801

(67 replies, posted in Starmada)

Hello everyone!

The Ranges on the Phasers, photonTorps, and Disruptors for Star Trek typ ships is excellent.  May I suggest that the heaviest ones shoot out to a range of 18?  In the series of games my friends and I play in Jacksonville, most weapons shooot to 18, a few to 15 or less, and most hit on 3+   Perhaps the weapons chart posted could look like this:
(I also changed some weapon hits to be 3+).   This will make the weapons more effective and decisive, but still have the flavor of Star Trek, and of StarFleetBattles. 

Phaser 1: RNG 18, 3+, 1, 1, 1, Doubled Range Modifiers
Phaser 2: RNG 15, 3+, 1, 1, 1, Doubled Range Modifiers
Phaser 3: RNG 6, 3+, 1, 1, 1, Doubled Range Modifiers
Photon: RNG 18, 3+, .5, 2, 1, Re-Rolls PEN, Extra Hull Damage (!)
Disruptor (30) RNG 18, 3+, 1, 2, 2, No Range Modifiers.
Plasma F: RNG 9, 3+, .33, 2, 1, Range Based DMG
Plasma G: RNG 12, 3+, .33, 2, 2, Range Based DMG
Plasma S: RNG 15, 3+, .33, 2, 2, Rane Based DMG
Plasma R: RNG 18, 3+, .33, 2, 3, Range Based DMG

Steven Gilchrist;  Jacksonville, Fla, USA.

802

(67 replies, posted in Starmada)

Hello everyone,

The  Star Trek Starmada X items:  Tractor Beams, Web Generators, etc sounds very creative.  Pointing them will be a challange, but I think this can be done.  Most other Combat-in-space games have Tractor beams.  Look at how Tractor Beams are handled in Starfire.  They are simple and don't have to be powered which  SFB-type tractor beams need to work...   Presser beams would be fun also... <LOL>

Steven Gilchrist
Jacksonville, Fla, USA

Hello everyone from Jacksonville,

I made my ships smaller, and they were successful.  My Capital ships now range in size from 18 to 24, and cost from c1200 to c1700.  Most are now speed 4, but the Iowa class Battleships are speed 6, and mass 24...
[I wll save the 30 hull size for BatttlefleetGothic's Battleships that I plan to do Starmada write-ups for.]
My Big ships still have the same weapons and are the same tech level. Bfore, when theeir size was from 28 to 32 (!), they had lots of extra unused space.  My thanks to everyone who reminded me that smaller ships can still be fine to play. 
0f course many will think that my  24 hull, speed 6 Iowa class ships are to large...<LOL>

Steven GIlchrist

Hello again everyone!

My friend and I played again on Saturday 4/29.  The game was fine, but as a result,I decided to reduce the size of all of my capital ships by 8.  Now my most common size for Battleships is 22 hull, with speed of only 4.  The weapons and shields are the same.[the ships had lotsa SUs to spare]  This reduces their combat value, and will (hopefully) enable me to play more of them in a givin battle. Although I will have less hit points, I will have more fire-power.  I think that this will work.  I no longer have any more 30 hull ships!  Whew!

Steven GIlchrist; Jacksonville, Fla, USA

Hello again everyone!

My friend and I played again on Saturday 4/29.  The game was fine, but as a result,I decided to reduce the size of all of my capital ships by 8.  Now my most common size for Battleships is 22 hull, with speed of only 4.  The weapons and shields are the same.[the ships had lotsa SUs to spare]  This reduces their combat value, and will (hopefully) enable me to play more of them in a givin battle. Although I will have less hit points, I will have more fire-power.  I think that this will work.  I no longer have any more 30 hull ships!  Whew!

Steven GIlchrist; Jacksonville, Fla, USA

Please let us know how this ship duel turns out.  smile  The games between my friend and I remind me somewhat of the conflict between the StarKingdom of Manticore & the Republic of Heaven which is described in David Webber's
"Honor Harrington"series of Science Fiction...
Although we don't use missles and grazers, the race for the untimate design is there... (We play again today; look in the %,000ptBattleSeries for info on how that goes  smile

Steven Gilchrist, Jacksonville, Fla, USA.

