76

(4 replies, posted in News)

jimbeau wrote:

http://allaboutminiatures.libsyn.com/

In addition to my poor grammaticalizing in the actual speech, I plug Defiance and some of the forum games

download it and listen to me wax poetic about the days of yore and why I like Aces better'n blue max smile

Congrats, nice interview. smile
I am looking forward to your new mecha combat game. Can you detail it a little bit more? (scale, features etc.) How do you come along with it? When will it be out?

77

(17 replies, posted in Discussion)

Great. Congratulations to you and your girl. Hope you will create many young recruits for the Starmada.

78

(10 replies, posted in Discussion)

Tyrel Lohr wrote:

The biggest pitfall in creating a "basic" version of the rules is how basic is basic?

Well, with basic I mean a light version 10-20p of the rules. Eg. Starmada is basic. Its easy to play but its not a beer and brezl game and is difficult to master. Sovereign Stars is also basic. In such a spirit should the VBAM basic version be. This would make the game attractive to more players like myself which dont have the time and the energy to study 120p of rules.

Tyrel Lohr wrote:

If you wanted to distill everything down all the way, you could end up chucking all of the rules and have the simplest campaign setup: rules for movement and each system provides X economic points to the owner each turn to build new ships wherever they want, ignoring shipyards, ground combat, supply, and everything else.

Well I could do this, but it would not be the same as if I had the official basic version I can use without beeing forced to read through the rest in order to make the right decision which rules I should use and which not. Maybe the game interests me even so much that I will integrate more and of its more complex rules in future campaigns. Now I dont have this choice. I cannot just use a basic version to try it out. I have to read all.

I think the best would be to go the conventional way many wargames go. Make a basic version, an advanced version and finally optional rules. Like Avalon Hill did with Alpha Omega or scenario modules which incorporate more and more rules in a soft way like Advanced Squad Leader.

Tyrel Lohr wrote:

I will remember to try and include more examples. I am not sure how many we can add in without cutting out other material, but it will something that we will try to do.

A wargame can never have enough examples, game helpers and charts. There is a reason behind that the most good wargames have movement and combat examples included with description and graphics.

79

(10 replies, posted in Discussion)

Tyrel Lohr wrote:

The writing and format of the Campaign Guide could be improved upon, and I have talked to Jay about that. There is the possibility that, sometime next year, we may begin work on a revised edition that would take the rules and reorganize them for clarity and integrate all of the existing errata accrued up to this point.-Tyrel

Many thanks that you take time to write an answer to my post above. I think it would be necessary to improve and reorganize the rules of VBAM. The problem is that the rules as they are written now could be a problem for newbies to understand.

Some below points I think could be useful if I may post it here

-examples. There are examples in the game, but too few IMO. Some graphical pictures (eg. how jump lanes look like and movements on them are conducted) and charts (eg. a chart which details all intelmissions with short descriptions on one single page, or a scenario chart which lays out when each of the different scenario begins and when it ends)

-the main rules begins much too late. I have to read through 40 pages of different rules for this and for that (many of them which I am not sure if they are important at all), till I finally am able to begin the movement/combat chapter. It should be possible to begin with the main rules at the beginning of the book on page 3-5 and not somewhere on page 40. I dont want to read 3 hours through minor rules before I even know how to move a ship or how to combat.

-for newbies or for people which want to play a simpler version of VBAM you should make a basic version of it, with 10-20 pages to read. (maybe the complexity level of sovereign stars or a little bit higher but not much higher) There could then be a medium version with the more crunchy rules (different scenarios, ground bombardment) and an advanced version with intelmissions, raid rules, squadron rules etc. for the hardcore fans.



Tyrel Lohr wrote:

It sounds like the VBAM campaign system is probably overkill for what you were looking for. It is far simpler to use than Imperial Starfire or something of that fair, but is more involved than the most simplistic campaign systems (that boil everything down to simple resource generation based on zone control).-Tyrel

Maybe VBAM is simpler than this "starfire" game but its too complex for the occasional player like myself. In these days I dont have the time anymore to play games of this level (family etc.) so I prefer simpler games like Starmada, Illuminati or columbias block game series. (Eastfront etc.)
I would appreciate a simpler version of VBAM which seems quite good in its basics.


