My wife will play miniatures games with me but she won't paint.  Problem is finding time between four kids, my work, and her school work.

77

(8 replies, posted in The Admiralty Edition)

Cool ship!

78

(8 replies, posted in The Admiralty Edition)

Given the crystalline theme, I'm curious what miniatures you're using.

Also, how many points do you typically play?  The point cost is really the only downside I see, but if you're playing with larger limits then it is less of an issue.

79

(1 replies, posted in Starmada)

I decided to start my KA experience with the Day 1 campaign.  I've posted the first battle's report at my blog.
http://scsminimadness.blogspot.com/2009/12/day-1-first-battle.html

80

(60 replies, posted in Starmada)

vejlin wrote:
Sergeant Crunch wrote:

Got my copy today, very happy.  Unfortunately my wife has a paper to write.  Don't think I can wait that long to match a CA against a D7.

Looking forward to Romulan Armada so I have an excuse to buy some of the NCA, NCL, and Romulan minis.

Actually you already have an excuse to buy some NCL -> http://www.starfleetgames.com/documents/CL40_Starmada_Cards.pdf

I thank you. My gaming budget...not so much.

81

(60 replies, posted in Starmada)

Got my copy today, very happy.  Unfortunately my wife has a paper to write.  Don't think I can wait that long to match a CA against a D7.

Looking forward to Romulan Armada so I have an excuse to buy some of the NCA, NCL, and Romulan minis.

82

(1 replies, posted in Starmada)

Set up a game to show my wife.  After the game her comment was, "I like this better than that Star Trek game you have."

I smiled and explained that I ordered Klingon Armada yesterday (as well as the Rules Annex).

I will say that Starmada is in a position to usurp CAV as my game of choice with my wife as CAV takes longer to set up a game.  With Starmada I just roll out the mat and pick some ships for the point value.  Having laminated my ship datacards has helped. :geek:

83

(1 replies, posted in Miniatures)

And the corvettes are done, can be seen here:

http://scsminimadness.blogspot.com/2009/11/pictures-as-promised.html

84

(1 replies, posted in Miniatures)

I just posted the first four ships for my NSL battlegroup at my blog.

http://scsminimadness.blogspot.com/2009/11/first-off-line.html

Enjoy!

85

(3 replies, posted in Starmada)

Two words, frickin' sweet!

86

(1 replies, posted in Starmada)

Has anyone worked up stats for the ships in this series?  I've been itching to game them since I started reading the books earlier this year.

Weapon systems seem straightforward, long range missiles, beam arrays, short range grapeshot and the null (or void, can't remember right at the moment) cannon.  I was wondering for the grapeshot, do any of the expansions have a weapon trait that ties the number of impact or damage dice to the target's speed.  For those not familiar, in the books they're basically ball bearings shot out like a shotgun and the velocities involved in the passing engagements is where they get their destructive power (the ships make combat passes at .2c in the books).   They are generally used to deplete shields.  The other weapons I think I can model fairly accurately with just the core rules.  Unfortunately, I don't recall any information as to how many of the weapons the various ship classes have.

Ships do have FTL capability, but only at jump points so I'd leave hyperdrive off.  The ships exhibit a seemingly extraordinary ability to accelerate, so weight save on hyperdrive would go to engines and then some.  They have shields, but they seem to be penetrated rather frequently, so I think the cap on shields would be 4 for battleships.

No fighters, so don't have to worry about them or point defense type equipment.  But there are boarding shuttles, no transporters.  Otherwise, the smallest vessels mentioned are used by the bad guys and they are out-of date corvettes, I'd guess around a hull 1 filled to the brim, or a hull 2 with some space left over.

Targeting systems and countermeasures are prevalent, so I'm thinking all ships would have Firecontrol and CM.

I think I've hit the high points, any suggestions, comments, or anything I've missed?

BTW: The author's webpage http://www.sff.net/people/john-g-hemry/

87

(13 replies, posted in The Admiralty Edition)

I'd accelerate asteroids at it.

