101

(5 replies, posted in Starmada)

Our group plays with larger ships with 4000-6000 points-per-side battles, usually having 2-8 ships per side.  I did have 18 ships in a battle yesterday (15 of them were 25 points each).  I have ships ranging from 15 to 3000 points.

There really isn't an average game.

MadSeason wrote:

I wouldn't come within 30 hexes of that place.  :wink:

Just kidding!  lol

Based on the previous thread about hex sizes, I think you already are quite within 30 hexes.   

Let's give 'em a broadside..  FIRE!   (not to imply that a new product will be coming out soon called Sailmada.  :wink: )

BeowulfJB wrote:

I guess that there are those who think that all the weapons on my ships shoot to 30 hexes, hit on 2+, have lotsa weapon abilities, with level 5 shields and 24 hull. 
This is ridiculous.  :shock:


They WERE that way, Beowulf, not so many years ago.

Your nephew now has those style ships.    tongue

104

(56 replies, posted in Starmada)

Beowulf, wait until he gets my modified shipbuilder so he can have a hull 30 ship, the CRAT probably will be about 4500.   :shock:

As to fighting his ships, several BFGs work, or use those expensive missiles you like.  You saw what happened when some of my cheaper seeker versions hit him (then that ship that stayed cloaked an extra turn or two that other day).  It's just a matter of tactics to get them within striking distance on the turn he cloaks (so he can't shoot at them while they close).  You might have to design a missile cruiser that can survive his barrage to launch the missiles within range 30, next turn they'll move 15 closer while he cloaks and should be within range 15 to hit him on the turn he doesn't cloak (or fails to cloak).

105

(56 replies, posted in Starmada)

I made a sheet of 25-point rng-30 ROF-2 ships that use up one line, half a column, each for the hull/engine (shields?  HA!) hits.  The sheet has 72 such ships.  But I haven't bothered to run that.

For the 2500 point battle we had last Monday, I could have had 100 of those ships, with a total of 200 shots per turn (minus losses).  Even with my bad die rolling I might have made an impression.  Instead I used my recently painted Battlestar Galactica and a "ragtag" fleet (the previous ship example is a new design for my next version of the same scenario).  I'm using other Traveller-based miniatures: passenger liner, laboratory ship (the one that looks like a wheeled space station), the triangular scout, plus a couple of SFB small freighters as bulk transports.  Those 6 ships total 95 points.

What he really did fear was the two big guns I had put on the Galactica: rng 30, 1/3+/3/5, Piercing, Double Damage, [AB] arcs.  I have since found some information on what the new BG is supposed to have for armament so have redesigned it (no big guns  :cry: ).  I like those big guns as I figure, if I ever do hit and penetrate, I want them to actually feel it instead of the usual few pinpricks  smile .

106

(56 replies, posted in Starmada)

One of the ships that Beowulf fears:   :wink:

(25) Far Trader-class Merchanter: Century Eagle

Hull: 2 1                     
Engines: 3 2                     
Shields: 1 1                     
Weapons:
1:X 2:X 3:X 4:X 5:X 6:X

X: Quad-mounted Laser Cannon: 2/4/6, 4/5+/1/1
[ACE][BDF]

Special: Hyperdrive; Transport (20); Marines (1); Cargo (74)
Note: The marine contingent is actually the ship's crew as most often these ships are manned by rough individuals, usually ex-military personnel.  Real combat troops should not have any problem, but should be wary of possible surprises.

(miniature used: Free Trader, Traveller RPG)

lol

107

(36 replies, posted in Starmada)

Why do people insist on others playing with certain playstyles?

Why were there escorts in wet navy fleets?   To counter enemy strategies and tactics; for example DDs were meant to fight small torpedo boats and adapted later to counter submarines.  Does there need to be a DD-like escort in a space game?  If not, then why must I have one in my fleet?

Go back further: did fleets during the age of sail have such compositions?

Or go to futuristic settings:
1) Did Sheridan of B5 insist that his fleets have small, medium, and large White Stars?  2) Did Star Trek's Enterprise always operate in a fleet with a mix of different sized ships?

