76

(3 replies, posted in Grand Fleets)

The only ship stats I worked out for Grand Fleets 2 were the WWII Kriegsmarine - they wouldn't be very good opponents for the other ships in GA though  big_smile

Having said that I would love to have more ships for this game.  I bet once GF3 is out, there will be some conversion rules to convert the GF3 ships to GA.  If there is, then I will be making up a ship sheet to not only pump out GF3 stats from real-world data, but also the GA stats.

Will be great to have two systems that are so compatible.  GA for big games (or quick ones) and GF3 for smaller or more detailed games.

-Tim

77

(6 replies, posted in Grand Fleets)

Found a link to this battle report on another site:

http://ooh-shiny-complex.blogspot.com.ar/2014/11/grand-admiral-castles-of-steel-ww1.html

I've just printed off my counters - gotta get them together to play!

78

(8 replies, posted in Starmada)

Looks like a great project.

Most of what you are listing seems reasonable.  The only thing that stands out for me is the ECM.  Do you have a reason for handing it out based on class?  Seems to me it might be something to give ships that have cloaking, stealth systems etc.

-Tim

79

(2 replies, posted in Grand Fleets)

You've shown previews of several ships. These were on very attractive color cards. Is this the format you will be sticking with for ship stats?

I just ask because I noticed the similarity with the ship cards for Starmada Nova.  On the Nova cards there are the same 3 groups of hull boxes.  However in Nova "Weapons" only have 5 boxes total - in the case of these ships there are more than five boxes.  Also noticed that the GF3 QRS seems to imply the same threshold damage tests as Nova - with there being damage to both "Speed" and "Weapons".  So I was expecting to see 5 boxes for both weapons and speed.

Anyway, still looking forward to this game.  I will be most interested to use it for both WWI and WWII battles, plus crank out ship data cards to my heart's content.

-Tim

80

(22 replies, posted in Grand Fleets)

I think I've managed to glean quite a bit of info from this sheet.

For combat you seem to add up all the modifiers.  If its positive you use the left most column for a weapon and use the modified to hit values.  If you have 0 or negative you hit on a 5-6 and shift right one column for each negative point.

The damage check confuses me a bit.  I'm wondering if the ship cards have changed?  I can see where you'd mark "weapon damage" (much like Nova), but that doesn't seem to jive with speed reduction.

Looks overall like combat resolution will be pretty fast - just will have to get used to the modifier calculations as there are a lot of factors in there (armour vs. pen included).

-Tim

81

(6 replies, posted in Grand Fleets)

I just picked up CoS this weekend.  I am in love with the activation system.  There are so many games that could use this system.  Can't wait to try it out!

82

(2 replies, posted in Grand Fleets)

We've seen some previews of ships from pre-WWI up to Fast Battleships.  There is talk of respectable air power too.  So what all is in the box in terms of ship stats and scenarios?  Are you providing enough to play some WWI and WWII - how many ships and will there be future supplements for more ships?  Are you providing rules to stat up ships not included like there was in GF2?

Thanks,
-Tim

83

(7 replies, posted in Grand Fleets)

cricket posted the following in this thread:

http://www.mj12games.com/forum/viewtopic.php?f=5&t=2346&p=38432#p38432

Yes. GF3 includes rules for both aircraft and submarines. Both are paid for out of your initial fleet allowance: for example, if playing a WW2 scenario, you can use up to 25% of your points to purchase aircraft.

Aircraft are split into "fighters" and "bombers". They do not move on the game board; instead, during each command phase, one side declares the use of bombers and the other declares whether or not to use fighters to intercept, then vice versa. Surviving bombers are placed on the board next to their targets. Ships may use AA guns to defend in the combat phase, at the end of which the remaining bombers attack. In the initial release, all aircraft have the same capabilities: this may change if there is enough demand for a separate air operations supplement.

Submarine counters are placed during the initiative phase, allowing ships to maneuver to avoid them during the movement phase. Their attacks are then resolved at the same time as other ships. Again, for now, all subs are the same.

Also from this thread:

http://www.mj12games.com/forum/viewtopic.php?f=5&t=11890

cricket indicated that they are aiming for a pre-Christmas 2014 release!  Nice.

I'm quite excited that there will be air and subs. 

Anymore ship card previews?

-Tim

Thanks for the response Dan.  I'm going to copy this over to the other thread on GF3, because I think others might be interested in reading about it all in one place.

-Tim

I've been looking through my various naval games lately and stumbled upon GF2.  Definitely wish there were aircraft rules, and some sort of sub rules (even if just to use in "attack the convoy" type missions). 

I realize with the work on GF3, you probably won't go back and do anything for GF2.  So two questions for you:

1) Are there going to be aircraft or sub rules in GF3?
2) If I wanted to do up aircraft&sub rules for GF2 any advice?  Do you have any design notes/ramblings to help me get started. 

