101

(42 replies, posted in Starmada)

I just wanted to be clear I wasn;t suggesting official rules changes. I just meant my comments for players who might want to downplay some of these "odd" weapons, they could remove the drones (or make them all anti-drones), remove the suicide shuttle rule, make probes a single weapon with ammo 5, etc. I thought it might make it feel more Trek-like to your average trekkie. I wasn't saying let's change the official rules.

102

(42 replies, posted in Starmada)

Okay, thanks, Dan. Honestly, my memory of SFB is not such that I remember whether the D7 had drones or not. Seems like the Klingons had a couple, the Feds had none, and the Kzinti had LOTS. But I might be delirious. I have never played Federation Commander, so no comment...  smile

The last comment about launching 3 suicide shuttles in one turn was about the Fed Com rules. I knew it was allowable in SAE.

I'm looking forward to future supplements!

103

(42 replies, posted in Starmada)

Just wanted to say that Blacklancer99 and I played two games of Federation CA vs. Klingon D7, switching sides. In game 1, the D7 (captained by Blacklancer) won with just one hull point remaining. In game 2, the two ships obliterated each other.

In both games, I would say Drones had a major role to play. Well, in game 2, the Klingon Probes caused major damage, too! This will pain Trekkie purists to hear. It pains me a little, too. Phasers, disruptors and Photons should have been more decisive, with Drones and Probes (and suicide shuttles) decidedly minor. This is not a criticism of Klingon Armada, since it is a port of another game, the design decisions of which it has faithfully copied.

From my background with the universe, going back 20 years to SFB and Federation and Empire, I was surprised to see the D7 carries 3 drones and the Kzinti CA only 5. To keep the flavor purer, it might be interesting to drop the Drones from Federation ships, decrease the drones on Klingon ships. I would also say we should change Probes to ammo weapons (i.e., the D7 has 5 Probes but it can only fire 1 per turn). Suicide shuttle launches might be limited, too. Can the Constitution-class launch 3 shuttles at one time?

104

(3 replies, posted in Starmada)

Not sure what you mean? You could use it for anything, really. But it will be set up for use with Starmada Dreadnoughts.

105

(3 replies, posted in Starmada)

Yeah, I know the Vassal Module hasn't been all that popular. But I really created it for me to play games and hoped others would tag along.  wink

Anyway, with permission of a fine fellow named Mike Fischer and his simple but nice ship art (available here), I have started working on a vassal module to play Dreadnoughts via email (or live online play). At first, I plan to get all the ships for the official scenarios into the module before release. I can add more later. Once I have done this for Starmada, I plan to also modify the module for use with Grand Fleets (2nd ed.).

[attachment=0]Dreadnoughts Coronel Sea.jpg[/attachment]

106

(15 replies, posted in Starmada)

I agree with Mundungus. At this point, I would welcome a game with ranges maxed at lower than 15 just to increase the importance of maneuvering.

107

(6 replies, posted in Starmada)

This looks interesting Mundungus. Thank you for sharing with the community!

108

(8 replies, posted in Starmada)

FWIW - every hex game I have ever played has considered half hexes to be "in play." Could be a house rule.

109

(3 replies, posted in Starmada)

8-)  Nice job!

110

(60 replies, posted in Starmada)

it's not as cool as miniatures... but with some borrowed ship art, the first Klingon Armada Vassal game is underway.

111

(20 replies, posted in Starmada)

Well, I agree that the problem that has started cropping up makes it far less enjoyable. Given how easy it is to play when this doesn't happen, makes it doubly frustrating. And, as I said, it doesn't go away for me once I get a file from someone where this problem occurs.

K

112

(5 replies, posted in Grand Fleets)

Ack! No, I had not seen those. I looked, too, for examples online. Stupid Google! Try harder!

These will work very well until Avalanche Press gives me free access to their art. (Note: This will occur 80 years after hell freezes over.)

Thanks, Dan!

113

(20 replies, posted in Starmada)

Now that is interesting. For me once they appear they stay. Frick! I am still trying to figure out why it is happening at all...

