101

(13 replies, posted in Starmada)

Sounds like it could be allot more fun that way. The only problem I may foresee is that once in range your ship will have more firepower coming at them than at longer ranges.

You also may see your opponant start using more fighters and strikers/Drones

...................Doug

102

(91 replies, posted in Starmada)

Just out of curiousity, what should the surcharge be for 60 hex range weapons?

That's a way to fight range 30 weapons!! smile :twisted:

103

(91 replies, posted in Starmada)

I would love to see reports of you facing your own ships with a conventional Starmada fleet and winning.

I don't think you wil see that anytime soon. smile

104

(2 replies, posted in Starmada)

Its kind of interesting to see the repercussions of the game we played at Mega-con on the other thread.  If our bad game generates that much discussion Imagine if we played together more often LOL ……………..Doug

105

(2 replies, posted in Starmada)

Beowolf/Steven put on a fun game at Rapier Con in Jacksonville FL.
Things I learned, Slow-Firing weapons and cloak are a cool combination.
Area effect weapons wreak havoc on ships with screens, fighters, and very small ships.
Extra Hull Damage should be my number one weapon modifier.
All in all a fun time was had by all.

Suggestions to Beowolf: when putting on a convention game have a theme, like Star Trek, Battlestar Galactica, or Star Wars. There is not enough Starmada players fill up a convention game. A theme like the above genera's will draw more players to your game. Conventions are prime places for new player requirement, so a good theme and a good-looking board are must haves. Terrain would also be a good draw for people walking by, like asteroids, planets, or a star-base.

106

(91 replies, posted in Starmada)

I find when fighting other Starmada Players it's a good Idea to max out on the range of your primary weapons. When playing your ships vs. your ships it does not matter what the weapon ranges are if your two fleets are balanced against each other.

For example when fighting my Federation cruisers against my Klingon's I have gave the Klingon's a slight advantage in weapon range: 15 for the few disrupters I have on my Klingon ships while the more abundant Phaser I's on the Federation ships have a range of 12. These weapons are fine and dandy when fighting against each other, but when fighting against Beowulf/Steven his ships decimated my ships with his primary weapon range of 30. Just like in WWII when the Japanese tanks went into China they were great, but when they came against U.S. or Soviet tanks there was no contest.

So Lone Gunman as long as you play your B5 ships against your B5 ships an average weapon range of 6 would be OK as long as all your ships had that same average weapon range.

107

(1 replies, posted in Starmada)

Looks Great, love it. Much better then the other one. Thanks........Doug

108

(1 replies, posted in Starmada)

Has anyone made a QRS with the movement formula, combat modifiers, Firing arcs, and Sequence of play?

109

(7 replies, posted in Starmada)

also where in Starmada AE does it talk about ammo trait thanks...........Doug

110

(7 replies, posted in Starmada)

That's all I needed to know but let me clarify.

So I have a ROF 4 weapon at 2+ to hit, weapon traits are Repeating and Increased hits. The target and Medium range.

All hit, I rolled a 6 2 4 5 that would be 6= 5 hits 2=1 hit 4=3 hits and 5=4 hits

For a total of 13 hits then repeating kicks in and I roll 13 dice

Or I apply 13 hits and then re-roll my original 4 dice.

That's the question.

......................Doug

111

(7 replies, posted in Starmada)

How does Repeating and Increased Hits work together?

Is there an excel sheet to make up fighters and seekers.

Thanks................Doug

112

(15 replies, posted in Starmada)

Well here is what I have come up with based loosely on the Star Fleet battles designs.

What I like about Star Fleet battles is that the Klingon battle cruiser and the Fed. Heavy cruisers are evenly matched.

In Starfleet battles the Klingon ship is more maneuverable then the Fed ship so I made the Klingon ship a little faster.

In every game system they rate the shields lower on the Klingon ship so I did the same.


The disruptors are long ranged weapons so I gave them Inverted range modifiers, nothing in SFB suggests this it's just something I wanted the weapon to have.

Phasers : I loved the Idea of Ranged Based Damage as suggested by boneless and no range mods. I did not use ranged based damage, but ranged based impact instead as it does the same thing as damage but it also effects the shields.

I also used the Photon torpedoes as suggested by Boneless.

Japridemore had great ideas using marines and teleporters, Science areas Hull size and Screens are a great idea but would prolong any convention game.

The Klingon has has a +1 Tech level for engines and weapons, this makes sense as they are an older space faring race. I also needed space to cram all that stuff in a 7 Hull smile

My Ideas about the two ships

The fed's need to get close to make full use of their Phaser I's and torps
The Klingon ship needs to make use of its long-range weapons and speed.
Once the Klingon is in Photon range he is toast as the photons will eat him up.
The Klingon players will need to use speed and maneuver to their advantage.

