8 replies, posted in Grand Fleets)

Thanx for the title of that book to thematcurtis; I appreciate it.  I forgot to add that in the big naval battle off the Philippines, the two Tennessee class and the three Maryland class battleships were there also.   As a scenario, it would be an interesting game:  The USA ships were better armored, but the Japanese ships were faster.  The book was interesting to read.

Steven Gilchrist; Jacksonville, Florida, USA

784

(20 replies, posted in Starmada)

Geez,

When you blow up someone's fleet, they get soooo cranky.  <LOL>
In all seriousness, my gaming buddy up here in Jacksonville never puts shields on his ships, just PDS.  I intend to board one of his ships when he gets too close.  I cannot wait to see the look on his face!!!  BTW, the newest battleships I designed using Gaming Glenn's improved program now only have 5, 6, or 7 teleporters.  I will let you all know when I finally get to board one of my friends shieldless DeepSpaceNine-style
Ghen-ha-dar type ships  smile  smile  smile

Steven Gilchrist; Jacksonville, FLorida, USA

PS:  Grailquest is the weekend after next  ! !

785

(8 replies, posted in Grand Fleets)

Hello everyone,

     While a student at the University of FLorida in the 1980s, I read a book written in the 1930s describing a hypothetical war between the USA & Japan.  This war was similiar to the 1940s Pacific war, but the Battleships were the main ship; aircraft carriers scouted and launched some minor rades. The climax of the book was a major battle between the battle fleets of both countries, near the Phillipines.  The USA  fleet had dreadnoughts  from as new as the USS Mississippi class to the older USS Florida.  The Japanese had converted the  Aircraft Carriers Kaga and Akagi back to gun ships, each having ten 16" guns.  The book was facinating; interesting reading.   In the book, the defenders of Guam repulse the Japanese first attack on their island with the help of four DDs, much the way as the US Marines repulsed the first Japanese assult on Wake in late Dec1941.  I wish I could find a copy of the book...  This big battle of Luzon would make a great "what if" scenario.

Steven Gilchrist; Jacksonville, USA

Hello everyone,

     My Friends and I in Jacksonville used the Starmada Compendium rules until six months ago or so.  I looked at the Fighter Defense Network as a possible supplement to the many Laser Cannons that I put on my ships to shoot at fighters.   This only allowed you to shoot down a maximum of 5 fighters, if they were next to your ship and if you rolled a 6 on a D6.  It was cute, but not cost effective. 

   A foot note on the earlier described Talos & Terrier missiles: { 3/1/2 and 3/1/1 respectively with 3+ to hit and range=18}.  The special weapon ability should only be "Rerolls to hit.  If you fill up all of C & B batteries with them, you will shoot down an average of 50+  fighters at long range, provided  you have Long Range Sensors, which most of my ships do.  Many people, including those I play with, use a "home rule"  that weapons doing 2+ dice of damage can shoot a heavy fighter down with only one hit.  And if there are no fighters, this barrage of Talos or Terrier misslies can devastate regular ships also...   smile  smile  smile

Steven Gilchrist, Jacksonville, Florida, USA.

Hello everyone!

     Fighters can be nasty in swarms!  When I was down in South Florida playing Starmada with Gaming Glen, with my nephew (who was a big fan of crew-erasers), and others, I was faced lotsa fighters.  I have four secondary weapons that meet the need for fleet AA defense.  These weapons fire out to 18 so that fighters will get shot at at least once b4 they get into range to attack my ships.  These weapons are all 3+ to hit, and 3/1/1.  0ne of them (the 6 Inch guns) has Rerolls-to-hit and the other (the 5 Inch Guns) has Range-based-ROF.  Some of my ships have the "5 inch guns" as secondary weapons, the others, the "6 Inch guns".  Escort ships, such as my CLAA, have the ECCM suit to remove the "-1" to hit fighters. 
   
     I also have expendable AA weapons, 'cause they are less expensive.  0ne is "Terrier Missiles";  Range=18, 3+ to hit, 3/1/1,  special weapon abilities: {Rerolls to hit + Repeating + Increased damage} (for firing at ships).  [Note that we limit all repeating weapons to a max of only 6 shots]. Down south, one friend used exclusively heavy fighters!   For them I have "Talos Missiles" which are identical to Terrier, except that they are 3/1/2 to give the extra damage need to destroy heavy fighters with one shot.  These inexpensive expendable "Terrier&Talos Missiles" are great!  They are all fired with a big woosh <LOL>; then they are gone and so are most of the hostile fighters&drones. These CGAA ships have an ECCM suite to remove the "-1" to hit Fighters.   All escort ships also have an Anime-style spinal mount for long-range fire at fighters or ships.  My ships have been attacked by fighters b4 and have been able to ...defend(!)  themselves...
     I use US Navy type weapons because, in the late 1970s, I was a Gunners-mate in the USA Navy  smile

Steven Gilchrist, former US Navy GMT3,  Jacksonville, Florida, USA
     PS, what does everyone think about these ideas?