114

(5 replies, posted in Grand Fleets)

cricket wrote:

BUT, if you ask nicely, we might consider putting WW2 next on the list for supplements.

Nope, sorry. We need more WW1 goodies first.  tongue

Actually, what we really need are those "missing" counters so I can make a vassal mod for Grand Fleets.  big_smile

115

(3 replies, posted in Starmada)

I thought that was possible but so many battles I have fought have ended as near wins, I wondered. Thanks, as always, for the quick answer!

116

(3 replies, posted in Starmada)

The Rules Annex contains a one-page campaign system for generating random battles between players. It's simple but is more interesting than repeating the standard scenario ad nauseam. I read it before and didn't get one thing but now that I am actually contemplating using it, I discover I still don't see what happens when you win.

The rules outline the replenishment points received by the player who lost the scenario and the RPs received by any players who declined the scenario. What about the victor??? Does the winner get anything for winning besides a Victory?

117

(20 replies, posted in Starmada)

the only other thing I can think to try is to update to the newest version of Vassal, as well. I really cannot figure out why this works but then stops working.

New version of vassal:
http://www.vassalengine.org/forums/viewtopic.php?t=2534

118

(8 replies, posted in Starmada)

Very cool! Thank you for sharing this.  smile

119

(20 replies, posted in Starmada)

Can you ask which version he is using? I think that is the problem (although it should not be a problem even then).

120

(30 replies, posted in News)

Blacklancer99 wrote:

Cool, a "Me Too" thread Hijack! Haven't seen one of these for a while

Me neither!
wink

121

(30 replies, posted in News)

kehrer1701 wrote:

I just ordered from ADB!!!

Me, too!

122

(22 replies, posted in Starmada)

jygro wrote:
MadSeason wrote:

Not to be the tit-for-tat guy but I would like to see more options for minefields, too. Different acc, imp, dam levels, defense, smart mines, anti-ship mines, anti-fighter mines...

I can see an opening for expanded options for minefields as well.  The only issue is how to design the mine factor values.  Currently, they have a RNG: 0, ACC 5+, IMP: 1, DMG: 1 with no movement.  How to change that is for different options is up to the math wizards!

-Bren

Yes, I was leaving that to the math wizards as well.  smile

One other option -- IRL they have mines that can be dropped from planes and fired by artillery shells. So... mines that can be shot further out than the 6 hexes allowed would be another option.

123

(2 replies, posted in Discussion)

In the information section, click on Browse 1 Image. When the image comes up, click on 'more' then click on "propose representative image." I think that's how you get it done.

124

(20 replies, posted in Starmada)

Yes, please download the latest module and get rid of the one you have been using. I think that will solve the problem. I am using the same module we are using in our game with two other players and there is no problem. Sorry, I think it might be your module which is corrupted.

Although, the way Vassal works, it isn't going to help our game at all.  :cry:

125

(20 replies, posted in Starmada)

The Hegemony's leaders, although dismayed at the totality of the defeats in the border worlds, were quick to reassure each other that these were merely border guards armed with obsolete vessels. They have therefore chosen to commit the Red Guard squadrons to teach the Empire a lesson in warfare.

The Hegemony's Red Guard ships are partial redesigns of older ships -- incorporating new fire control technology on some classes, while rearranging the turret arcs (more forward-firing arcs). The crews are also of a higher quality and achieve better hit rates when firing their weapons (better ACC).

Completely new ship classes include a CVL, FFD (Disruptor Frigate), and an AC (Armored Cruiser). There are two new weapons, a primary turret (longer range than the secondary turret) and a Heavy Disruptor (18-range disruptor weapon).

Note: Hopefully, these changes will make the Hegemony more competitive. It's interesting because I expected the double-range modifiers on the main Empire weapons to balance out the poor accuracy of the Hegemony. Guess I was wrong! I also made the weapons of the Hegemony more forward-looking as their slower engine ratings and side-arcs probably made it difficult to lower the range against the Empire.