Tyrel Lohr wrote:

I think it is the reality of the beast that each set of campaign rules will not fit every single player. That is part of the reason that VBAM doesn't try to force every single rule imaginable upon the player. It gives you the "skeleton" on which you can add or subtract detail. It also provides different ideas for how you could handle elements in other campaigns or rule sets. To that end, most campaign rules can give you neat ideas of what you can do in other systems that you are preferential to.-Tyrel

This may be, but I cannot remember that you give some hint which rules are absolutely necessary for the game to function and which can be replaced or taken out completely. So the basic idea of a "skeleton" or a module system is very good. But its difficult to learn which parts of the game belong to this skeleton and which parts are just add-ons. For a experienced player of VBAM this is no prob, but for new players it is.

80

(10 replies, posted in Discussion)

Many thanks all for the reply.

It was not my intention to offend anybody (and of course also not the users of VBAM) with my somewhat emotional post above. If a player is able to get along with this game, this is fine. For me its too complex.

After reading through VBAM I took my Sov. Stars handbook out, browsed through it and thought instantly: Hey this is it. I will add some additional rules for the setting I want to simulate. (maybe even some from VBAM so was not totally unnecessary to buy it) But the basics will be Sov. Stars.

When I was younger I played complex games like vbam. I was an Avalon Hill fan and played ASL,  Gettisburgh etc. which often last several days per scenario. But I dont have the nerves and the time to play such games anymore. Today I prefer games like Starmada which have simple rules but are difficult to master.

81

(10 replies, posted in Discussion)

I bought VBAM several days ago and I was really looking forward to it. I wanted to play my beloved Starmada with campaign rules. At least this was my intention in the beginning.

I expected a similar game like Sovereign Stars but maybe a little bit more options like intelmissions and artifacts etc.

Now after several hours reading through the VBAM rules, I am really disappointed. This game is much too complicated. As a minor problem the rules are not that clearly organized as it is usual in the wargame industry. Comparing to the more precise Avalon Hill rulebooks or those of GMT it is difficult to find a VBAM rule again in the text which seems endless with 124 pages. Often they explain rules for things which appear much later in the rules without referencing on which pages or which chapters you can find it.

There is not even an index or a glossary!

But the major problem is that it is really too complex for my liking. Its the opposite to starmada. Starmada is clear and easy to use while maintaining incredible depth. You can explain a newbie the game in several minutes. Not so in VBAM. Maybe it has depth too, but the learning curve puts me off.

Has anybody ever tried to use this complex system in conjunction with Starmada? Or as a standalone game? :cry:

PS: additionally I bought the special VBAM bundle in rpgnow, so I unnecessarly spent 70 Bucks for this system. Annoying.

82

(25 replies, posted in Starmada)

go0gleplex wrote:

Other than picking up some of the errata and FAQ stuff...I'm pretty satisfied with the game as is.  I'd hate to see the game become so munchkinized it ends up following trends like CBT, FT, and WH40K/ WHFB. :?

I have not said that I am not satisfied with the game. En contraire. The question of Dan was what could be included in a new starmada book. And its clear that you cannot just repeat the existing material, or it will be difficult to sell such a book to a customer, or? (At least I would not be interested in buying a book which has just a new layout without new stuff in it)

Also I see no reason why my or others suggestions should "munchkinize" starmada? This is beyond me.


go0gleplex wrote:

Area of Effect could be treated the same way...as an enhancement if really needed.  Each hex represents a pretty large area of space...so a common misperception may be that the big booms aren't big.  So if a hex represents 1000 miles (figuratively speaking)...it would seem that from a scale standpoint AoE is pretty moot.

There is no scale AFAIK, so its up to the player how many miles a hex will have. If starmada is a generic game which tries to simulate different universes its not that far away to present rules for more area weapons or other exotic weaponry. (eg. MOO2 streaming weapons or black hole weapons) I would even opt for a free scaleable area model with different shapes - why not having a bomb which affects a 3 hex line of damage instead of the usual 7 hexes? - and different damage types

go0gleplex wrote:

Armor system for use with Traveller- simply rename shields as Armor I would think.

Of course I could do my own rules and probably I will if there is no official version. But why should I tinker around if Dan who is much more adept in this subject, presents an armor subsystem in a future edition?

go0gleplex wrote:

Larger ships are possible following the formula provided. The math isn't that bad. smile  Stations are just big ships without drive systems really and isn't there a 10% SU bonus for lack of hyperdrive?

Well, see above. I could do it by myself, but why should I? As long as it is not "official" it is only an ad-hoc solution. If we invent the rules by ourselves, they will not be as good as Dan can do it.

Nonetheless thanks for your tipps. smile

83

(25 replies, posted in Starmada)

-Combat and design rules for orbital stations and ground batteries would be fine.