788

(33 replies, posted in Starmada)

What is being described here reminds me of Fast Patrol Ships, PFs,  in Star Fleet Battles,   These PFs were not  able to travel from star to star.  The game SFB had special ships called PF Tenders that carried them from star to star.  Also, some regular ships could carry a few on special links.   These ships had lotsa firepower and were fast.  (The 0rion ones were especially deadly).   It would be excellent to add this ability to Starmada.

Steven Gilchrist; Jacksonville, Fla, USA

789

(14 replies, posted in Starmada)

When you multiply two numbers and then take the square root of this product, you have Calculated the Geometric Mean of the two numbers.  For example, The Geometric mean of 9 and 4 would be 6.  This is something that seems to be in many of the Starmada calculations.  Bravo!!!  <LOL>

Steven Gilchrist, Math Instructor; Jacksonville, Fla, USA.

My friend played his fast attack ships again. They have the flavor of the Gen-ha-dar <mispelled> ships form the latter part of the Deep Space Nice star Treck series. I used 64 fighters as Triple strength heavy drones that hit well (that is, the fighters rammed his ships). I call them "Tomahawk Missiles", and they pulverized my friend's swarm of speed 16, one hull ships. These formidable small ships were defended only with a PDS! Their weapons were 12 short ranged Expendables that were 1/1/1 with three special weapon abilities: {Range based ROF, Repeating, Range based damage}. Two of these mini-ships are capable of destroying one of my Armored, mass 22 Battleships which has a PDS + level 4 screen facing the attackers... Now these "Tomahawk Missiles" can take care of them before they dump their brutal expendables.   
He has gone back to the drawing board and I will see what he comes up with when we play again. If he adds proper shielding and weapons that fire further than nine, his cost will go up... What will he do?!?!?!

Steven Gilchrist; Jacksonville, Fla, USA

Hello everyone!

My friend played his fast attack ships again.  They have the flaver of the Gen-ha-dar <mispelled> ships form the latter part of the Deep Space Nice star Treck series.  I used 64 fighters as Triple strength heavy drones that hit well (that is, the fighters rammed his ships).  I call them "Tomahawk Missles", and they pulverised my friend's swarm of speed 16, one hull ships.   These formitable small ships  were defended only with a PDS!  Their weapons were  12 short ranged Expendibles that were 1/1/1 with three special weapon abilities: {Range based ROF, Repeating, Range based damage}.   Two  of these  mini-ships are capable of destroying one of my  Armored, mass 22 Battleships which has a  PDS + level 4 screen facing the attackers...  Now these "Tomahawk Missles" can take care of them before they dump their brutal expendibles.     smile  smile  smile
He has gone back to the drawing board and I will see what he comes up with when we play again. If he adds proper shielding and weapons that fire further than nine, his cost will go up...  What will he do?!?!?!

Steven Gilchrist; Jacksonville, Florida, USA.

Hello,
     I used to put anti-fighter batteries on all my ships, but I no longer do so.  Instead, most  of my ships are protected from fighters by either of two different secondary weapons:
     The first one is a  weapon I call "5 inch guns".  These have a range of 18, hit on 3+, are 3/1/1 with Range-based-ROF as a special weapon ability. 
The second is a weapon I call "6 Inch guns".    These have a range of 18, hit on 3+, are 3/1/1 with Rerolls-to-hit as a special weapon ability.
(nearly all of my ships' weapons have range 18; all have 3+ to hit)
I can shoot at hostile fighters long b4 they get into attack range of my ships.  And if there are no fighters or the fighters are hiding, these weapons shoot at hostile ships.
     I have a CLAA design that has 6 mounts of the "5 inch guns", 3 are in FX mounts, 3 in AX mounts.  All of my ships, including this CLAA, have  five "21 inch torpedoes".  These expendibles have a  range 18, 3+ to hit, & {Reroll to hit, Reroll Penetration, Increased damage} as special weapon abilities.  These torpedoes can devastate unshielded ships and also can do a number on fighters .  As an added feature this CLAA has a ECCM suite so that its weapons do not have a "-1" when shooting at fighters.  This 12 hull, speed five ship, which I call USS Atlanta, has worked well in dealing with hostile fighters...