Most of the weapons and arcs are as per SFB

Let me know what you think!

Thanks…………………Doug


211) Constitution -class Fed Heavy Cruiser CA

Hull: 8 7 6 5 4 3 2 1               
Engines: 5 5 4 4 3 2 2 1               
Shields: 4 4 3 3 2 2 1 1               
Weapons:
1:XY 2:XY 3:XY 4:XZ 5:XZ 6:X

X: Phaser I : 4/8/12, 1/3+/1/1
Range-Based IMP; No Range Mods
[AB][AB][BD][BD][AC][AC][EF]

Y: Photon Torpedoes: 3/6/9, 1/4+/2/2
Slow-Firing; Doubled Range Mods
[AB][AB][AB][AB]

Z: Phaser III: 1/2/3, 1/3+/1/1
[ABCDEF][ABCDEF]

Special: Marines (5); Teleporters (2); Science (85); Hospital (25)


(196) D-7 -class Klingon Battlecriser

Hull: 7 6 5 4 3 2 1                 
Engines: 8 7 6 5 4 3 2                 
Shields: 3 3 3 2 2 1 1                 
Weapons:
1:XY 2:XY 3:XZ 4:XZ 5:YZ 6:Y

X: Disrupters: 6/12/18, 1/4+/1/1
Inv. Range Mods
[AB][AB][AB][AB]

Y: Phaser II: 3/6/9, 1/4+/1/1
No Range Mods; Range-Based IMP
[DF][DF][CE][CE]

Z: Phaser I : 4/8/12, 1/3+/1/1
No Range Mods; Range-Based DMG
[ABCD][ABCD][ABCD]

Special: Marines (10); Teleporters (4)



editied for missing letters. and revised D-7

113

(15 replies, posted in Starmada)

Yes I did have Star Trek Ships for Starmada X, but I wanted to take another look at making these ships again with a fresh perspective.

Thanks for your help

BTW My family and I have been playing at Cool Stuff Inc. on Wed nights (were not playing tomorrow) but if you want to play some Starmada next Wed. the 6th let me know. Cool Stuff is on Aloma in Winter Park

.................Doug

114

(15 replies, posted in Starmada)

Hi, everyone I am going to host a game of Starmada AE at a local convention (MEGACON) here in Orlando FL next month. I have lots of Star Trek ship miniatures; So  I came up with this scenario for the game.

Here is my game description for the game at the CON

Stardate: 2266.12 the USS Loki, a Federation scout ship patrolling the Federation Klingon boarder has picked up a distress signal. The ship reports that a Klingon task force heading toward Epsilon 12 on the Federation boarder is pursuing an Orion freighter. Your orders are to take the ships in your task force, and ensure that once the Orion ship has crossed into Federation space that it is escorted to Star-base 6. This part of the boarder is the home to a star system that is in dispute between the Klingon and Federation each claiming it to be on their side of the border. So be prepared for a fight!
Starmada is a miniature game of starship combat. Players take the roles of Star Trek task force commanders (Klingon or Federation) controlling 3-4 starships each. The Starmada core set of rules has been designed with simplicity and ease of play in mind, accessible even to beginners. So charge up those Phaser's and ready the photon torpedoes and get ready for a blast of a game.

So it's Klingon vs. Federation now I need to work on my ships so where to start? I do have three Star Trek games. One is a bit complicated for a convention game (Starfleet Battles) , one is a bit clunky and old Starfleet Battle Manual) , and one you could not win as the Klingon's if you took a fleet after one constitution class ship Fasa Star Trek Combat Simulator), but they all have good ideas. Believe it or not the most innovative one is the old clunky Star Fleet Battle Manual. In that game the Photons can really knock down shields easily, Disruptors are area effect weapons, that are ineffective against shields, and a few other cool things like crazy weapon arc's

So my challenge to you is to make me a few designs on what you think these two starships should be like. Below are examples from those three games.

I will post my ship designs in a few days
Hopefully you will have given me a few great ideas for the game I will be hosting.