-simple rules to conduct ground combat with the troops/marines invading a ground installation. Should be similar and easy like the boarding rules maybe. (eg. troops are calculated in "steps" to 25 etc.)

-rules for ship combat in the athmosphere of a planet. Different types of athmospheres would be nice to simulate the athmospheric conditions of exotic planets.

-rules for invasion landings of assault landers or drop troops and the planetary defence fire.

-much greater hulls than 20. (maybe 200 or even bigger for titanic ships like the star wars death star) Or maybe a hull size formula to construct such monster ships.

-Some premade scenarios with balanced forces also.

-more different scenario types

-Also a way to design ships without shields or screens at all. (just different thickness of armor and the material it is made of)  I know the game comes with an armor special equiment, but I would prefer a deeper system for armor. Eg. for game universes like the traveller universe.

-Gunship rules, sub light ships which are greater than fighters but smaller than hull size 1 ships. (maybe operating in squadrons of 2 or 3)

-new area weapons

What I dont need is:
-background material for a universe. (while basically interesting, this should be in a seperate source book, like the Boltian book for example)

84

(8 replies, posted in Starmada)

The german word "Pfaffe" ist also a old fashioned german word for "priest". So one could imagine what ammunition a "Pfaffbeschleuniger" has. smile

85

(8 replies, posted in Starmada)

cricket wrote:
Enpeze wrote:

I just read the names for the German "Weltraumwaffe" in Brigade X. It sounds so funny for germans. (Pfaff is a well known company in Germany among house wives which sells sewing machines and Totauge reminds me of the name of a small river fish)

What are you saying? That our highly-paid German-language advisor (i.e., Alta Vista's Babelfish... smile ) is in error???

Yippi! Games Workshop schau owa. big_smile

Umm... what?

No, your bubblefish is great. I really love you english native speakers when you try to use some german expressions. (maybe it is similar comical if we germans use english)

Games Workshop does the same thing in their warhammer fantasy books. For example once they named a cruel demon "zahnarzt" (which maybe sounds dangerous in english, but means "dentist" in german) big_smile

Very funny german names...

I just read the names for the German "Weltraumwaffe" in Brigade X. It sounds so funny for germans. (Pfaff is a well known company in Germany among house wives which sells sewing machines and Totauge reminds me of the name of a small river fish)

"Pfaffbeschleuniger" and "Totauge" missile. Yippi! Games Workshop schau owa. big_smile

87

(4 replies, posted in Starmada X)

Today I tinkered around with some traveller ships converting to starmada. But it was not easy. The biggest problem is the size.

In traveller you have following ships
-30 ton fighters
-400 tons space defense boats
-200 tons armed freetraders
-800 tons mercenary troop transports

larger ships
-1000 tons escorts
-3000 tons destroyers
-6000 tons light cruisers
-12000 tons hvy cruisers
-50.000 tons battleships
-150.000 tons dreadnoughts

you get the problem? In Starmada, there is 100 SU to 1500 SU (times 15) In traveller you have ships from (not even counting the smaller ones) eg 1000 tons to 150.000 tons (times 150) Do anybody have an idea how to solve such a problem?

88

(26 replies, posted in Starmada)

Playing areas

an idea for the playing area

Space:
I would not use hexes or squares. I would maybe use

navigation points. (NP) Each navipoint have a certain number. A planet or other object like space station, moon etc is placed on a navipoint predefined by the scenario. A planet could move to the next navipoint, but only if the invasion campaign lasts VERY long, not for short invasion scenarios.

NPs could be arranged in regular orbits around the sun. (maybe up to 20 orbits or circles) Eg 3 NPs in the first circle, a few more in the second etc. Or they could be arranged in a regular pattern if the scenario is the invasion of a asteroid field or deep space. (maybe 2 sided map - one side is for stellar sytems in oribits and the other for deep space)

Planet playing areas
Planets should be represented by a counter on the main map and by a seperate small map beside the main stellar map. There should be standard templates for each of the planets involved. I would vote for a simple depiction of planets represented by hexes which circles around a central hex. 1 hex size for asteroids, 7 hexes for small planets or moons, 19 hexes for medium planets etc.
Some of these hexes have a terrain feature like
-urban (defender bonus)
-difficult (double move cost because of woods, hills, swamp)
-impassable (mountain or oceans, only for fliers)

conquering whole planets is a VERY grand scale, so there should not be much stacking limits (or at least a very high one) in one hex if the basic unit size is a division or a smaller unit.