Steven Gilchrist; Jacksonville, Fla, USA

793

(13 replies, posted in Starmada)

Hello from Jacksonville,

I have weapons that have "Increased damage" as one of their weapon special abilities.  After a weapon hits, I roll to penetrate.  Rolls of 1,3,5 are ignored.  rolls of 2,4,6 not only do damage, but do 2,4,6 points of damage respectively.  I have a friend who only takes PDS for his ships and no shields(!).  Needless to say, my ships, which all have expendible torpedoes with "Increased damage",  pulverize his ships.  I have even added "rerolls penetration" to these expendible torpedo weapons as well as "rerolls to hit".   

I have a different approach to ship protection.  My capital ships have level 3 shields and a PDS for protection.  This works well for me...

Steven Gilchrist; Jacksonville, Florida, USA

Hello everyone!   
    My friend and I played another 4,000 point battle here in Jacksonville.  I played two DNs, a 40 drone destroyer and 3 torpedo boats.  My ships' sizes were 24, 22, 10, 5, 5, & 5 .  My friends  28 ships were speed 16 and mass 2, 4, and 6.   His expendable weapons had Range-based ROF, PEN, DMG.   I fired several shots at long-range with my WaveMotionGuns (anime spinal mts.)  These missed, and he doubled engines and went from range 28 to range 3 in one move.  All his weapons had a max range of 9.  We both shot at eachother and blew eachother up; again, as we do too often...   I have a wicked, but grim plan for our next game.  I will bring an escort carrier with 60 fighters on it, instead of the 40 drone destroyer.  When my friend darts into close range, these heroic fighters will crash into his ships, hopefully destroying enough of them so that when his survivoring ships fire, I will have ships left in the game.  My friend's fleet usually has no anti-fighter protection at all. :shock:   
     This is a grim way to win, but conventional fighter attacks are not damaging enough in one turn to do the trick, and the 40 drones did some damage, but not enough.  The "kamakizing" fighters hitting on a 2 instead of 4 (the weaker drones need a 4 to hit) is an advantage.  And doing three dice of damage vers just one dice for the weaker drones is another!! lol   

Steven Gilchrist; Jacksonville, Fla, USA

795

(10 replies, posted in Starmada)

Brilliant!!!  That is an excellent version of the Argo.   I would have nade it a speed five and given it 26 hull, which is how much my biggest ship  USS Iowa has, but if you want to keep it no larger than twenty hull, Tis is Perfect   Well done!!!  If anyone plays it, let me know how you do.  The ship would be vulnerable to weapons with "Increased Damage"  ...
  [My USS Iowa has no drones, but level 3 screens and is very similiar to  this version of the  Argo; well done!! ]
Steven Gilchrist; Jacksonville, Florida, USA

796

(10 replies, posted in Starmada)

It has been a while since I read the comics made from the excellent Star Blazers series.  But let me refine this StarmadaX version of the Argo:

StarmadaX ships can only have 3 weapons batteries.  so the forward & aft torpedo tubes, and the missile batteries amidships, will have to be represented by drones.  There needs to be 24 or 48, or 72 of them, if they can be fit...

The five centerline turrets we see on Argo (and on IJN Yamato) are the three triple 18"gun turrets, two firing FX, and one AX, (the same as the heavy guns on USA Iowa-class battleships); the other two are the triple 6"gun turrets that super-fire over the heavy gun turrets, one FX the other AX.  On each side should be six 5" mounts (similiarl to the 5 twin 5"gun mounts on both sides of USA Iowa BBs).  These were twin mounts on IJN Yamato and had been converted to quad lasers on Starbazers. 

The 16 Cosmo tiger fighters can be accommodated by having three fighter bays holding two Large fighter squadrons.  The four astro star command fighters can become a small squadron of heavy fighters in another fighter bay...  Whew!!!

To put the weapons into StarmadaX notation,

Battery A is the three triple turrets of 18"guns:
Range = 18, 3+ to hit,   3/1/3, reroll penetration;  abcd  abcd     cdef

Battery B is the two triple turrets of 6"guns:
range=15,    3+ to hit,   3/1/1  reroll to hit;                     abcd   cdef

Battery C is challenging to represent all the quad-barrel pulse lasers plus 26 twin barrel pulse laser turrets:
range=12,  3+ to hit, 3/1/1 Rg based ROF;   5 x (ace)  +   5 x (bdf)

Smaller, very short ranged lasers will be represented by the Anti-fighter batteries and the Point Defense system.  The ship will also have an anime-style spinal mount = Wave Motion Gun, Armor plating, Armored Batteries, Long Range sensors, and hyper-drive.  The ship is often missed by attackers so a ECM unit or even a Stealth generator (gasp!<LOL>) may be appropriate.     Double-Whew!  <g>

Steven Gilchrist; Jacksonville, Florida, USA

797

(10 replies, posted in Starmada)

Hello everyone!

