76

(7 replies, posted in Starmada)

Sorry for the sparse prose. Time is an issue.

This is the Battle of Coronel Sea (November 1, 1914) as listed in the Dreadnoughts expansion. I played solo using Vassal.

The British OOB:
Glasgow CL (Light Cruiser)
Otranto AMC (Armed Merchant Cruiser)
Monmouth AC (Armored Cruiser)
Good Hope AC

The German OOB:
Dresden CL
Leipzig CL
Scharnhorst AC
Gneisenau AC

The battle evolved into two skirmishes. The light ships squared off against each other and the heavier armored cruisers fought a separate battle. In the end the Germans won but should have lost (as inadvertently playing one additional turn shows).

[attachment=2]End of turn 3 Move.jpg[/attachment]

Turn 3 firing
Glasgow and Otranto concentrate on Dresden.
Glasgow gets one hit and destroys a number weapon systems.
Dresden and Leipzig concentrate on Glasgow.
Leipzig scores a hit, damaging the hull and a number of turrets.


Good Hope fires at Scharnhorst. Heavy batteries miss but the secondaries score a number
of hull hits and damage the engine, armor and some weapons.
Monmouth fires at Scharnhorst and all shots miss!

Scharnhorst returns fire on Good Hope. A number of shells hit but bounce harmlessly off the armor.
In the end, minor hull, engine and weapon damage is caused.
Gneisenau takes aim at Good Hope and causes light hull, engine and weapon damage.

[attachment=1]End of turn 3 Combat.jpg[/attachment]

[attachment=0]End of turn 4 move.jpg[/attachment]

Turn 4 Firing
Glasgow scores enough hits on Dresden to sink her.
Otranto causes hull damage to Leipzig
Dresden and Leipzig combine to sink Glasgow.
All torpedoes miss (all three rolled 1s!)

Good Hope and Monmouth (mostly Monmouth hitting 7 of 8 shots) cause more moderate damage to Scharnhorst.
Serious listing is visible. (2/8 hull remain)

Gneisenau's quick guns rake the Good Hope at the water line, causing serious flooding.
Scharnhorst comes up short, causing some weapon damage to Good Hope.

77

(30 replies, posted in Starmada)

The Gorlev commander forgot on the verge of contact that we were fighting inside a nebula. Otherwise, the heavy cruiser would have hung back further. It's heavy shields were of little avail and it was nearly destroyed.  :!:

The margin is close, and the victory Pyrrhic, but the Republic has won round 2 on points. We'll see what kinds of resources I get to repair my ships for round 3 but the Gorlev have only two ships undamaged. Five more need minor or major repairs.

78

(19 replies, posted in Starmada)

There is also the fact that at medium or close range, Fire Control will ignore Counter Measures, whereas nothing really ignores Armor Plating <.<

Absolutely. (Although, Extra Hull Damage does still cause 1 Hull Damage on a roll of 1.)

Note, too, if your opponent is taking Fire Control, then they aren't having as much punch as they would without it. In my campaign with Blacklancer99, capital ships routinely have Countermeasures and Fire Control. It's F'ing essential! They also happen to have highly accurate weapons (3+ is standard). I think we fought one battle where my ships had countermeasures and most of his ships did NOT have Fire Control. The story of the battle revolved around his ships not getting as many hits as my ships.

Have you read the Starfire books by David Weber? Much of those books are the story of strategic tit-for-tat with technology. The same has happened with Blacklancer99 and myself. We started playing with Countermeasures vs. Armor Plating. Over time, most of our self-designed ships have Countermeasures and Fire Control. Some have Armor Plating as well. But you are giving up something when you take these defensive techs. My ships tend to have higher shield ratings than Blacklancer's ships in the same class because I prefer defense. Blacklancer's ships lack the higher shield ratings but their main guns tend to have two things mine don't: ammo, higher ROF.

Anyway. I think Armor Plating is balanced. It does its job.

79

(13 replies, posted in Discussion)

Yeah, the doctor gave me penicillin but it just hasn't cured the RPG.  :cry:

80

(19 replies, posted in Starmada)

I sense reluctance to agree (could be the bottle of wine I just drank at a holiday party -- my boss opened it but as he was draining the bottle in my glass for the fourth time, I realized no one else was having red wine!). If you do the math, regardless of the die results you are used to, 1/3 of the hull hits disappear and 1/2 of the engine hits are ignored. You can't really argue with that. Ships with Armor Plating and Countermeasures , although lacking the same PUNCH as ships without, will avoid a lot of damage. It might not be as sexy as having big guns but it can really get the job done.