All of my ships have PDS.  The big ships also have level 3 screens.  I keep the hexes facing my opponant pumped to 4 and, combined with the PDS, he neds a 6 on penetration rolls to cause damage.  All of my ships have PDS.  Don't leave Home(world) with out it...  <LOL>

Steven GIlchrist, Jacksonville, Fla, USA

Since we have limited the number and chacteristics of Expendible weapons,   The battles have lasted longer.  There is much manuver and deciding on ranges to pick, also, when to send in the fighters & drones, etc.  See the "5,000 point battle report"  In the Forum...
Steven GIlchrist  Jacksonville, Fla, USA

TNS Jupiter                                1917                                   
                                                                   
                                  Tech mod:        +4    SU=174                       
                                                                   
Damage Rolls                                                                   
1        2        3        4        5        6                           
Ha        Eb        Hc        S        H        Q                           
Hull:        30        Engines:        5        Shields:        3                           
qqqqq        qqqqq        qqqqq                qqq                                   
qqqqq        qqqqq                                                           
qqqqq        qqqqq                                                           
Weapon type a                    Range            To-Hit    ROF    PEN    DMG                       
21 Inch Torpedoes                    1-6    7-12    13-18    3+    3    1    1                       
(Exp) Re-Rolls To-Hit Dice, Re-Rolls Penetration Dice, Increased DMG                                                                   
                ab    ab    ab                                           
                q    q    q                                           
Weapon type b                    Range            To-Hit    ROF    PEN    DMG                       
21 Inch Torpedoes                    1-6    7-12    13-18    3+    3    1    1                       
(Exp) Re-Rolls To-Hit Dice, Re-Rolls Penetration Dice, Increased DMG                                                                   
                ab        ab                                           
                q        q                                           
Weapon type c                    Range            To-Hit    ROF    PEN    DMG                       
5 Inch guns                    1-6    7-12    13-18    3+    3    1    1                       
Re-Rolls To-Hit Dice                                                                   
        abce    abc    abc        abd    abd    abdf                                   
        q    q    q        q    q    q                                   
Special Equipment                                                                   
Hyperdrive                Armor Plating                Medical Bay                                   
q                                                                   
Long Range Sensors                Electronic Countermeasures                Science Lab                                   
q                q                                                   
Point-Defense System                Overthrusters                Troops (250) x4                                   
q                q                                                   
Spinal Mount                Drone                Drone                                   
qqqqq        q        qqqqq        qqqqq        qqqqq        qqqqq                           
Movement Orders                                Spinal Mount                                   
1                6                Wave Motion Guns                                   
2                7                To-Hit=5+        ROF=1    PEN=1                       
3                8                Range:    1-11    12-22    23-33                       
4                9                DMG=undamaged hull boxes                                   
5                10                Arc of fire: forward 60                                   
Arcs: A=FP, B=FS, C=P, D=S, E=AP, F=AS (P=port/left, S=starboard/right, F=forward, A=aft)                                                                    Very Strange how it came out... (!) (?) <LOL>

Hello again,

My friend and I played a 5,000 pt game yesterday.  He loves expendible weapons with some powerful wicked combinations of  special weapons capabilities.  Unfortunatlyfor him, he leaves off strong defences.  I had one of my 30 Hull ships that is triangle shaped (similiar to a StarWars star destroyer) outfitted with six spinal mounts.  All of my ships have ECM so are -1 to hit.  He had fewer spinal mounts on his ships with level 3 shields.  I hit him on a 5 or 6 @ long range, and he neexed a 6 to hit me and a 6 to penetrate screens+PDS.  I destroy many of his ships b4 he could get to range 18 and fire his ugle salvos of expendibles.. Spinal mounts RULE!!!  He damaged the 29 Hulled USS Texas I had along with it, and destroyed the 2 smaller cruisers and 4 torpedo boats.  I will try to post these ships onto the yahoo group messages.  They don't copy and paste well here...

Steven Gilchrist;  Jacksonville, Fla, USA

811

(7 replies, posted in Starmada)

Hello everyone! 
Two weeks ago, a friend and I here in Jacksonville played two 8,000 point games (!)   My larger ships are mass 29 & 30, speed 5 and cost between c1700 and 1950.  The 8,000 point  battles went fast because of the large ammount of expendible weapons my friend used, even tho his largest ships are only 20 Hull.  Now that we limit each ship to only up to 5 expendible weapons, with the total of {ROF+PEN+Damage} not greater than five, these battles last longer.  Last week  only played c5,000 point games.  Fortunately, my friend is very good at keeping track of numbers and dice.  It makes for some fun games...

