76

(9 replies, posted in Discussion)

Wasn't it a limited release thing?
That probably explains why it is hard to find now.

They were kind of stuck, because it was something they could have run with for large armies for Helm's Deep or Minas Tirith... but that would eat into their 28mm market.

77

(9 replies, posted in Discussion)

This is out... has been for quite a while. Since before Christmas (I thought) in the US and UK... Been lots of discussion at TMP if you do a search.

Initially it was $50-55 USD and then there was a price adjustment up to the $80 range from GW USA.

78

(2 replies, posted in Aces at Dawn)

Die Con is this weekend?

79

(4 replies, posted in Starmada)

try the files section in the yahoo group.
I think there are files there.

80

(5 replies, posted in Discussion)

My expectations were modest, and the film met them.
I was glad I watched it.
There were a few times I actually laughed out loud (1), and the effects were pretty reasonable - better than some B grade Hollywood stuff.

I was impressed, overall. The end let me down... but that's OK. Worth a watch.




(1) The scene of the security guard pointing the malfunctioning rifle at his face to look down the barrel was hilarious.

81

(22 replies, posted in Miniatures)

I like that one!

82

(2 replies, posted in Starmada)

see! I figured I was just blind.

danke
xie xie
merci
gracias

83

(2 replies, posted in Starmada)

In the Compendium, in the sidebar on page 12 is an End-Phase Sequence.

In Section V is a step called Q-Ship Conversion, but I cannot find anything on Q-Ships in the Compendium, or in X. Either I am blind, confused, or there is a hinted option that isn't there. (Any of which is possible.)

Now, in the forthcoming Stars Divided Campaign book for VBAM/Starmada I had built my own Starmada design solution for the VBAM Q-Ship ability. However, the indicated hint makes me want to tie to a past Starmada rule rather than work up my own.

Who knows what the old Q Ship rules were?

84

(10 replies, posted in Starmada)

KDLadage wrote:

Sorry... I meant halves shields.

I think that at one time dan was toying with the idea of ignores shields... so that may be where I got that from.

Anyway, I have edited my analysis above.

Whew!
While I don't know if I agree with your conclusion, at least I no longer am confused.  big_smile

85

(10 replies, posted in Starmada)

KDLadage wrote:

[*] Fighters, however, do ignore shields.

I thought they halved shields.  :shock:

86

(10 replies, posted in Game Design)

It depends upon what you are modeling also.
Is it a one time game, out of real context, to play for fun? Balance is critical to make that a rewarding experience for all.

Are you attempting to model a real life event, warts and all? Un-Balance may be the key to a rewarding experience in that case.

Are you attempting to play a broad strategic game, over time, that allows its own natural factors to develop and produce unbalanced games but with a balanced opportunity to create those situations? Again, this is a different way to create another rewarding experience.

87

(60 replies, posted in Starmada)

as long as everyone is happy...

for myself, the formula as is, is more than satisfactory.
(and there is no way I am going to go re-design every ship I use. nope, not gonna happen)

88

(3 replies, posted in Starmada)

I have used them, and placed them in the ONESS Brigade designs from that fun.

You can clump them (10+) and pore the lasers into a single ship target, which will ruin his day. Or they provide excellent anti-fighter fire to free your ships to work over the opponent's hulls.

But even better, they have a nice morale effect on the table. Inevitably your opponent sees them poping out and his plans go out the window and he tries to figure out how to deal with them.

89

(60 replies, posted in Starmada)

andyskinner wrote:

Taltos, I don't have a specifc solution myself.  I offered RPD+R when I first ran into the problem.  Uncle Joe has been championing something that I think is a bit complex, but tries to keep the overall values at the same scale as current (so you don't have to rebalance).
andy

Oops, sorry. I mis-took the conversation streams.  :oops:

Tho I would champion any solution that was simpler (even if I wouldn't use it myself) in keeping with the Starmada mantra.