Thanks!
-Tim

86

(22 replies, posted in Grand Fleets)

How's this going?

Just got excited about doing WWII Naval games again.

87

(22 replies, posted in Grand Fleets)

Glad to see this!

88

(30 replies, posted in Starmada)

Nice preview Dan.

BTW, I know there was some discussion a ways back about doing a compendium of all your SFU conversions.  Is this still something your considering - I'd love to have it all in one file- and I already have the Nova rulebook - so I'd just need ships and any SFU specific stuff.

-Tim

89

(3 replies, posted in Discussion)

Looks quite nice actually!

90

(4 replies, posted in Starmada)

Dan,

Are you still thinking of releasing a compendium that is all the ships + new rules for SFU, but no "starmada nova" rules?  I think you mentioned that somewhere - a while ago...   smile

-Tim

91

(11 replies, posted in Starmada)

cricket wrote:

I don't have the time to look through my FC ship cards at the moment -- which ships from KA/RA are considered nimble?

My SFB SSD's show the Romulan Snipe and Orion Light Raider as nimble.  Not sure if this designation made it into FC or not.

If you are going to give them overthrusters, perhaps reduce their thrust by 1 as I added a bonus thrust to them for the nimbleness.

Also, I am pretty sure that the Romulan Nuclear Space Mines didn't make it into FC.  But I gotta say they were cool and would help the "eagles" be a more distinct class - plus you have mine rules in SNE - so wouldn't be tough to add.  The snipe, battle hawk, war eagle and king eagle all had one NSM.

-Tim

92

(11 replies, posted in Starmada)

madpax wrote:

If all ships are slow, they will have a lot of time to suffer. I like when my battles end with a lot of swirling maneuvers, dogfights, etc.
If the fleet just move toward each mover in a more or less straight way and the game end before real maneuvers, games are not really interesting. Of course, I suppose terrain is minimal.

Marc

Okay, good point.  What do you think of the thrust ratings I posted above?  The "average" value for heavy cruisers (kind of the mainstay of the SFU) is 6.  I think that's decently fast don't you?  The lowest I have for a fighting ship is 3 for the Fed/Gorn Battleships (which aren't even in Klingon/Romulan Armada) and the fastest is 10 (Orion Light Raider). 

-Tim

93

(11 replies, posted in Starmada)

I've tried out both using thrust based on size (and then modified for warp power and turn mode) and also thrust based on turn mode (and then modified by warp power).

I have to say the turn mode one "feels" better.  I have to double check some numbers and then I'll post some examples.  I think one reason it feels better is because the turn mode already has the "size" of the ship accounted for.

Dan I know you aren't big on a D7 being faster than a constitution class - but as I see it there really is not upper limit on "speed" with the starmada movement system - if anything speeds become unpractically high quite fast.  If you want to maneuver you have to stay near your thrust mode in speed - and thus turn mode!

EDIT:
Here's some samples:
Fed CA: 5
Klingon D7: 7
Fed FFG: 8
Kzinit DN: 4
Fed CL: 6
Fed NCL: 7
Fed CF: 7
Fed DW: 7
Orion Light Raider: 10
Kzinti Frigate: 9
Rom Battle Hawk: 4
Rom Skyhawk: 8
Rom King Eagle: 5
Rom Fire Hawk: 6
Free Trader: 5
Small Freighter: 4
Large Freighter: 3
Heavy Freighter: 2

Based on "Turn mode" and then warp ratio and a misc bonus.  If warp ratio is 36 or more +1, if its less than 30 -1 and if its less than 20 -2.  Misc bonuses are for "dedicated fast ships" +1 and nimble +1.  I decided the CFs need a higher bonus than just based on warp to make them interesting.  The logic being they have less heavy weapons so more available power to engines as opposed to the war cruisers/raiding DN's/frigates that all have high warp ratios but still are packing their full compliment of heavy weapons. 

Edit 2: Okay, can't figure out how to do attachments in PM's so here's the spreadsheet with all the thrusts based on the method above.

94

(11 replies, posted in Starmada)

Okay, had some more thoughts.  Without complicating life too much, this would work within the current system:

Base Thrust
Battleships and Dreadnoughts: Thrust 4
Cruisers of all types: Thrust 5
Destroyers and Lighter: Thrust 6

Take base thrust and modify by turn mode and warp power

Turn Mode
If a ship has poor turning in SFB (Turn mode E or worse) then -1 thrust
If a ship has good turning in SFB (Turn mode B or better) then +1 thrust

Warp Power based on SFB stats
If a ship has enough warp to generate 30 movement then no modifier
If a ship has enough warp to generate more than 30 movement +1 thrust (e.g. some war cruisers, most romulan "hawk" ships)
If a ship has enough warp to generate significantly more than 30 points +2 thrust (e.g. fast cruisers, raiding dreadnoughts, x-ships etc).
If a ship has less warp than is required to move 30 then -1 modifier (e.g. romulan war eagle)
If a ship has significantly less warp than is required to move 30 than -2 (e.g. freighters, monitors etc)

@Madpax - I agree with you, although I think the issue lies more with balancing firepower and defenses than with thrust - and to be honest I think the weapons are probably already "locked in" so it would be more a matter of just increasing the relative defenses and/or hull points of ships to compensate.