We play again tommorrow Saturday 4/22;  I will let everyone know how it goes!  smile

Steven GIlchrist
Jacksonville, Florida, USA.
Starmada Rules!!

812

(13 replies, posted in Starmada)

Hello everyone! 

When I played Starmada using the older 'Compendium rules, I gave most of my ships "ReinforcedHull"  which effectively doubled the ammount of hull points a ship has.  So I think of my hull 30 battleships as being actually half the size, but with the equivalent of "ReinforcedHull" in StarmadaX.   And considering the battles we have been having here in Jacksonville with my opponant's love for expendible weapons, I need the 30+ Hit Points!   Even with Screeens@Level4 facing his firing ship & a PDS (so that he needs a "6" to cause damage), and all of my  ships having Armor Plating, he usually destroyes or badly de-hulls my big ships.  When they are not eliminated in the first shot, they usually only have less then 10 Hull left... Whew! 
[My 30 Hull Bttleships cost between 1642 and 1939 each...and have a total tech of only +3]

Steven GIlchrist,
Jacksonville

813

(26 replies, posted in Starmada)

My Friend who I play with in Jacksonville has expendible weapons that have this combination: {Repeating+RerollsToHit+RerollsPenetration}.  The way we deal with this combination is to only the repeating weapon to reroll any misses once, the first time it makes its rolls to hit.  Then those iniaial hits + the Rerolls that hit are rerolled as normal again, and again 'til they are done, or have made six shots.  We only allow repeating weapons to shoot only up to six times because if they are hitting on a 2+ this rerolling can go on and on and on and... <LOL>.

StevenGilchrist
Jacksonville, Fla, USA

My Friend and I played several games on Sat4/15. 

In the first game. the Anime Spinal Mounts, which I call Wave Motion Guns,  from my two 30 hull Battleships fired at long range and both hit.  My oppnant had eight 20 hull ships that were speed 6 but had no shields, and mostly expendible weapons.  Both ships hit were destroyed  smile    Then when we got closer, He fired all the expendible weapons and destroyed most of my ships.  We didn't finish even this second  turn because those few ships of mine that did survive combined with the 28 fighters I had would have eventually destroyed his remaining ships that the first two turns of fire didn't pulverize.  Probably.
His ships had no anti-fighter batteries...

We then agreed to limit the amount of expendible weapons any ship can have to a "5 & 5" rule.   No ship can mount more that five expendible weapons, and the sum of the ROF+Pen+Damage cannot be more than five.   We played one more game of this and this "5&5" + MaxTech=+4 seems to do the trick.   Whew!!!   

The second game was closer and lasted five turns! Last Turn: all I had left was my 29 hull HMS IronDuke with 1/2 of its weapons left and 6 hull.  So I overthrusted to face his last ship at range four and fired the WaveMotionGun at him and he went boom, because his ship had 1 hull left only ...

Very interesting games.  Expendible weapons can be annoying.  Most of my ships now have up to five "21 Inch Torpedoes" in "cd" arc. 
They are expendible, Range = 18,  to hit = 3+, then 3,1,1 with
{Rerolls to hit, Rerolls Penetration, and Increased Damage}. 
They are nasty...

Steven Gilchrist
Jacksonville, Florida, USA.

Hello again! 

     On Wed 4/12, my friend and I played again.  The combination of screens and all weapons firing out to 18 seemed to do the trick.  All of my ships were damaged severely, but having the screens on the  two sides facing him set at  4 & the PDS all my ships have, caused his expendible weapons to need a "6" to penetrate.  Also the ECM gave him a "-1" to hit.  And ships  have armor plating.  Altho heavily damaged, my ships had half of their weapons intact and would have been able to destroy his ships (since they had shot their expendible bolt.)  But it was close, and my friend conceeded after the first turn that we fired at eachother.  We have since agreed to limit tech levels to a maximum of tech +4.    :roll:

     I have modified all of my ships:   Now all  DNs, CGs, CLAAs, DDGs, CVs, and even the 5 hull MTBs have one Wave Motion Gun (= anime style spinal mount).  Since my ships are most like the StarBlazers "Argo", the former IJN Yamato, I thought I would add one also. 

