76

(8 replies, posted in Starmada)

It is planned, but no release date as of yet.

77

(2 replies, posted in Starmada)

It is: http://mj12games.com/starmada/drydock/

78

(22 replies, posted in Starmada)

It is still on the list.

79

(3 replies, posted in Starmada)

Welcome!

I'll let others answer your first question, although I suspect the responses will be all over the place. smile

As to the second question, you are correct: VBAM was initially written for Starmada X, which is about 15 years out of date. There were plans to update the rules, first to Admiralty and then to the current Unity rules, but nothing ever came of them. Certainly the existing product would give you a nice starting point, but there would be some significant modifications required: specifically, the ship conversions from Starmada to VBAM and back again.

80

(46 replies, posted in News)

Arrrgh.

How are you entering the range value? If you are entering "12" the worksheet assumes you mean to give the weapon one range band (1-12). In such cases, range-based traits are not applicable.

If you are trying to enter a weapon with the standard 1-4/5-8/9-12 bands, the value must be negative; e.g. "-12".

KDLadage post_id=42098 time=1610917467 user_id=5 wrote:

So I am asking: where/how do I get the physical books for the Unity edition of the following titles:

    [*] Klingon Armada[*] Romulan Armada[*] Alien Armada[*] Distant Armada[*] Battleships Armada

Battleships Armada is not (yet) available in print form -- the others can be bought from the Star Fleet Store: https://www.starfleetstore.com/starmada-c-89/

83

(2 replies, posted in Starmada)

Right back at you!

84

(6 replies, posted in Starmada)

Here you go: https://www.dropbox.com/s/4l0dh7z7bbml42m/SFOstuff.zip?dl=0

85

(1 replies, posted in Grand Fleets)

Nice! Thanks for doing this!

86

(4 replies, posted in Starmada)

Okay, I don't think I fully understood the question.

Aegis Fire Control doubles the Defensive addition to the BSUR. So looking at your example weapon:

R-3, 1x2+/1/1, Acr/Slw/Dfn

Hexes Covered = (3+0+2)*(3-0) = 15
Relative Value = 15*1*0.5*(1+0.25)*(1+0.6) = 15
BSUR = 15/(3+2) = 3.0

Defensive Addition = 1*0.5*2 = 1

Adjusted BSUR = 3+1 = 4*1.3*0.6 = 3.12, rounded up to 3.2

If you add Aegis Fire Control, the Defensive Addition is doubled to 2.

Adjusted BSUR (w/Aegis) = 3+2 = 5*1.3*0.6 = 3.9

87

(9 replies, posted in Starmada)

Fair. Certainly your opponents' fleet -- or at least the likely nature of the threats to your heavy hitters -- is the most important consideration.

I am reminded of the opening scene of Star Blazers/Space Battleship Yamato, in which the destroyer Yukikaze sacrifices herself to allow Captain Okita's battleship to get away. I wonder how that role would be simulated in Starmada?

In the Imperial Skies game, any friendly ship within 4" of the target may spend a command point to "siphon" a certain amount of damage from incoming weapons fire. Something similar would give escorts a clear role to play.

88

(9 replies, posted in Starmada)

I don't know that your premise is completely sound -- destroyers may have initially been developed to ward off torpedo boats, but they don't "only exist" because of that role. Frankly, TBs had been deprecated long before Jutland; by 1916 destroyers had already begun to serve their ASW function as well as fill the niche vacated by TBs and TBDs. In other words, they played many roles, just as they did in WW2 and beyond.

That being said, your question is a good one: what are escorts FOR?

I would posit that depends upon the overall makeup of your fleet -- but also (and probably more importantly) the makeup of your enemy's fleet. You can build escorts that are anti-fighter (using Defensive weapons and the Aegis Fire Control); you can build "torpedo boats" that mount heavy weapons; you can build anti-TB escorts with the speed necessary to keep enemy ship-killers at bay.

Frankly, I don't think there is a single answer to your question.

89

(4 replies, posted in Starmada)

I don't know how to confirm this, as I can't seem to find the Acr/Exp/Slw traits in your Shipbuilder...

90

(46 replies, posted in News)

The Drydock v2.0 has been updated to correct an error in how it computed the combination of Aegis Fire Control and weapons with the Defensive trait. You can download it here:

http://www.mj12games.com/starmada/drydock2.zip

91

(5 replies, posted in Starmada)

Good news: the Shipbuilder is doing things correctly.

Bad news: the Drydock is wrong. sad

Both were computing the PDS+Aegis combination properly; however, the Drydock was improperly handling Defensive+Aegis. Update coming shortly.

92

(5 replies, posted in Starmada)

Still not sure I understand the discrepancy. Please post example(s).

93

(1 replies, posted in Starmada)

Taking a closer look at Base Stations and Battle Stations, you are correct: they are underpowered. I suggest doing the following:

Base Station: EPR remains at 1; Engine Track becomes 6-5-4-3-2-1

Battle Station: EPR increased to 4; Engine Track becomes 9-8-7-6-5-4-3-2-1

94

(1 replies, posted in Starmada)

No official rules have been published. Stick with the playtest rules for now.

95

(4 replies, posted in Starmada)

No. It is only in the Annex.

96

(4 replies, posted in Starmada)

This chart is included on p.17 of the 2020 Rules Annex.

97

(3 replies, posted in Starmada)

I am not able to tell you if/where your Shipbuilder has gone wrong. However, I can confirm that the Drydock currently available on the web site computes the space/ORAT values of the PDS and Aegis Fire Control correctly.

Likewise, I have confirmed that the ships in the Full Thrust book are all using the proper space/ORAT values for PDS and Aegis.

98

(12 replies, posted in Starmada)

cnuzzi post_id=42038 time=1604453158 user_id=13698 wrote:

There also seems to be some confusion over the name "Tarbosaurus" since the ship cards list the DNH as the Spinosaurus, and the Tarbosaurus as a DN variant.

I'm not sure I understand the problem.

99

(12 replies, posted in Starmada)

Thanks. I will fix these ASAP and get them to ADB.

100

(2 replies, posted in Starmada)

Theoretically, yes. If the required to-hit number is modified to, say, 12 or more, you would do the following:

1) Roll your initial dice.

2) If any come up 6, reroll them and add 5.

3) If any of THOSE come up 6, reroll them and add 10.

Thus, to achieve a 12, you would need to roll a 6, then another 6, and then a 2 or more (2+10=12).

However, the need for such a thing is remote at best. I am hard-pressed to think of any set of circumstances that would apply a -6 modifier or worse.