76

(5 replies, posted in Starmada)

Wait, second edition Grand Fleets?

Well, the current one is good if you want the more in-depth stuff anyway. has stats for things like the pre-dreads, too, as well as taking into account things like the Dreadnought's array of 12-pdr guns, though in an abstract way.

Now, where did I leave my conversion of the Omaha...

77

(37 replies, posted in Discussion)

johnzo wrote:

- The DM has to spend $100 to run it. Goddamn Ha$bro moneygrubbers.

Only if you don't know where to look. Amazon sells the three-pack for $60-65.

78

(37 replies, posted in Discussion)

Here's a better idea.

Don't listen to the internet hyperbolic chamber. Go to Barnes & Noble or something, get a coffee, relax, and read over the books yourself.

79

(7 replies, posted in News)

I have to admit, I didn't see this coming. Expected like the Spanish Inquisition, I tell ya.

80

(56 replies, posted in Starmada)

GamingGlen wrote:

What he really did fear was the two big guns I had put on the Galactica: rng 30, 1/3+/3/5, Piercing, Double Damage, [AB] arcs.  I have since found some information on what the new BG is supposed to have for armament so have redesigned it (no big guns  :cry: ).  I like those big guns as I figure, if I ever do hit and penetrate, I want them to actually feel it instead of the usual few pinpricks  smile .

Of course, if you were using the old Galactica, those guns would be fine and dandy. smile

81

(5 replies, posted in The Admiralty Edition)

Makes me wish that there was some kind of "Limited Endurance" Disad for fighters, like... If the fighters are out for more than X amount of  turns, attackers get a +1 to hit against them. Or something.

82

(10 replies, posted in Starmada)

saxophone wrote:
thedugan wrote:

yes, I think there used to be some in the Yahoo list archives.

Might check there....

What's the name of the Yahoo group?

I looked in starmadaxshipyard, but I didn't see any Star Wars stuff there. Is there another group?

Try mj12games.

83

(5 replies, posted in The Admiralty Edition)

Well, the big thing that comes to mind is that the top and bottom drivers on the Kushan frigate have much wider arcs, and the side turrets can also shoot to the rear.

I'm also not entirely sold on seekers being the best way to represent the Missile destroyer's armament, due to the fact that, for all purposes, the destroyer's launchers do have unlimited ammo. I'm thinking a vessel with a number of slow-firing, anti-fighter standard weapons tagged as missiles. That way you get the missile death syndrome, plus the effects of blowing your wad if you launch all of your missiles at once.

84

(8 replies, posted in Starmada)

underling wrote:

Well, possibly...
The conventions I've been at with Dan and Jim where they've run a "tournament" have been a fixed map format. In other words, the tactic of running away and shooting with rear weapons wouldn't be allowed.
I believe I do remember players bringing very slow, long ranged weaponry. But it's been several years, and at that time there weren't any weapons with ranges longer than 15 or so.
Kevin

Plus, Range-30 is an optional rule anyway- It's something that has to be allowed by mutual consent rather than disallowed.

85

(91 replies, posted in Starmada)

To talk more on Nahuris's points:

As a Battletech veteran, I can concur on the terrain issue. While longer ranged weapons do dominate on totally featureless terrain, the way that most of the default maps are set up mean that 'Mechs or tanks rarely rarely get to use their weapons to the fullest extent of their range, due to the way the LOS is often broken up. Using cover, a mobile, close machine could actually force an assault on a longer-ranged 'Mech, or force it to give up an advantageous firing position by doing so. The combination of this, plus the fact that most long-range weapons have an in-built minimum range attack penalty that ranges from the moderate to the ridiculous means that close-attack strategies are viable on most Battletech maps, far more so than they are on an empty space battlefield. The designers felt comfortable in having ranges of 20+ hexes because there are so many ways to break up LOS, allowing short-range assaults to work.

As for the scenario, I'd run it again with more typical units: It may just simply be difficult to defend a target in Starmada.

86

(10 replies, posted in Starmada)

GoDawgs wrote:

Hello everyone,

I just ordered the Adimiral edition and the ISS and I have a couple of hopefully easy questions.

When it is a ship's turn to fire, does it take a shot with all of it's weapon batteries or just one shot per Weapon (X, Y and Z)?  Meaning, if a ship has a AB AB AC AC, they would get a total of 4 separate attacks if a target was in the A arc (possibly more if the weapons ROF was more than 1)?

Yep. The target could be subject to all four attacks, if you wanted it that way.

If the 4 separate attackes is true above... Can a ship fire each of the individual batteries at a different target?  Using the example above, could the ship fire each battery at a separate ship if there were 4 different targets in the A arc?

Absolutely.

Finally, when a weapon gets hit, how do you determine which batteries are destroyed?

The defender chooses which one is destroyed.