     My friend's newest version of his ships deletes shields and anti-fighter batteries to retain his massive amount of expendible weapons and still be a total tech of +4.  He also shortened their max-range to 9 hexes.  These newest ships of his  are 10 hull and speed 20!   I will have some fighters along on the next battle we have on Saturday, needless to say...   
I will let everyone know what happens   lol

Steven Gilchrist
Jacksonville, Fla.

Here are some elaborations on the 8.000 point Saturday 4/8 Battle:

The tech level is my friends ships was a total of +8; +2 each in shields, engines, weapons, and equiptment.

We have limited repeating weapons to being only able to fire up to 6 times.  Then they stop.  (We did this because a repeating  weapon needing a 2 or greater to hit can shoot for  a very  long  a time<LOL>)  Thus a repeating, expendable weapon can be a launcher for a missle type weapon that shoots six projectiles, one following another.   So if the third shot hits, and the fourth one misses, we think of shot 5 & 6 missing, because they followed  #4 which missed... 
0r something like that. 

We play again on Wednesday.  I think the changes I made to my ships will ensure victory for my side.  I plan to rout my friends fleet.  Having a smaller game of only 5,000 points will help.  I will let everyone know what happens.  lol   I am having a blast playing this game!  I will run two games @ the Grailquest convention locally in July:Here is the Grailquest Link:
http://www.grailquestcon.com/index1.cfm

Steven Gilchrist
Jacksonville, Fla, USA

Hello everyone; here is an interesting Starmada Battle Report...

     My gaming buddy and I played an 8,000 point StarmadaX battle on Saturday.  I had three Battleships with hull size of 29 and armor plating + PDS+Lv3 Shields.  I also had a pair of CGs with hull 11, 2 DDGs with hull of 7, and a CV with hull 20 and 16 sq of  fighters.  These ships also had armor plating, but only a PDS (no shields).   The CGS and DDGS had TerrierMissles: {Expendable,3+,3,1,1,HalvesShields,RerollsToHit}:  CGs had 22 of these = all b&c-battery and DDGs had 11 of 'em = all b-battery. They also had 2 x 5"guns (see below)
     
     My friend took eight 20 Hull ships with mostly Expendable Weapons featuring {3+,2,2,2,ReRollPenetrationDice+Repeating+ExtraHullDamage} and others similar with Repeating being replaced with Inverted Range.  Very nasty <LOL>

     The first shots of the game were Fired at ranges of 16, 17, and 18. In this first turn, he obliterated all of my ships with this heavy first shot!   The game only lasted one turn.  His ships were tech 8, and mine were tech 3 or 4.  When I fired back at his ships eight 20 mass ships, two had level 4 shields, and 6 had level one shields.  I did pulverize all 6 of the sh1 ships. The next turn my fighters damaged one of his ships badly and 1/3 were shot down.  We stopped there because we were both amazed at how this big battle only took 45 minutes...

     I did some serious thinking about how to deal with this and came up with 3 ideas that can help a ship survive a big salvo of expendable weapons; a one-time blast of lotsa damage:

First, since this happened at long range, my ships now have an ECM suit to reduce how many hits this barrage will do.

Second, my ships with level 3 shields+PDS will now have screens.  I can guarantee that they will be set to strength 4 in the direction I will be facing my friend.  (I use World War 2, 1/3000 scale warship figures for my ships.  These figures are mounted and altered similar to the Yamato becoming the Argo in StarBlazers)  My ships can fire all of their weapons only into "c" or "d" arcs.  So the 2 arcs on either left or right broadside will be level 4 screens and the front and back will have level 2.  Any incoming shots will only penetrate on a 6.

The third change I made was to increase the range of all weapons to 18.  Before, only the 14 Inch Guns {Hit 3+,1,1,3} fired to 18, the 5"&6" secondary guns fired to 15 {3+,1,1,1}.  Now all fire to 18.  I made a few other minor changes too. 