Why can't I use 100 30-point ships, or 10 300-point ships, or 1 3000-point ship?  Why must my fleet consist of, for example, 1 1000-point ship, 2 500-point ships, and 4 250-point ships?  Just because you have some outdated notion of fleet composition from your gravity-sucking mudball histories does not mean I have to do the same.

108

(56 replies, posted in Starmada)

Marcus Smythe wrote:

I dont think we can ever balance this on a floating map.

We have to look at some form of fixed maps, consider the size, and run the numbers in light of that.

Ugh. Fixed maps.  THERE ARE NO WALLS IN SPACE!

The whole idea of "fixed" space maps is such a foreign concept to me.

Yes, there are objects that will not move its position.  But that does not mean maps have to be fixed.  A ship could move "off-map" relative to the non-moving object, but that doesn't mean it left the battle.  It could be making a slow turn due to very high speeds and will return in a few turns.  I've done this many times, usually by putting the miniature back on the map for movement purposes with dice near it representing how much further away the ship is.

The default map should be floating, and all balancing issues should be based on that.

---------

As for the ORAT thing, build a ship to represent a standard fighter: 1 hull, speed 10, 0 screens, 1 weapon (range=1, ROF=1, IMP=1, DMG=1, ACC=5+), hyperdrive or not.  I was aiming for a CRAT of 8-9 (an independent standard fighter squadron costs 55).  This showed me the ORAT changes to range 1 and 2 weapons.

The game does have a range 1 "weapon": anti-fighter batteries. Why not let the other weapons have a range of 1?

109

(56 replies, posted in Starmada)

Ships can use an option to decrease speeds and increase their chance of being missed (erratic maneuvering?). 

Perhaps there could be a couple of options within that option?

110

(56 replies, posted in Starmada)

cricket wrote:
GamingGlen wrote:

By the way, range-1 and range-2 weapons INCREASE the ORAT over range-3 weapons.  That tells me that the equation does have an issue with range.

Umm... really? Assuming such things were allowed in the rules:

RNG 1, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 1 x 1 x (1 + .25) x (1 + .6) / 4 = 0.5, rounded up to 1

RNG 2, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 2 x 1 x (1 + .25) x (1 + .6) / 4 = 1

RNG 3, ACC 4+, ROF 1, IMP 1, DMG 1
ORAT = 3 x 1 x (1 + .25) x (1 + .6) / 4 = 1.5, rounded up to 2

:?:

Put those values in the spreadsheet and see what you get.  The ship's ORAT increases with ranges 1 and 2.

And why isn't range 1 available?  Fighters have a range of 1.

(why have a separate category for fighters anyway?  they're just hull 1 ships with a squadron option and a movement advantage.  but that's another topic)

111

(56 replies, posted in Starmada)

Before blaming Beowulf on a high success rate just because he uses maximum range weapons, you should know that his die rolls are exceedingly above average.  As a long time opponent, I've been victimized quite a bit due to his die rolls.  Also, the arcs of his weapons should be considered: all but one.  He uses the classic FX and RX type weapons that our historical warships have used at their pinnacle of advancement which means nearly every turn every weapon fires at their enemy.  I have often tried to use mostly front arc weapons (like in Star Fleet Battles), and lose due to those arc differences once the game gets to be a turning match. 

I often use 30 range weapons as well, and not have near the success rate.

I think part of the uproar against range>18 weapons is that people are using the badly-designed book ships and think that's how ships should be designed, especially concerning the low ranges that those ships' weapons have.  Most don't even have weapons that go out to 18.  They're matched against each other (bad vs bad  smile ), but once home designed ships show up they are easily overcome and not just due to range but also arcs of fire can play a role.  I have a few designs that could beat a large fleet of those book ships with just a handful of my designs (being faster with longer-ranged weapons means I'll never get hit).

As far as figuring the cost, yes, I do believe range does not equal speed.  It might be close, close enough that it's hard to really know the difference.  Maybe that's why this is an issue, range-30 weapons are an extreme case that show that the equation is wrong.  Perhaps the only way to really tell is to playtest extreme cases of both, where the cost is even for range and speed (is a very fast short-ranged-weapon ship equal to a slow long-ranged-weapon ship?).

By the way, range-1 and range-2 weapons INCREASE the ORAT over range-3 weapons.  That tells me that the equation does have an issue with range.