I have designed a Starmada version of the Argo (the raised INJ Yamato) It has a mass of 26, speed is 5, armor Plating, long range sensors, oint defense system, rmored batteries, anti fighter batteries, 18 drones, one fighter bay, and a Spinal Mount = the WaveMotionGun.

These are the Argo's weapons:
  9 x 18"guns;  range 18 hx, 3+ to hit, 1/1/3, Rerolls penetration
  6 x 6" guns;  range 15 hx, 3+ to hit, 1/1/1, Rerolls to hit
24 x 5" guns; range 12 hx, 3+ to hit, 1/1/1, Range based ROF

These weapons have the arcs that their naval equivalents had when IJN Yamato was sunk in April 1945.

This ship design is similiar to the other navan style ships I design...

What does everyone else think?
Does it have the Feel and or flavor of the Starblazers "Argo"?

Steven Gilchrist; Jacksonville, Florida, USA

798

(67 replies, posted in Starmada)

Hello everyone!

    Great designs on these StarTrek-to-StarmadsX ships.  Here are some ideas I thought of to make great designs even greater!

1:  The subject of armor came up.  Perhaps all ships should have armor; it makes 'em last longer!  <LOL> 
Then, to accomodate the "armor" on older Romulon ships, older Gorn ships, and Fed older CL in SFB, give those ships Armored Batteries.  This makes them different & better protected from the others, but all ships get to survive longer by having armor.

2:  The Federation ships could also be given Reinforced Shields to attempt to acount for their stronger and more resilient shields as demonstrated by the amount of firepower the USS Enterprise survived from the "Nomad" probe and the pounding its shields survived when the "Dolman of Eloias"  (hope I am close) was onboard.   The fully intact  D7 or D6 that attacked was eventually badly damaged by a photon torp that penetrated its shields...

3:   I was wondering why these Star Trek ships seem  so slow...?  Perhaps faster speeds would enable more knife-fighting.

4:   I use Screens for my ships now.  giving these StarTrek/SFB ships level 4 or 5 Screens simulates somewhat having to alocate shield reinforcement.  The PDS would be the equivilant of the regular shields...  This would simulate SFB somewhat. 

5:   I note the shorter ranges on the weapons.  Have phaser ones fire out to 18, and torps&distuptors fire to 15.  0therwise faster ships with range 18 weapons may try to stay @ range and have target practise.  For Long range range weapons (sort of PhaserIVs) for Battlestations, etc, use Spinal mounts and LongRangeSensors.  Give the base overthrusters(!);  it is a wicked combination...

6:  Please do Not take these ideas and suggestions as a criticism of your excellent and creative designs.  I have downloaded and saved all of 'em  smile

Sincerely,
Steven Gilchrist; Math Teacher, Jacksonville, Fla, USA, Earth, ... , <LOL>

799

(5 replies, posted in Grand Fleets)

After the end of the Spanish-American War, many US Atlantic fleet wargames were based on Imperial Germany seizing a port in the Carrebean Sea amd trying to expand there.  This never happened, but gives many hypothetical naval battles between the 2 countries predreadnaught battleship fleets.  The US Battleships would have an advantage because their  4 main guns were 12" and 13" guns.  Most German predread battleships had shorter-ranged 9.4 inch guns as their main guns.   

     Another strange hypothetical battle could be between the British home-fleet and the Imperial Russian Baltic fleet set in 1905.  As this fleet sailed across the North Sea on the way to Vladivostock(!), Its lookouts spotted "Japanese Torpedo boats" in the fog.  They fired on them and sank a few.  Then later discovered that they had blasted a British fishing fleet (Whoops!).  What if, instead,  these trigger-happpy Russians  had stumbled upon a Royal Navy predredought battle squadron on maneuvers in the North Sea fog... (!)  (?)

Just some thoughts.

Steven Gilchrist; Jacksonville, Fla, USA.

800

(67 replies, posted in Starmada)

Hello again,
Saedor wrote
"Speaking of which... I'm also tinkering with an alternate momentum-based movement system. The ship's Engine rating would represent thrust which can be used to accelerate or decelerate. I'm still working on the turning procedure (I'm playing Starmada as a miniatures game, not a hexboard game). "
If you checkout the rules for "FullThrust by gGroundZeroGames in the UK, you will find that the movement system in that is based on thrust just as you describe.  I have played it many times and its also a good movement system.  Although the FullThrust game allows players to make their own ships, the ammount of weapons the game has is limited compared to Starmada.  For the conversion, use the ships Starmada movement as its thrust ability.  It should work well.  When I go down to South Florida in June, we may try to use the FullThrust movement.  Its a bit more complex tho...

Steven Gilchrist; Jacksonville, Florida, USA.