81

(19 replies, posted in Starmada)

I have seen it ruin some very good hits. Statistically speaking, it should really help a ship survive. I prefer Countermeasures because it reduces the chances of being hit in the first place -- but Armor Plating can save your bacon.

82

(54 replies, posted in The Sovereign Stars)

The point of publishing is not to die for your game! It's to make the other poor bastard die for his!

83

(40 replies, posted in Game Design)

Fantasy RPGs are what most people want to play, what most people go back to playing, and what drives the industry.

However, when I think MJ12, I think Sci-Fi and steampunk. While an RPG in neither one of those is likely to make you rich, a well-received RPG in either genre could be quite successful. Given MJ12's current stable of offerings, I think an Iron Stars RPG would be an awesome place to begin.

And a good reason to create a poster map of Earth and the Solar System in the Iron Stars universe.  wink

84

(30 replies, posted in Starmada)

The inscrutable Gorlev... one never knows what motivates them.  wink

It should be noted that after the resounding victory at Charybdis junction, a memorial was erected on the Gorlev homeworld in honor of the Republican losses and the scroll of heroes received not one new entry for the lost Gorlev ship (Heartstab) but four, to include the lost Republican ships (Gale, Medusa, Lark).

Perhaps stranger still, a new Gorlev Battle Carrier was laid down in the homeworld shipyards, to be christened Honored Warriors of Gale.

85

(30 replies, posted in Starmada)

I should add that, so far, I like playing with reduced ranges. Previously, these two factions fought with many weapons ranged to 15 and some to 18. Now, with 12 the maximum, I think a little more care has to be put into maneuver.

86

(30 replies, posted in Starmada)

The Republican Seeker attack was BRUTAL! But my BC survived with little damage to her weapons so she was able to return the favor and, it appears, finish the job it should have all-but-finished last turn. I sent the file to my opponent for review but the return fire seems to have sunk both the Gale and the Medusa.  :twisted:

I have to say, this battle was heavily influenced by terrain. We decided the defender gets to place any terrain generated for the battles. Because of the size of this black hole, I placed it in the middle, assured it would influence maneuver throughout. It did. The Republic positioned its ships on either side, allowing me to put my first squadron on one side to prevent it being ganged up on before reinforcements arrived (in this scenario my fleet had to be split with the second portion arriving randomly after the first turn).

It really, really, really helped, too, that my reinforcements arrived on turn 3 and not later. I was able to accelerate into the attack just as the Republican Cruisers were arriving to do battle. (The cruiser flip on turn 5 was crucial, as well, since the written orders turned her the away from the enemy, so none of her big missile launchers faced my ships. You can bet Erik and I will be reviewing our move orders carefully the rest of the game :!: )

In other words, the Black Hole upset the premise of the scenario. Instead of having half my fleet have to stave off the entire enemy fleet for a number of turns -- it was half a fleet against half a fleet and then both reinforced at roughly the same time.

At the end of Turn 6 (see image below) both the Gale and Medusa have received (just barely) enough hull damage to finish them off. The Gorlev won the battle with point totals of 850 to 160. Huge victory?

However, the Republic will get a number of resource points (up to 600) to repair its fleet while the Gorlev Battlecruiser, with only 5 of 13 hull remaining, is too valuable to risk in combat until repaired. And the Gorlev will have to lose a battle before they can repair it. My other ships were largely unscathed. The light cruiser has 6 of 7 hull, so is not fully repaired either. The Republican Wendigo heavy cruiser has 6 of 8 hull remaining so will need expensive repairs.

87

(30 replies, posted in Starmada)

Woefully inadequate fire from my Battlecruiser prevented this turn from being a disaster for the Republic. The strikers did their job but the main guns barely did anything at all. The Gorlev now await return fire.

88

(30 replies, posted in Starmada)

And Scylla and Charybdis always reminds me of the Police song -- "Wrapped Around Your Finger".  lol

Well, that happens to be the ship that is gutted, so expect him to disappear before either the black hole or the minefield get him.