We play this Wednesday afternoon and we will see what happens. 8000 point battles are a little difficult to keep track of, so we are only gonna use 5,000 points on Wed.

Steven Gilchrist (BeowulfJB@aol.com)
Jacksonville, Fla, USA

818

(10 replies, posted in Starmada)

Hello everyone from Jacksonville, FLorida, USA.

     Here are some of my thoughts about the PDS system.  I like to think of the PDS as being very similiar to what the Babylon5 Space Station had. (from the show with the same name)   These fired and blocked incoming fire from hostile starships as well as hostile fighters.   

     The Starmada X PDS system can stop any ship weapon,  even a nasty one such as a
{3,3,3 Ignores Shields, Extra Hull Damage, Repeating} Weapon (!)
All the defender has to do is to make a  die roll of 1,3, or 5.   So  stopping a fighter's {1,1,1 Halves Shields} weapon is not unreasonable....  lol 

     All of my  warships all have a PDS system, and the heavier "Ships of the Wall"  also have a level 3 shield.   This means that damage penetrates them on a 4 or 6.  It works out fine.  Until near the end of the battle:  the shields are down, few hull is left and that last "Q" hit comes in and wrecks the only "Q" left, the PDS! 
(Don't you hate when that happens...<LOL>)

Steven Gilchrist

819

(1 replies, posted in Starmada)

Here are some questions and thoughts that I had:
     
     My gaming friends here in Jacksonville and I have begun using the Starmada "X" version of the game & its rules up here.  We have retired the Starmada Compendium.  It is a good system of rules, but there are more options in StarmadaX.   
(However I do miss the ability to fire weapons out to 24 hexes with LongRangeSensors)

     I have some questions on losing Drones or BattSatts from a "Q" damage chart hit.  In the StarmadaX rules, ships can lose a die 6 of drones or BattSatts as a "Q" hit.  Can this be done after the Drones or BattSatts are launched, or only while they are still "loaded" onboard? 

     Another question, will there be any new piece of eQuiptment that will enable weapons to fire farther than 18 hexes?  0r could we experiement with a game change that adds a fourth range band  called "extended range",  that comes after long range.  Weapons firing out that far would get a minus two to hit.  This fourth range band would enable weapon- fire to be out to 24 hexes for weapons now firing out to 18 , and a max range of 20 for weapons now firing out to 15, etc.  If all weapons got this ability, it should balance out.  A fourth range band for spinal mounts would be added, but without LongRangeSensors, fire out that far would need a "7"...What does everyone think?

   0ther thoughts: Earlier, some where asking how to protect engines from hits in the same way  as armor protects hull and armored batteries protect weapons.   My gaming friends up here in Jacksonville and down in SE Fla. have begun extending the protection given by ArmorPlating to protect hull And engines.  We justify this in 2 ways:  1)  0rganic hull regenerates both hull and engines,  2)  In the Starmada Compendium rules, where hull and engine hits are combined, armor plating makes the "1" on the Damage Chart become a miss, thus protecting both hull and engines.  This change has allowed engines to survive a little better.  Therefore, if you have Armor Plating, and you get an engine hit, just roll a d6 just as for hull... It works well !

One advantage to these possible changes is that they do not change the pointing of the game, but rather enhance it.   If these ideas get used, no one has to repoint their ships or redesign them...   big_smile

Steven Gilchrist,
Jacksonville, Fla,  USA

PS:  We play Starmada"X" here in Jacksonville on Wednesdays and Saturdays

820

(13 replies, posted in Starmada)

Nahuris wrote:

Does anyone actually field any ships with hulls greater than 20?

I haven't yet really found the need, although I have faced a ship with a hull of 24, about 3 months ago.  It was slow enough, that by the time it got to the battle, I was able to use several ships against it, and the extra 4 hull points weren't that much of an issue.

John

StevenGilchrist in Jacksonville here,
     All of my Battleships have hull sizes ranging from 30, to 26.  Their costs are from c200 to c1500.  The extra hull gives them survivability.  In one battle where these ships were soundly defeated, all the extra hull ment is that when all weapons, engines, &Qs were gone, it took an extra turn to destroy the now defenseless ship...   sad       
     But I do like the larger hull and have redesigned these ships to make them more effective...    smile