Ground units are also assigned to "army task forces". So on the planet you just see the task force counter, while the actual troops are set aside on the task force sheet. To combat a enemy TF you have to move in the same hex as the enemy and then combat begins. Artillery and missile bombardment could support indirectly from a higher distance.

89

(26 replies, posted in Starmada)

I agree. Bookeeping should not be more than in starmada. The only bookeeping should be task force mission assignment and maybe keeping track of supply points (but that is another story)

Thats why I think that planetary combat should be like fighter combat in starmada. Player A moves and fights then Player B.

A typical basic turn sequence could be

1. Both player assign simultaneously missions for their taskforces and write up the corresponding points on the playing area.

2. simulataneously movement to the designated area

3. mission resolving in alternate fashion, depending on the individual initiative value of a task force (how to calculate this is another story smile)
  -sensors phase (scanning other task forces to reveal them)
  -revealed task forces can do space battles: each player rows up his ship in lines and fires simulataneously (like A house divided or GDWs Imperium)
  -space/ground interface operations (moving spacecrafts or jump troopers to a planet while receiving planetary defense fire)
-other missions

4. players conduct ground movement and combat in alternate fashion, depending on the individual initiative value of the ground combat task force. This means  task force with highest initiative moves and combat first on the planet according to its movement points, then second highest etc. The planetary combat is similar to the space combat. This means lining up troops like "A house divided" etc..you get the picture. Different for long range missiles and artillery of course.

5. Logistic phase
-Task forces return to base to repair ships, reload ammo, burgers for the troops and "this strange green liquid for the drives" if necessary.
-command points (as arrigo suggested) are reassigned between the task forces - receiving a command point could represent the possibility to conduct advanced missions for the next turn not only the basic drill. (what these missions are, is another story smile) They show that the headquarter is giving special attention to the task force for the next turn. Each headquarter could have a certain command value to distribute each turn depending on the quality of its 3C equipment and talent of its admiral.

90

(26 replies, posted in Starmada)

I like the command points.
Lets see what small ideas I can contribute:

-single shipcounters are like in starmada the core of the counters. they should have values like missile, beam, speed, defense, size, specials etc. the best would be to find formulas which convert starmada ships to the simpler starmada invasion format.

-ships should be organizeable in task forces. A player has to preplot the movement of his task forces on a sheet of paper similar to starmada. Preplotting is not just "move here or here". Its also assigning a specific mission to a task force.

Possible missions could be:
-hit and run
-probe
-engage and destroy
-engage and board
-invade
-bombard planet
-patrol
-resupply
-escort

etc.

The skillful assigning of ships to a task force to accomplish the missions and the mission system itself could be the core engine and the most interesting part of the game. 

The playing area in space
Hexes? Squares? or maybe something completely different? I am not sure if hexes are that ideal for portraying a solar system. The distances in it could be vast and even with some "tweaking" its not easy. (eg. inner and outer ring of planets in the sol system)
So maybe I would like to see for an alternative way to portray the map board. (I am just not sure which one:))

The playing are on planets
-could be hexes I think, planets could be portrayed abstractly in a classical way (circles around a central hex) like 1 hex is an asteroid, 7 hexes is a moon, 19 hexes is a small planet and so on. Or the map of planets could also be bigger and more complicated. On the hexes the ground units move. Ground units could be from company to regiment or even divisions. There could be different types of unit like jump troops, grav armor or marines, planetary militia or space defense batteries.
playing out planetary combat could be unlike mission assigning played out sequentially similar to fighter combat in starmada without preplotting the moves.
Different terrains (urban, difficult, normal, ocean, impassable, subterranean, rifts etc.) would also be fine, or even different atmospheres, gravity or temperature.

91

(45 replies, posted in Iron Stars)

Of course the venus would be ok, but its not the same. 1889 plays with the "colonizing" idea of the mars. This means also that the empires on earth dont have an equal alien foe in military and technological fields. Their biggest enemies are other nations on earth. People from other planets of the solar systems are just natives and there to exploit. So if there are high tech marsians which can kick the the earthlings butt the whole idea of a colonization space age dont work IMO.

So the focus in a roleplaying game should not be colonizing like in space 1889 (as much as I love the setting) It should be something different.

92

(45 replies, posted in Iron Stars)

go0gleplex wrote:
Enpeze wrote:

Did anybody ever read, roleplayed or boardgamed the Space 1889 series from GDW?
In this game there was an interesting martian culture along with descriptions of their (rather simple) airships.

Wrong version of martians unfortunately.  IS deals with the "War of the Worlds" version. smile  MUCH nastier and better tech....and most unpleasant...