89

(2 replies, posted in Starmada)

Area of Effect weapons target a hex and then make to-hit rolls against that hex and all adjacent hexes. What is the range used? The hex targeted or the location of the target? This has both ramifications for the to-hit roll (i.e., is it short or medium range?) and to whether there is even a to-hit roll made (i.e., a range 15 area effect weapon hitting a ship at range 16).

It seems to me that an area effect weapon with a range of 15 can damage ships at range 16 because the weapon reaches to 15 and the blast radius reaches to 16. But does that mean that a target hex at range 10 results in a medium range to-hit roll against a ship at range 11?

90

(20 replies, posted in Starmada)

Thanks, Bren and Erik, for all the nice comments about the Vassal version. (If we can duplicate and resolve that clone bug, it will be a near-perfect tool for this game.) I've had fun designing it and look forward to some revisions to make it even better. Mostly, I look forward to more games of Starmada!

More importantly, glad you enjoyed the tourney! I want to thank all the players for participating. It was fun to make the ship designs and hear about the triumphs and tragedies of the various matches. It's unfortunate that some designs seemed better suited to victory than others. I tried to balance accuracy, rof, and traits. For example, the much-touted disruptors had a double range modifier, which I thought would dampen their effect (being -2 at long range). Apparently, whether by luck, skill, or design, they dominated the battlefield and turned the tables in favor of the Hegemony for round 2.  A hearty thanks to all.

Look for an email about prizes.  smile

Final results:

    [*]GOLD MEDAL: Erik (Blacklancer99)
    [*]SILVER MEDAL: Bren (jygro)
    [*]BRONZE MEDAL: Robin (RobinStirzaker)
    [*]Consolation: Doug (Inari7)
jygro wrote:

PS. Perhaps we should create a new forum under Starmada so Vassal players can find opponents!

Great idea! Who do we ask? Dan? If we can get a community of players going, I would happily sponsor another online tournament (incorporating the experience gained from this one, of course!).

91

(3 replies, posted in Discussion)

Years living in Germany taught me that what is true about American Football (big teams get the calls) is doubly true in European football. This is merely a classic example. Offsides, too??? Puhlease.

92

(2 replies, posted in Miniatures)

I have played a number of battles against the AI -- this is a fun game! I have the FoG rulebook but have never managed to actually play. The PC version feels like a minis game (except that it tracks unit losses to the man). I'll be looking for PBEM opponents soon enough but I am mostly excited about the eventual release of medieval armies.

93

(12 replies, posted in Starmada)

As written, Psyco is right.

But it's a nice variation to reduce the ability to repair itself as a ship's hull degrades (representing crew loss, as you say). Playtest it!

I've always thought there should be two die rolls, anyway. A sort of to-hit roll for repairs -- roll 3 die. Those that come up 4+ get rerolled to see if they repair anything. Something like that.

94

(30 replies, posted in Starmada)

May the best Gorlev win!  big_smile

95

(10 replies, posted in Game Design)

cricket wrote:
MadSeason wrote:

Edit: Wait. Is this a serious question?

Sorta...

Well... Zombies would be Seekers, wouldn't they? If you have "Spawn points" then you can fairly quickly design a solo/co-op Kill All Zombies minis game.

96

(10 replies, posted in Game Design)

Good thinking, Erik! Of course, any game would have to include rules, I think, for both the SSZs and the HFZs,* wouldn't it?  big_smile

* Slow Shuffler Zombies and Hyper-Fast Zombies.

97

(10 replies, posted in Game Design)

Your brains have been eaten?

Edit: Wait. Is this a serious question?

98

(8 replies, posted in Discussion)

A hearty welcome!

99

(10 replies, posted in Starmada)

cricket wrote:
MadSeason wrote:

So, let's ask -- if I am captaining a Klingon D7, can I choose to have half my disruptors set to Overload and half not? They are all in the Z battery.

No.

"All weapons in a battery must use the same mode in a given game turn."

Good to know!

100

(10 replies, posted in Starmada)

I don't think there is anything wrong with that. I have assumed individual weapons are decided individually (and why not?), let alone choosing to have whole batteries of dual weapons choose different settings on a given turn. Besides, by choosing to have half of your weapons in a different mode, you think you are outsmarting your enemy but in reality you are taking half your weapons off-line!

So, let's ask -- if I am captaining a Klingon D7, can I choose to have half my disruptors set to Overload and half not? They are all in the Z battery.