Type: , Gorky Class,   Light Carrier (CVL)  (353)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                       
Shields: [TL0] 3 3 2 2 1 1                       

Weapons : 1:[X], 2:[X], 3:[X], 4:[], 5:[], 6:[]

Weapons
Battery X:   Tertiary Turret  TL0,  3/6/9, 2/4+/1/2
[ABCD]  [ABCD] [CDEF]

Special Equipment
Carrier (262) :
: :
Small Craft carried:
Fighter, 0:(134) # 6/Speed:12 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1
Fighter, 0:(128) # 6/Speed:10 /Attack:4+ /Defence:0 /Traits:Bomber,Increased IMP-2, /  Flights:2 1

Type: , Vilitsky Class,   Armored Cruiser  (220)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1                     
Shields: [TL0] 3 3 3 2 2 2 1 1                     

Weapons : 1:[X], 2:[Y], 3:[Y], 4:[Y], 5:[Z], 6:[Z]

Weapons
Battery X:   Primary Turret  TL0,  5/10/15, 2/4+/2/2
[AB]

Battery Y:   Secondary Turret  TL0,  4/8/12, 2/4+/2/2
[ABC] [ABD] [G]

Battery Z:   Tertiary Turret  TL0,  3/6/9, 2/4+/1/2
[AC] [BD]

Special Equipment
Fire Control : Armor Plating


Type: , Bereznyak Class,   Gun Cruiser (CA)  (213)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1                       
Shields: [TL0] 4 4 3 3 2 2 1                       

Weapons : 1:[X], 2:[X], 3:[Y], 4:[Y], 5:[], 6:[]

Weapons
Battery X:   Secondary Turret (K) TL0,  4/8/12, 2/4+/2/3
[AB]  [AB]

Battery Y:   Tertiary Turret (K) TL0,  3/6/9, 2/4+/1/2
[AB] [AC]

Special Equipment
Fire Control : Armor Plating
Marines (Squad)(3)  : Teleporter :

Type: , Chizhevsky Class,   Missile Cruiser (CG)  (162)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                       
Shields: [TL0] 3 3 2 2 1 1                       

Weapons : 1:[X], 2:[X], 3:[Y], 4:[Y], 5:[], 6:[]

Weapons
Battery X:   Neutron Torpedo (E) TL0,  4/8/12, 1/4+/1/4
No Range Modifiers, Extra Hull Damage, Slow Firing
[AB]  [AB]

Battery Y:   Tertiary Turret (K) TL0,  3/6/9, 2/4+/1/2
[ABCD]  [ABCD]

Special Equipment
Fire Control : Armor Plating
Marines (Squad)(2)  : Teleporter :


Type: , Krilov Class,   Disruptor Frigate (FFD)  (141)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                       
Shields: [TL0] 3 3 2 2 1 1                       

Weapons : 1:[X], 2:[X], 3:[Y], 4:[Y], 5:[], 6:[]

Weapons
Battery X:   Heavy Disruptor  TL0,  6/12/18, 1/4+/3/3
Double Range Modifiers, No Hull Damage
[AB]  [AB]

Battery Y:   Tertiary Turret  TL0,  3/6/9, 2/4+/1/2
[CD] [AB]

Special Equipment
Fire Control : Armor Plating

Type: , Troika Class,   Destroyer (DD)  (93)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                         
Shields: [TL0] 2 2 1 1                         

Weapons : 1:[X], 2:[X], 3:[X], 4:[Y], 5:[Y], 6:[Y]

Weapons
Battery X:   Disruptor (K) TL0,  4/8/12, 1/4+/3/3
Double Range Modifiers, No Hull Damage
[AB]  [AB]

Battery Y:   Tertiary Turret (K) TL0,  3/6/9, 2/4+/1/2
[AC] [BD]

Special Equipment
Fire Control : Armor Plating
Marines (Squad) : :

Type: , Rabotnik Class,   Gunboat (GB)  (35)
Hull: 2 1
Engines: [TL0] 8 4                           
Shields: [TL0] 1 1                           

Weapons : 1:[X], 2:[X], 3:[X], 4:[X], 5:[X], 6:[X]

Weapons
Battery X:   Tertiary Turret (K) TL0,  3/6/9, 2/4+/1/2
[AB]  [AB]

Special Equipment
Armor Plating