88

(60 replies, posted in Starmada)

Pictures?

89

(6 replies, posted in Starmada)

Ah, sorry, I misunderstood you.

90

(10 replies, posted in Game Design)

Because the fad seems to be losing steam?

91

(6 replies, posted in Starmada)

Meh, I'd rather teach my wife and kids to play Starmada.  I bought it because I wasn't happy with FedCom.

92

(6 replies, posted in Starmada)

Having printed out the sample ships and laminated them today (having you're own laminator is a good thing) I was itching for a game.  My wife was working on her homework so a solo game it was to be.  I decided that since there just happens to be two ships in the sample set that just happen to be the same CRAT I'd use those.  Hmm, what two ships that are supposed to be an even match do I have miniatures for...ooh ooh a D7 and a Constitution-class, the classic pair up. (queue the background fight music)

So I got the minis (a random D7 and the Constitution, laid out my FedCom hex boards (waiting for the HotzMat to arrive) on the coffee table and got down to business.  The game only lasted 3 turns, The Constitution landed a solid hit in the first turn at long range, the second turn saw some manuever and a fairly even exchange of damage, and the last turn could've gone either way.  The combat phase ended up destroying the D7, and had the damage rolls on the Constitution landed a few more odd numbers she'd have been destroyed.  As it was, the Constitution would would be spending a good amount of time at the nearest Starbase undergoing repairs.

So, the combat mechanic worked smoothly for me.  Playing solo destroyed the whole purpose of plotted movement, but it worked.  Overall I can't wait to play against another person.

93

(1 replies, posted in The Admiralty Edition)

These are my first batch of ship designs.  I'm only using the rulebook for these, will be getting the rules annex and Klingon Armada next month. smile

The Independent Worlds Coalition (IWC) is a loose coalition of 10 systems.  Each system largely minds it's own business with the Coalition Government only really acting as mediator between the systems as needed and for managing the common defense of these systems.  There is no "Coalition Navy" per se, but an eclectic assortment of ships that each world dedicates to the mission at hand.  There is a permanent staff, but they primarily maintain the offices necessary to coordinate the formation of fleets, provide continuity of intelligence, and support for active fleets.  A fleet commander is selected from personnel available from the 10 systems and placed in charge of the fleet.  During a mission the pay and maintenance for the ships is paid for by the Coalition Government.  Each system's vessels tend to vary in design concepts and color scheme, so the fleet tends to have a rather rag tag appearance.  Sometimes these design differences are complimentary and other times not so much.  It also takes a skilled leader to successfully coordinate the actions of their fleets as well as a sound logistics officer capable of supplying and maintaining these disparate pieces of equipment.  These fleets generally do a good job of defending the IWC, but rarely embark on expeditionary exploits except in specific circumstances as the IWC is generally content to develop the resources of the individual systems rather than expand their borders.

I wasn't sure what tech levels to use for the IWC so I did what any respectable gamer would do....I rolled for it.  So the IWC ended up with these tech levels with a 2 point spread:
Engines: +1
Fighters: +2
General: 0
Shields: +1
Weapons: +2

Now, the truth of the matter is that I conjured up the IWC as a convenient way to use some scratchbuilt ships and some ships I'll probably only get a couple of, hence the rag tag feel of the fleets.

And here are the ships for your consideration:

(127) Brindai-class Independent Worlds Coalition Frigate
 
Hull: 3 2 1                     
Engines: 8 6 3                     
Shields: 1 1 1                     
Weapons:
1:XY 2:XY 3:2Y 4:2Y 5:2Y 6:2Y
 
X: Particle Cannon: 5/10/15, 1/3+/2/2
No Range Mods; Increased Hits; Piercing
[G] 
 
Y: Defense Lasers: 1/2/3, 3/4+/1/1
Range-Based ROF
[AC][BD][CE][DF][EF] 
 
Special: Armor Plating; Hyperdrive; Marines (5)
(134) Dalmin-class Independent Worlds Coalition Frigate
 
