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Here is the latest version of my DNs:
CRAT=700, Hull=55, Armor=58, Thrust=7, no shields or ECM. Ship has Fragile Hull, Overthrusters, Hyperdrive
2x Plasma Guns (Acr/Dx2/Dfs) FX0 6-12-18, 2 1 1 1 0 0 0
2x Plasma Guns (Acr/Dx2/Dfs) FX0 6-12-18, 2 1 1 1 0 0 0
2x Plasma Guns (Acr/Dx2/Dfs) AX0 6-12-18, 2 1 1 1 0 0 0
2x Plasma Guns (Acr/Dx2/Dfs) AX0 6-12-18, 2 1 1 1 0 0 0
12x Chain Guns (Acr/Dfs) TT2 TT2 1-2-3, 12 8 6 4 3 2 1
1x Heavy Mass Driver (Acr/Dx3/Cts) CD0 5-10-15, 1 1 0 0 0 0 0
1x Heavy Mass Driver (Acr/Dx3/Cts) CD0 5-10-15, 1 1 0 0 0 0 0
1x Heavy Mass Driver (Acr/Dx3/Cts) CD0 5-10-15, 1 1 0 0 0 0 0
1x Heavy Mass Driver (Acr/Dx3/Cts) CD0 5-10-15, 1 1 0 0 0 0 0
Cheers
I like using a map with hexes because it makes the game go much quicker. Movement is easier, and so is combat. It is simply counting hexes to determine range, etc.
My friends here in Jacksonville & I can play a game with 3200 points of ships in a little over 2 hours. These games often last more than five turns.
Cheers
Most minis are larger than one inch and by having 2" hexes, it makes it easier when the ships/fighters/drones are close together. I have a map that has 1 1/2 ' hexes. This size works well also.
Cheers & welcome to Starmada. 8-)
In SNE, you roll for each Marine BdPt, based on range. Also in Starfleet-SNE, you can fire all of any ships drones in one salvo...
Hello. In normal SNE, all of the Marines a ship has may attempt board any ship(s) in range. I presume that this is the case with Starfleet-Starmada ships.
Cheers
Hello everyone,
My gaming buddy jabba6z and are still playing here in Jacksonville and still very competative. He has come up with an interesting design. This CRAT=600 ship is Tech +2 and formitable. It has a thrust=14, & has range=18 (the maximum range we use) weapons. These weapons have Tls & Cts in the AR arc only. This ship also has ECM=3. It has Fire Control & Overthrusters also. It does not have too much Hull & Armor tho... :!:
My DNs have only thrust=9 and at long range can only score a hit these ships with their ECM=3 by rolling a "6".
Any thoughts on how to deal with this new design of jabba6z?
Hello again everyone!
I am visiting S.Fla again and we are playing Starmada S:NE Monday March 17th at 1pm at Gaming Glenns gaming- store on Stirling Road in Davie, SE of Fort Lauderdale.
All are welcome! 8-)
Bring your own ships or you may use Minbari, Federation, & Klingon designs that I have made and miniatures that I have.
Cheers
Steven
I just downloaded these rules and will look them over later. But it looks interesting. 8-)
Cheers
The ship in question is designed by my gaming buddy jabba6z on this forum.
It has all its weapons in FR arc and has Fire Control + Overthrusters. It is very formitable, but if I can get one of my DNs into short range & roll well, this CR=1000 ship can get brutalized... 8-)
My buddy & I here in Jacksonville still play S;NE on Thursdays. His ships are now thrust=14 & mine are thrust=10. This higher speed makes for interesting games. Unfortunately, fighters have become much less useful because they are too slow to keep up. As a result, my CVs & drone-carring DDs stay in spacedock.
My biggest ship, a Heavy-Dreadnought, has 70 hull & 70 armor, thrust=10 & CR=950. My smaller ships are DNs CR=750 & CGs CR=400.
My Friend has a CR=1000 ship with thrust=14, and it has 60 hull + 60 armor.