112

(91 replies, posted in Starmada)

30 is just a number.

Let's say range 18 is maximum range...

You and your friends have designed ships that usally have weapon ranges of 6-9, with 12 being the longest range any of you have used.  Then someone new comes in with a fleet about half the number of ships you've been playing with, and opens fire at range 18 dominating the battle.  You can either 1) throw a hissy fit, 2) adapt and design some new battle wagons of your own with range 18 weapons, 3) learn some new tactics, 4) restructure your fleets, 5) all of the above.

Just because you (not pointing at any particular you, btw) prefer short-ranged weapons does not mean the rest of us have to.

Range 24 and range 30 weapons already have an added cost to them (an extra multiplier than just range), they do not need any more adjustments.

113

(91 replies, posted in Starmada)

Nahuris wrote:

Then again, I am trying to get some of my friends to agree to a serious battle..... I'd love to see at least 20 ships per side. 

Nahuris

So you define a serious battle as one with lots of ships?   What's wrong with fewer but larger ships?   Point costs come out the same, don't they?

114

(62 replies, posted in Starmada)

BSG stuff:
http://armouryhobbies.com/index.php?main_page=index&cPath=1


main site:
http://armouryhobbies.com/

115

(62 replies, posted in Starmada)

Marcus Smythe wrote:

I cant wait to see them posted, Beowulf.

I'm in no hurry to play against them, but I suppose I'll be doing so sometime in June.

Beowulf, that is the next time you'll be in town, right?

(Just got my "Battlestar Galactica" and "Viper" fighters in the mail, so I got me some painting and mounting to do.  Although the BG miniature really isn't the BG one, but a smaller version as they were out of stock of BGs.  But it will suffice.)

116

(62 replies, posted in Starmada)

BeowulfJB wrote:

BTW, the ships with ammo-one sound interesting.  A large ship can also carry ammo-one weapons, many of them...

PS:  I will let everyone know what I come up with for my new ships; they will be somewhat smaller :idea:

I believe the Ammo qualification means ammo for all the weapons of that battery.  So having two weapons in a battery with Ammo 1 means one weapon gets to fire, once.  The cost does not go up no matter how many weapons you have when you give Ammo a value. 


*sigh* my CRAT-25 1-hull strike boats might be the way to go.  But then, AOE weapons would make short work of them.

117

(62 replies, posted in Starmada)

Before you go making assumptions, Beowulf used expendibles quite extensively in S:X and he posted their statistics several times.  They wiped out my fleets more than his big guns did.  I'm the one that asked that we do not play with that option.  Perhaps we should relook at that house rule.

Expendibles/ammo makes the game boil down to Harpoon: fleets make contact, fire all their missiles, and survivors, if any, win.  I played that game once, never again.

Same thing goes with the super big gun with 1 shot.  I know my die rolls.  I cannot trust that the 1 shot will hit.  Even at 2+ accuracy, I expect a 50% success rate.  sad

118

(62 replies, posted in Starmada)

ToddW wrote:

2.)  Range 30, ROF 2, IMP 3, DMG 5, 3+, Extra Hull Damage, Penetrating, Inverted Range Based Damage.  Ammo=1

Would you like some wine with that cheese lol

I tend toward fun fleets instead of winnig fleets.  They are more interesting.

And when you play a campaign, you aim to win or lose?

119

(62 replies, posted in Starmada)

Oh, what is this 'basin thing, anyway?

120

(62 replies, posted in Starmada)

Marcus Smythe wrote:

As for the Iowa..

Taken within her context, (IE, not comparing her to warships of a half-century or more later, but only to ships of her era) she has a couple of 'Achilles Heels'.  First and foremost, shes not at all equipped to defend herself against torpedo attack, either from a submarine or from a squadron of torpedo boats.  This isn't really fair of me, though, because battleships of that era DIDNT defend themselves from those things.. it wasn't their job.

Also, for her -displacement-, she wasn't all that well armed and armored.  Iowa was really quite large compared to most of her predecessors, while carrying not-particularly more firepower or armor.. because she was rather alot faster than her predecessors.  This speed, while strategically wonderful (and allowing her to serve as a much needed escort for the fast carriers!) means that, in starmada terms, she was under gunned for her cost.  The real world isnt points balanced, however, and sometimes its well worth a disparate $ expenditure to buy a capability that can be gotten no other way.