90

(60 replies, posted in Starmada)

andyskinner wrote:

It isn't important to me whether an official change is made.  Starmada "belongs" to the people who have played and loved it for a while more than it does to me, someone who is still trying it out to see how it feels compared to another game I like a lot (Full Thrust).

However, I do think I'd like to play with a tweak, and I'd like to have people that want the tweak agree on what it should be.  It is nice, if you want a house rule, to use a commonly accepted one.  ("Common" meaning among those who care about this particular aspect.)

Logical and sound, and on that front I can agree completely.

andyskinner wrote:

So that's why I'm posting tables showing point costs for different suggestions.  I would like to help agree on a simple alternative point cost.  Whether that is official or not doesn't matter much.

and there, while I can help, I would feel better served to leave it to Dan and the more mathematically inclined. On the surface, though, your solution seems valid.

91

(60 replies, posted in Starmada)

Uncle_Joe wrote:

Taltos that logic is flawed. It should be reveresed if anything. In order for Dmg to even come into play, the other two rolls must succeed. That means thats its possible to not even get your Dmg rolls, especially vs highly shielded ships or with inaccurate weapons.

Au contraire, it is your logic that is flawed.  lol

Seriously, I take your point. And it makes some sense.

Yet, to my mind at the point of picking up the DMG dice - no matter what has happened before - they are not random. If I have 'DMG 3' that is 3 dice that are guaranteed to do something to the ship. This is where the rubber hits the road for the weapon's results.

OK, I do have to get the other dice to work first... but at best this makes them equal in value. Picking up ROF dice and they "may" get through, and after rolling those then what got through becomes PEN which "may" get through...

But when it is all said and done, I agree with jimbeau:

jimbeau wrote:

...there is a flaw in the formula smile.

However, in the hundreds of Starmada games I've playe, it has made little to no difference in the outcome of the game.

Or at least no difference that I can claim to have noticed.

92

(11 replies, posted in ARES)

Well, assuming you models pass your checks...

But yes, once the blood starts flowing I remember my figs being shaken a fair bit.

93

(60 replies, posted in Starmada)

I am still not sure why a fix is needed.

It seems easily explainable why ROF is cheaper. There are two random elements before those dice translate to affecting a target.

Only 1 for PEN and 0 for DMG.

94

(47 replies, posted in Game Design)

Not to rain on any parades....

but isn't there a licensing issue here related to any historical MLB teams?
I know this is something they tend to protect pretty closely.

95

(47 replies, posted in Game Design)

BTW, any provision for creating make-believe players rather than historical ones?

96

(17 replies, posted in Game Design)

No. Clearly it should be:

OO OO OO O

97

(47 replies, posted in Game Design)

68 Cardinals were pretty awesome, so that looks right for my team.

98

(47 replies, posted in Game Design)

80's Cardinals!

Though the last few years have been great too!

Or the late 60's would be fun. I'd love to get Gibson on the mound again.

99

(9 replies, posted in Starmada)

Indy wrote:

Is there a topic or group that gives a detailed explaination of how it works?

Not sure, exactly, what you are asking...

The defensive value of a targeted ship varies based on what type of weapon (K/E/B) is firing at it. Each defensive type can range from 0-5, as with regular Starmada shields.

The sum of the three values divided by three (rounded up) is equal to the shield value of the ship.

As you take a shield hit, you mark off 1 level in each category.

Indy wrote:

Does anyone have an opinion of it negative or positive they would like to share?

I am biased, but can say that I really like the system. It adds a level of complexity to both tactical decision making and ship design. It also adds some spice and variety to different racial or fleet designs.

100

(7 replies, posted in Discussion)

Sounds like we should schedule an MJ12 event/gathering/meal/tatoo (as in party/gathering/playing of bagpipes (and drums), not permanent skin art (not that there's anything wrong with that (or right for that matter (it just is (or would be, if it was))))).