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Hmm... I remember someone else bringing this up, but then saying the problem had been fixed. I know nothing about the iPad, so I'll need some help on this one.
madpax wrote:I didn't find in the rules that you always have to roll 2+ in order to penetrate a shield 1. Where did you find that, please?
Core Rulebook, p.23:
"Some options introduce modifiers to the impact roll. These modifiers may result in a situation where an impact roll cannot fail; e.g. a +1 modifier against a target with a shield rating of 1. In such cases, note that any die that comes up 1 (before modifiers) fails to cause impact, provided the target has a non-zero shield rating."
OldnGrey wrote:I thought it should have been Increased Impact, having read a thread back in 2008/9 about the SAE shipbuilder (2.2) which had Increased Damage which I am fairly sure that you said should have been Increased Impact.
As the ships in H&C were designed by Matt Curtis, I cannot be certain whether the intention was to have Increased Impact or Increased Hits; however, as both have the same modifier, either way the point costs remain unchanged.
I believe that is a typo, and should read "Increased Hits" (Starmada Core Rulebook, p.45)
madpax wrote:What's inside the compendium?
It compiles everything for the pre-Starmada X version of the game.
vanadium wrote:a week passed by and unfortunately no official statement to the desired solitaire rules - time to bring this thread to the top
What? You didn't want to buy the Compendium just for the solo rules?
OldnGrey wrote:Dan any objection to my posting it in the files?
None.
Light guns are computed as for the primary battery.
If the seekers are in the same hex as a (valid) target, they attack.
There have been occasional calls for a d12 version, which would be easier to implement as it would allow for a straight conversion of the existing d6 material.
However, I concur that one major impediment would be the fact that rolling "buckets" of d10s (or d12s) is somehow just not as practical as rolling bunches of d6s.
Unfortunately, I don't know what was here, either.
The good news is that you don't need to understand the exponents: the table on page 28 does all the math for you.
Ships with facets more than 25 would not "break" the game... but they might end up seriously overpaying for the protection the get. Consider that a ship with 29 facets would have shields 5 in all facets (shields 4 to the aft, presumably). Yet such a ship would increase its DRAT by a factor of 30, compared to a factor of 6 for a ship with a standard shield rating of 5.
Can't find the original file, but I updated my post with a recreation.
Whiteylegs wrote:We mark crippled ships with a "fire and smoke" stand as a visual way of depicting this (instead of flipping counters), and are experimenting with placing damage point counters next to ships as well to reduce paperwork.
Pictures, please!
Whiteylegs wrote:I am hoping that Dan will post a set of gun tables on this forum for all naval artillery used from 1914-1945 - or at least for the Royal Navy and the Kreigsmarine weaponry [for hoping, read pleading]
Working on it...
Is losing a turret the only critical hit consequence? (Not a criticism -- just making sure I understand.)
Elfy wrote:So, if a ship has 4 photon torpedoes, and they want to fire in Overload mode, all four are switched to overload mode. Is this correct? If so, why does the entire battery have to be in one mode or the other?
Yes, this is correct. The all-or-nothing rule is merely for simplicity of record-keeping. From a game-balance perspective, there's no problem setting them on a per-weapon basis.
Am I understanding correctly?
Yes.
In SFB/FC, slow weapons charge on one turn and then you can fire them the next turn. Does anyone see any balance issues or any other reason not to reverse this so that the first turn in charging and the second turn is firing?
I see no reason it couldn't be reversed from a game-balance perspective.
It is not clear to me in the text. Are Proximity Fuses set on a per weapon basis, or are they like Dual-Weapon mode where all the weapons in the bank are either set with Proximity Fuses or none of them are ... does anyone see any balance or other issues with allowing the player to set Proximity Fuses on a per weapon basis instead of a per battery basis?
Yes, they are set on an all-or-none basis, and no, I see no reason you couldn't choose to set them on a per-weapon basis.
You know, this is my forum. I can delete whatever posts I want...
Although I have no love for the Steelers so long as Roethlisberger is on the team, as a lifelong Bears fan I cannot bring myself to root for the Packers.
AFAIK, Klingon Armada is not out of print. I currently have no stock on hand, but ADB has plenty.
Either way, the PDFs of SFU products are available on e23.
pixelgeek wrote:I would suggest that Daniel have a look at them to perhaps take some ideas from the layout for the official Starmada ship displays
FWIW, I really don't like this style of ship display. *shrug*
Raxonika wrote:Where one side has very green/raw/ poor crews, they only hold two cards.
Elite/ Very experienced crews hold 4 cards.
I like this idea very much. Someone should try it out...
Raxonika wrote:There are some counters that are the same on both sides, ie don't show the damaged side. These are :
Sch. Holstien, Schlesein, and Kaiser.
Fixed. I will upload the corrected PDFs tomorrow.
The factors for Helgoland and similar configuration German BB's is not correct. This suggests that all six turrets could fire to one broadside which was not the case.
This is not an error, but a concession to simplicity. Any ship with turreted weapons receives the "all port/stbd, half fore/aft" arrangement. There is no reason you can't add a house rule as you describe.
The PDF's of the data sheets don't allow cut and paste (might be just my set up ?) which would be useful to allow producing sheets with just the ships in a scenario/ game - thus avoiding all of the turning backwards and forward through the full sheets to find the active ships.
I will disable the cut/paste restriction when I upload the corrected version.
bcantwell wrote:Is this the intent or can a seeker player choose to move into a valid hex (i.e. one closer to the original target) that contains a ship and make an attack?
The movement of a seeker is always up to the controlling player, so long as it moves closer to the target. So yes, a seeker may voluntarily move into the hex containing a different target and detonate prematurely.
Posts found: 1,201 to 1,225 of 3,626