Thanks in advance……………..Doug



Constitution class ship Star Fleet Battles
4 Photon Torpedoes LF+RF arcs
2 Phaser I FH (front 180)
2 Phaser I LF+L
2 Phaser I RF+R
2 Phaser I RH (rear 180)
2 Phaser III (360)
1 Drone Rack
Shield 30/24
Frame Damage 6
Marines 10
Notes Torpedoes do massive damage, short ranged weapons

D-7 Battle Cruiser
3 Phaser I L+LF+RF+R
1 Phaser II L+LF
1 Phaser II R+RF
4 Disrupter LF+RF
2 Phaser II L+LR
2 Phaser II R+RR
2 Drone Racks
Shields 30/22
Frame Damage 4
Marines 14
Notes: more maneuverable Disrupters Fire Long Range average damage

Constitution class ship Star Fleet Battle Manual
2 Phaser Banks FA (front 60)
1 Phaser Bank RF +R
1 Phaser Bank LF + L
1 Phaser Bank RF +R + RR + LR
1 Phaser Bank LF + L + LR + RR
3 Photon Torpedoes FA + LF 
3 Photon Torpedoes FA + RF
Power 20
Shields 6
Notes: Photons used to knock down Shields

D-7 Battle Cruiser Star Fleet Battle Manual
4 Phaser Banks FA + R
4 Phaser Banks FA + L
8 Disrupter Bolts FA
Power 16
Shields 4
Notes Disrupter bolts damage shields at 2 for 1 point of damage, are area affect weapons


Constitution class ship FASA
6 Phasers in 3 Banks
1 Phaser Bank Forward
1 Phaser Bank Forward and Port
1 Phaser Bank Forward and Starboard
2 Photon Torpedoes Forward
44 power 16 Shields Hull 20 Warp 8

D-7 Battle Cruiser FASA
1 Klingon Disrupter Forward
2 Klingon Disrupters Forward and Port
2 Klingon Disrupters Forward and Starboard
2 Klingon Disrupters aft
32 Power 9 shields Hull 18 Warp 8


Note on arc's 
F = Front  (-)
RF = Right Front (B)
LF = Left Front (A)
RR = Right Rear (F)
LR = Left Rear (E)
R = Right (D)
L = Left (C)

115

(3 replies, posted in Starmada)

Has anyone tried using the regular Starmada Rules and using the ships movement points, as a thrust rating? The ship would carry over movement from turn to turn, having no maximum speed. Using the ships movement points to increase or decrease speed?

For example yous ship is travling at speed of 5 last trun you have a movement of 2 the next trun I can increase speed up to 7 or reduce speed to 3

If you have did you encounter any problems?

.................Doug

Steven, are you comming to Orlando this May for RECON?

....................Doug

117

(4 replies, posted in Starmada)

If you were to have an open tournament what type of restrictions would you have?

Would you outlaw expendables?
Would you cap the amount if fighters?
Maybe outlaw Stealth?

Also how many points do you think could be run in 4 hours with set up and rules explanations?

Thanks……………Doug

118

(10 replies, posted in Starmada)

If you want to play fantasy skirmish Ares also a MJXII product is the best.

................Doug

119

(25 replies, posted in Starmada)

It is the actions of Thane Morgan, Jon Tuffley and now Daniel Kast that really push the wargame hobby forward.

I agree; these systems are the best of the best, although Full Thrust is a bit dated now, but Jon Tuffley has an excellent range of Starships second to none sorry Brigade but it's true.  Jon also has the excellent Stargurnt II probably the most realistic  Platoon/Company level combat system out there.

So when are we going to see another release for Starmada?
Can Starmada the best get better?

....................Doug

120

(10 replies, posted in Starmada)

You cannot beat Armies of Arcana for fantasy, and you cannot beat Starmada for fast play starship combat.

.............Doug

121

(2 replies, posted in Starmada)

Sounds like fun I hope to play with you guys sometime.

...................Doug/Inari7

122

(1 replies, posted in Starmada)

japridemor, glad you liked the game I enjoyed hosting it.

Just a few clarifications to your battle report, the Klingon Photons were Pen2 Dam2 at 18 range.

The Fed DD only had 3 shields

You can see pictures of the battle here

http://displacedminiatures.com/Inari7/images.html?galleryId=1840&from=Hurricon+2006

I hope we can get together again and play Starmada.
.................Doug

Try playing a game with your tech levels at -1 for the weapons and Shields.

It decreases your damage and ability to decrease damage, while keeping your ships fast.

I would suggest playing 500pt games if you do this.

Your games should last longer and you will have to maneuver at closer ranges.


I live here in Orlando FL. if you ever come to town let me know.

I also hosted the Starmada Star Trek game at RECON (Tampa convention last April) on Friday night if you attended.

When you play your friend again with all the expendable weapons give him a turtle target. Make a ship that is purely defensive for him to waste his ammo on. Give it a few short ranged weapons to threaten him with or a butt load of marines with boarding pods.

...............................Doug

124

(55 replies, posted in Starmada)

I too would like to see customizable Drones.

125

(11 replies, posted in Starmada)

The B5 Fleet actions stuff is pretty small to.

.............Doug