I picked the Iowa, but it could be the Bismarck, North Carolina class, King George V class, or Yamato.  These were pretty much the best of the BB type of ship.

Torpedo boats operated by ambushing their targets.  To do that in space you have to use "terrain", which is something we don't do often (but should do a little more than we have).  There is also a fog of war aspect missing in table top games, unless you have a referee and set up the playing area accordingly (two different maps that only the referee sees); and some decent sensor rules, which Starmada severely lacks.

121

(62 replies, posted in Starmada)

Marcus Smythe wrote:

Another option, against any fleet that relys on screens, is fighters.  Fightesr will make screened ships hate life.

The trick is getting them within range.  His range 20 weapon is actually a range 30 weapon with Cannonade, and have ROF-3.  Two of them wipe out a flight, or nearly so, long before the fighters can get within range. 

Now, I did a trick with X version before we switched to Admiralty: 1 hull carrier with nothing but 1 fighter flight and speed 19.  On the turn that I thought I could get within a few inches of his fleet (2nd or 3rd turn), I doubled the speed of those things and the survivors, which were many, launched all their fighter flights (then checked for hull damage).  Took him quite by surprise.    :twisted:    My only battlewagon (an "Italian" version of the same style) + cruiser mopped up what was left of the wreckage.  big_smile

Btw, I discovered in our last battle that a big gun (a "spinal mount", IMP 3-5, DMG 5, double damage, piercing) is the way to go against his ships.

122

(62 replies, posted in Starmada)

thedugan wrote:

Personally, I *LIKE* shambling, unkillable Zombies....

That being said, I understand where you're coming from. It's not fun to play against an opponent that's got an unbeatable fleet. In real life, there's always an 'Achilles heel' of some sort.

There is?  So what's the Achilles heel of the Iowa class BB?

Only Warlock wrote:

Agreed!


Phaser I's did the most consistent damage overall. Long range with Range based ROF.


Every time I see phasers with Ranged-based ROF, or anything with "ROF", I'm thinking Gatling phaser.  And I think that's what every SFB player will think.  Save that for Phaser-Gs, and for X-ships (you know people will design their own).

It's also not in character of regular phasers, from the show or from SFB.

Change it to Ranged-based IMP for the same effect without hinting at multiple shots being fired.

Faustus21 wrote:
Soulmage wrote:

I agree with the other poster that SFB has a lot of stuff in it that really doesn't fit in the star trek universe themewise.  Fighters anyone?

Odd my DS9 eps would disagree with you there.

That was one episode, and you'd have to look close to even see them. I never saw them myself but someone else mentioned it.

NVDoyle wrote:

Drones and fighters have been in since the beginning - or close to it - of SFB; drones were a weapon on the Klingon D6/7 and Kzinti BC, and the Kzinti also had fighters. For the Hydrans, introduced later, fighters are essential, as drones are for the Kzinti.

Starmada is so adaptable, why limit its interpretation of something as wide-ranging as SFB? If you just want to play with TOS-canon non-Franz Joseph ships, go right ahead, but to keep the wealth of SFB's expansion out of Trekmada would be a bit silly and restrictive.


Those cannot be ignored, but they can be downplayed. 

Kzinti ships armed with drones is Cole's addition, he even said so in some designer notes.  Hydrans and all the later races are ADB additions and could be ignored for the first Trekmada book.  I always disliked the drones on Klingon ships (when did you EVER see a Klingon fire a missile in Trek?), but since they only fired one or two drones at a time in SFB those were more of a tertiary weapon and could have just one small-sized (4 missiles) salvo on the D7.  Ignore drone ships.  But, if the book has pre-made weapon designs then it can include drone racks for people to design their own drone ships.

Fighters were also an ADB addition.  Most Kzinti ships did not have fighters, only one had such in the first book (way back when).  Fighters really took off with the Hydrans.  (IMO, the more the Hydrans are left out the better.   :twisted:  ).


Also, isn't "Kzinti" a property of Larry Niven?   He may have something to say of their use in another publication.