We played a 3300 point game Thursday evening. We each took one of our larger ships and four smaller ships. I won having only the damaged Heavy-DN left.
It was just like the line from the song: "...One tin soldier rides away..." 8-)
<LOL> That is just what I did. My main DNs have 58 hull & 58 armor, and Speed/thrust=10. This enables them to move from out-of-range to medium and usually, short range. (Their CRAT=700). This makes them a bit brutal...
Therefore, the answer to my first question is No, Tls is not unbeatable. But your ships need significant speed. 8-)
Hello and thanks for the advice. Will try some/all of these 8-)
Hello everyone,
I just finished playing a game against a good friend whose fleet is mostly composed of ships having weapons with the 3 weapon traits; Acr, Tls, Cts. In our games that we play in Jacksonville we allow Acr, then only two other weapon traits, and a maximum range of 18. My friend's 700 point speed 6 ships have 11 weapons with {Acr,Tls,Cts} range=18. The arc if the weapon is FR & the ship has Fire Control. This gives him 33 shots at range 12 to 18. My friend is very skilled at manuevering and using pivoting to keep the range long range and laying down a brutal barrage. Statisticly, this barage at long range should do c58 points of damage. This is brutal. I have tried everything to deal with this, but it seems that the only way to match this is with ships of my own having Tls. (for me, that would be Boring). Fighters have not worked, neither has anything I have tried. This has gotten frustrating and discouraging. I briefly considered abandoning S;NE.
I remember a post that described Energy Lances, which have SNE-Tls, from the Starmada Compendium as Broken. I think I see why.
It seems that if ur fleet does not have Tls-weapons, U lose
Does anyone have any suggestions? Obviously, in a battle in asteriods or with other terrain this may not happen. But in open space: No Tls = little chance of winning in an even-pointed battle.
One of the many things I like about Starmada is that you can learn by playing. It is much fun. 8-)
My gaming buddy & i play once or twice a week. We play c3400 points a side. Brutal, but fun. Each game takes c2 hours.
Enjoy!!
I think what Gaming Glenn is getting at is that this damage allocation idea seems as complex as the SFB DAC...
How is this for a way to simulate shock, and get it costed easily on the ship designer.
:idea: Have the battery that is vulnerable to shock split in to two similiar batteries with the same # of shots. Give one of them slow-firing and don't give it to the other twin battery. For example, if you have a weapon that gets six shots, make it into two three shot batteries and give the second one Slow.
Then, whenever you fire the battery, roll of the shots at once. Then roll a die. On a 1,2,3 the battery cannot fire for a turn. for a 4,5,6 the battery can fire next turn. This there is a 50% chance that the battery will break-down for a turn due to shock.
Thoughts?
If these are actual drones, the cruise missiles of SNE, then there is a launch rate, based on the hull size of the ship...
But if these are expendible-seekers, then they can all fire at one time.
Actually, the Romulans had a cloak version of the Mauler and the Klingons also used them. Others did too...
This is a good idea.
For extra blast without all the extra cost, add Dx3 and Dx2 to this. This means that after a hit, roll a dice and multiply by six :!:
It will make a Big Bang... :ugeek:
Hmmmmm.
Troubles with the Federation CA & CL?
Obviously the work of Klingon sabatours.
Wow!
Happy Birthday Sarnada, next year.
I have had many, many hours of fun with this game. I play weekly here in Jacksonville, sometimes twice a week. We once played a game with five of us and each side having 5,000 points. That game took three hours.
Great Fun!!!!!
Cheeers 8-)
This is well done and very detailed. 8-)
But it looks like the record-keeping could quickly get very complex...
Yur Post here is a good start to finding other near-by players. Also, bring your Klingon Armada, minis, etc. to a local game store and offer to demo it to gain interest. Another idea is to do the same at a near-by gaming convention. Are you close to Pittsburg? You could do these there...
Good Luck 8-)
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