Hm. Understand. I liked the space1889 martians. They had a very interesting culture and a great pulp factor.

93

(45 replies, posted in Iron Stars)

Did anybody ever read, roleplayed or boardgamed the Space 1889 series from GDW?
In this game there was an interesting martian culture along with descriptions of their (rather simple) airships.

94

(7 replies, posted in The Sovereign Stars)

thedugan wrote:
Enpeze wrote:

"leiwond"

What does that mean?

Leiwond means "great". Its Vienna slang. smile

95

(7 replies, posted in The Sovereign Stars)

hundvig wrote:
Enpeze wrote:
hundvig wrote:

Well, get on with it.  I need something to replace the cold, dead spot Twilight Imperium 3 left in my heart.  smile

Rich

Didnt you like the new TI3?

I like parts of it better than the earlier editions, but the actual game play leaves me very, very cold.  TI *should* be about massive fleet clashes, planetary invasions, and grinding the life out of your enemies.   All of which are great ways to lose the game, unfortunately.  To actually win, you have to play turtle a lot, carefully make sure that you take the Imperial strategy when it's your turn to do so, and fight only when you have to to earn VPs or deny them to others...which isn't often.  About all an agressive warlord can do is take somebody with him to defeat while everyone else surges ahead on VPs.

A clever game in a lot of ways, but unrewarding to play as it stands.  Badly in need of the (overdue) expansion to give us some victory conditions that encourage actually using your fleets more than once or twice a game.

Rich

The same feeling I have about this game. I liked the 2nd edition much more. Unfortunately I sold it shortly before 3rd ed. came out. I sold the 3rd ed. too. It was not that bad, but a little bit too boring to me. I have many other games I prefer (like Fortress America or Starmada smile)

96

(4 replies, posted in Starmada X)

chaos_engineer wrote:

i don't think there are any existing conversions, and i haven't been able  myself to work out a satisfactory system. one trick is figuring out how to do the different defenses, like nuclear dampers or meson screens. you might have to use the VBAM K/B/E for that. and then the question is: which Traveller? classic, mega, TNE, or GURPS?  :wink:

This is a difficult question. I think I will come up with some stuff as soon as time permits. Mostly Gurps traveller which  I prefer, with some mega. The specific traveller requirements (no shields, meson guns etc. should be really nice to convert) And Starmada is easy enough to play out small to medium traveller battles in a reasonable amount of time.

97

(7 replies, posted in The Sovereign Stars)

hundvig wrote:

Well, get on with it.  I need something to replace the cold, dead spot Twilight Imperium 3 left in my heart.  smile

Rich

Didnt you like the new TI3?

To Dan: It would be very "leiwond" to have a new, streamlined version of sovereign stars. I liked the newly designed sovereign hex-tiles you posted very much.

98

(4 replies, posted in Starmada X)

Because I like the traveller universe alot I would like to ask if there is a traveller conversion of Starmada out there?

I think starmada would be ideal for the many battles in this universe. Imagine replaying the 5th frontier war...amazing!

99

(6 replies, posted in Discussion)

Rory wrote:
thedugan wrote:

If I were going to do a RPG (and I've made a slight foray into starting one over on the ARES variants list, just a few posts back) - the mechanics would resemble the d4/d6/d8/d10/d12 mechanics like what's in Iron Stars.

The d4/d6/d99/detc stuff sort of annoys me. Too much looking up to figure out which dice I need. I tend to favor bucket o' d6, because it's easy. I realize, however, that's not always a popular choice.

I don't like the fiddly bits either, but I like having multiple "decision points". I call them point's of inflection, places where you the player get a chance to change the outcome based on decisions. I get tired of it when each inflection point has to be a die roll.

Some people are going to pooh-pooh this, but one of the things that was fun about "Magic - the stupid collectable card game" was the multiple inflection point - I mean, building a deck. You went to all this trouble to build a deck, then you get to put it out there and see how it played. Hmm, a little mana poor, whoops, too much land. Not much in the way of random except how the cards pulled out of the deck.

I do get a little bored rolling dice and counting pips, sometimes.

.r.

Yes. Your theory of points of inflections is true. In most games the possibilities to change the pace of a game is represented by the option to move and by die rolls. In Starmada there is a special point of inflection - the designing of ships and putting them into an arena/scenario against each other.

100

(7 replies, posted in The Sovereign Stars)

Does MJ12 plan to rejuvenate their Sovereign Stars game? It would be fine to hear, because I really liked it.