Hull: 3 2 1                     
Engines: 6 4 2                     
Shields: 2 2 1                     
Weapons:
1:2XY 2:2XY 3:X2Y 4:X2Y 5:X2Y 6:X2Y
 
X: Pulse Laser Cannon: 3/6/9, 1/4+/2/1
Fire-Linked; Range-Based ROF
[AC][AC][BD][BD] 
 
Y: Defense Pulse Lasers: 1/2/3, 3/4+/1/1
Range-Based ROF
[AC][BD][CE][DF][EF] 
 
Special: Hyperdrive; Armor Plating; Marines (6)
(180) Yorrinic-class Independent Worlds Coalition Frigate
 
Hull: 4 3 2 1                    
Engines: 6 5 3 2                    
Shields: 2 2 1 1                    
Weapons:
1:XY 2:XY 3:XY 4:2Y 5:2Y 6:Y
 
X: Fusion Torpedoes: 4/8/12, 1/4+/1/3
Double Damage; Extra Hull Damage
[G][G] 
 
Y: Defense Pulse Lasers: 1/2/3, 3/4+/1/1
Range-Based ROF
[AC][BD][CE][DF][EF] 
 
Special: Hyperdrive; Armor Plating; Marines (5); Fire Control
(177) Galdon-class Independent Worlds Coalition Destroyer
 
Hull: 5 4 3 2 1                   
Engines: 6 5 4 3 2                   
Shields: 2 2 2 1 1                   
Weapons:
1:2XY 2:2XY 3:2XY 4:2X 5:2X 6:2X
 
X: Medium Rail Gun: 4/8/12, 1/4+/1/2
Increased Damage
[AC][AC][AC][BD][BD][BD][CE][CE][DF][DF] 
 
Y: Repeating Rail Gun: 2/4/6, 2/4+/1/1
Repeating
[ACE][BDF] 
 
Special: Hyperdrive; Marines (5)

I've got a carrier that I need to fix and make some stats for that will eventually get posted here, along with fighters.  I should bash together some cruiser hulls for these guys too.

I think I may have gotten a bit carried away with the weapon traits, making my frigates more expensive than they probably should be.

Comments greatly appreciated.

94

(3 replies, posted in Starmada)

Thank you kindly. smile

95

(3 replies, posted in Starmada)

OK, working on some ships and wondering if I'm doing the multipliers for multiple options correctly.

Suppose I'm designing a weapon with Ranged Based ROF, Repeating. and Increased Hits.  Would the total multiplier be 2*3*2.3=13.8?

If not, what's the correct method?

96

(8 replies, posted in Discussion)

Thanks!

97

(8 replies, posted in Discussion)

Hi all, doing the obligatory "noob" post here.  Finally got off the fence regarding which starship game I wanted to play obviously chose Full Thrust.  I kid, seriously I'd been waffling back and forth and even made an attempt at my own game but decided that Starmada was up my ally.  I enjoy games in general, though sci-fi games generally take priority on my table.  Currently I own and even occasionally even play CAV, Warlord, and Federation Commander.  I own and honestly intend to actually play 5150, Silent Death, and Future War Commander.  I'm stoked about Starmada, even my wife is wanting to play as we both found Federation Commander to be too much to have to relearn as we play infrequently (we have four boys so finding gaming time is a challenge).  I keep telling myself that I really shouldn't, but I'd like to get some smaller scale fantasy stuff going too, like 10mm, maybe 15mm.  Been thinking about HOTT for that, but would really prefer an updated, hexless, version of For the Masses...

I need to set up my sig block and all that yet, but for now here are some links to pics of my stuff...

My blog:  http://scsminimadness.blogspot.com/
My Picasa gallery: http://picasaweb.google.com/bbordner75
And my Photobucket (older stuff): http://s21.photobucket.com/albums/b285/Sergeant_Crunch/

I'm off to dig through the Starmada gallery and see what's what.