-Tim

95

(11 replies, posted in Starmada)

Great Topic!  Thanks for giving us the opportunity to give you some input cricket.

In Starfleet battles (I'm not so familiar with the newer Federation Commander) the speed ships could attain was a complex relation of how much warp power they had and how much they were willing to dedicate to just movement.  Trying to port that over to another game would be painful at best.  However the extreme cases should probably be considered (e.g frieghters on the low power end and fast cruisers on the high end). 

Perhaps though the more pressing issue is maneuverability.  SFB (and I believe FC) ships have turn modes.  This is generally related to the class of the ship, but varies from race to race.  I think this is actually the most important aspect of movement to capture, given that most warships had similar speed limits.

So here's my two proposals:

1) Base thrust on turn mode
This should be quite straight forward since all the SSD's clearly list the turn mode:

Mode Thrust
F         2
E         3
D         4
C         5
B         6
A         7
AA       8

Ships with lots of spare warp power (e.g. fast cruisers or X-ships) should get some bonus thrust.  Ships that have less warp power than they need to go "full speed"  (e.g. monitors, frieghters, tugs - but not battleships or dreadnoughts) should get a bit of a penalty on thrust.

This would give a Fed CA a thrust of 4 and a Klingon D7 a thrust of 6 - which I think speak well to their relative turning ability.

Any ship listed as "Agile" should probably get overthrusters.  I wouldn't want overthrusters to be a really common thing on ships.


2) Add new Ship Traits for Maneuverability

Definitely a more complicated option as it requires coming up with sensible new traits AND finding an appropriate cost for them.  If this could be pulled off then I'd have some much different "thrust" suggestions - probably based on the ratio of warp power vs. warp movement cost - which would actually land most of the fighting ships in about the same area - but with some exceptions (e.g. new Romulan "hawk" series ships have lots more power than the original "eagle" series ships).

-Tim

96

(5 replies, posted in Starmada)

Dan,

I think earlier you mentioned something about a compendium for those who already have S:NE and wanted to just by ALL the SFU ships plus the SFU specific rules.  Is something like this still planned?

Our group has a lot of SFU miniatures and counters and we'd love to play them using S:NE.

-Tim

I do like the idea of anti-armour traits.  As armour is now (and I'm okay with it), the anti-armour trait doesn't seem as necessary as armour is just kind of like having more hull.  But with front ended armour (which I think I like a bit more than the current), I think you'd want something; otherwise armoured ships are going to be able to absorb a lot of damage before losing any combat efficiency.  I see any of these being reasonable anti-armour traits:

1) Armour eater: When this weapon destroys a point of armour mark off one additional point of armour
2) Armour ignorer: When this weapon would destroy a point of armour mark off a point of hull instead
3) Armour penetrator: When this weapon destroys a point of armour mark off a point of hull as well

I like #2 the least.  While its simple it really only a good counter against armour if you have a lot of weapons with it.  #1 is quite effective and mitigating armour - no two bits about that.  #3 seems to me to be the most realistic - it defeats the armour (i.e. armour does not protect the hull) and damages it at the same time (big hole in your armour). 

I don't think it should matter what "boxes" the armour/hull points are in - you always just take the first available one to score damage against.

Cricket - fair enough on wanting it tested.  I'll see if I can get something done one evening - kind of tough these days as our gaming group had 3 babies over the past 6 months!

Hmm, you know, front-loaded armour plus reinforced systems = I get to keep my guns for a VERY long time.  I like it!

-Tim

P.S. Pardon my Canadian spelling of armoUr   big_smile

98

(10 replies, posted in Starmada)

Speaking of all things Klingon, what is the schedule looking like for the Nova Edition of the SFU?

-Tim

It would be really cool to have this made official and replace the existing armour rules.  That way the pricing could be revised and you'd actually buy the amount of armour you wanted instead of getting 2/3 of the armour you wanted (which I guess just means armour is 50% more expensive).

I can totally see this making "anti armour" weapons far more useful - given that the armour itself would be more useful.

-Tim

100

(3 replies, posted in Starmada)

What does adding the trait "long range" to fighters do?  Let them attack from further away?

-Tim