1,226

(1 replies, posted in Starmada)

The seekers in a dogfight must attack their opponent. Since the bombers cannot affect other fighters, they self-destruct without effect.

1,227

(3 replies, posted in News)

All of the files got corrupted when we switched hosts. I've been replacing them as needed.

I'll get to this one tonight.

1,228

(20 replies, posted in Starmada)

bcantwell wrote:

I might experiment with allowing the torps to be launched as part of the weapons fire phase (i.e. you would get to launch them even if the launcher was destroyed in that turn).

I think this might be a good rules change.

1,229

(19 replies, posted in Starmada)

Darren-

I will check to see whether RPGNow has the right version on the site. In the meantime, the only difference is that the edition from June '09 is missing the multiplier for "Crew-Killer" on page 15 -- it's x2.0.

1,230

(2 replies, posted in Starmada)

This applies in all cases. If the ship has 0 shields, no impact roll is required.

1,231

(19 replies, posted in Starmada)

kehrer1701 wrote:

I had just purchased a printed copy from ADB today via their website (because I neede to get Captian's Log too), do they have the update version of the book?

They should. If for some reason you get the uncorrected ship cards, email me and I will send you the revised cards as a PDF.

Also, when Annex first came out, I had gotten the pdf version from RPG Now.  I noticed I had a note from them saying a new version was uploaded to them on 10/6, which is after the original released one that I bought. When I downloaded it, it had the same revsion number. Do you know what the difference was?

What revision number do you have?

1,232

(2 replies, posted in News)

Majestic Twelve Games is proud to announce the second product in our Grand Admiral line of naval combat wargames: Castles of Steel.

During the pivotal years of 1915 and 1916, the future of the world hung in the balance as the Royal Navy time and again failed to deliver on promises of tactical success amid the cold, grey waters of the North Sea. But the strategic situation was much different, as each passing month of the Allied blockade brought the Central Powers closer to defeat.

Did the Kaiser's reluctance to commit his beloved High Seas Fleet doom the German people? Was Admiral Beatty the second coming of Nelson himself, or a charismatic, risk-taking glory hound? Might a different British commander at Jutland have brought the decisive victory for which they were so desperate; or, as Churchill feared, might he have lost the War in a single afternoon?

These questions and more are yours to answer as you sail into battle…

Grand Admiral: Castles of Steel includes the following:

•        The Grand Admiral rulebook
•        250 full-color counters representing forces of the Royal Navy and Kaiserliche Marine
•        Data sheets listing hundreds of individually-named vessels, representing 70 different classes, including every major warship present at the Battles of Jutland, Dogger Bank, Coronel, and the Falkland Islands
•        17'' by 22'' game board

This product is available immediately as a PDF download, or as part of our P-25 program. Place your order now, and you will receive a link to the PDF download. In addition, once 25 orders have been received, a printed copy of the game will be
shipped via postal mail.

Grand Admiral is the collective name for Majestic Twelve Games' series of large-scale board games simulating naval combat during the age of the battleship.

Emphasizing simple game mechanics and fast gameplay without sacrificing historical accuracy, each entry in the Grand Admiral line stands alone. However, the core game mechanics remain constant, allowing players to combine ships from different products to create new scenarios and explore any number of "what-if" situations.

Although designed as a hex–n-counter board game, Grand Admiral can be easily adapted to tabletop play using any scale of naval miniatures. So, raise the battle ensign, sound general quarters, and damn the torpedoes — your destiny awaits!

For more information, visit our web site at mj12games.com/grandadmiral/.

1,233

(1 replies, posted in Starmada)

bcantwell wrote:

Am I just missing something in my calculations or is there a certain amount of fudge factor (proprietary math?) at play.  I will happily fudge the numbers myself if that's the case, but if I'm missing something I'd like to find it, especially as it would allow me to post some of those ships onto the forum for others to use with reasonable confidence in the values.

There were small problems with the values in KA, because of some minor changes I made leading up to publication that didn't get reflected in the ship cards. However, I am not aware of any issues with RA?

Either way, a variation of even +/-10% is going to have very little impact on gameplay... so I wouldn't sweat it too much.

1,234

(9 replies, posted in Starmada)

Blacklancer99 wrote:

In black and white terms it would, by altering the VP conditions, absolutely "unbalance" a game.

You could, however, apply a point modifier to address this:

Poor: +10% / -20%
Fair: +5% / -10%
Average: None
Very Good: -5% / +10%
Exceptional: -10% / +20%

The first modifier is applied to your point limit, while the second is applied to your opponent's victory threshold.

1,235

(19 replies, posted in Starmada)

Anyone who bought the original printing of Alien Armada and would like a PDF of the corrected ship sheets, please email me.

1,236

(6 replies, posted in Quantum Legions)

themattcurtis wrote:

Home early, and on second thought, this is just wasted calories.

Not really. Glad to see the game can inspire some discussion along these lines. I do think some historical (or semi-historical) work can be done with QL.

1,237

(3 replies, posted in Quantum Legions)

big_smile

1,238

(1 replies, posted in Quantum Legions)

themattcurtis wrote:

During our game we had some questions about difficult terrain. If entering a hex counts as moving two, how do units with 0/1 speed manage?

This was actually an errata -- speed 0/1 units may enter a single hex of difficult terrain on an Advance order.

EDIT: I could see adding a rule that such a unit incurs a suppression marker...

1,239

(9 replies, posted in Starmada)

Didn't the Indians play at Langston Field in the mid-50s? smile

1,240

(5 replies, posted in Discussion)

"Gneisenau" is really hard to type.

1,241

(9 replies, posted in Starmada)

Anyone holding over from the first edition of Starmada (now 17 years ago!) will remember there were rudimentary morale rules in the game. Ever since, I've been wondering if it would be possible to include such considerations. Here's an idea:

FLEET MORALE

This rule is optional, and accounts for the effects of morale on the performance of a fleet. A fleet with good officers and training will fight on longer than one with poor leadership or little fighting spirit.

If using this rule, just before starting the first game turn, each player should roll two dice, adding the results together.

Then, consult the following table:

Roll    Morale    Modifier
2-3     Poor    80%
4-5     Fair    90%
6-8     Average    100%
9-10     Very Good    110%
11-12    Exceptional    120%

The resulting percentage is applied to the number of VPs the opposing side needs to score in order to claim victory.

1,242

(24 replies, posted in Starmada)

Marauder wrote:

1) For flotillas do you apply an IMP>1 to only one of the ships or does each successful impact roll result in one kill?

Each point of impact scored on a flotilla automatically destroys one starship in the group (i.e. causes a hull hit)—no damage roll is necessary. This means that weapons with a damage value (DMG) greater than 1 waste this capability when attacking flotillas.

2) Do apply shield modifying traits when rolling to impact against fighters (such as piercing, ignore shields etc)?

Yes.

1,243

(24 replies, posted in Starmada)

pickledteak wrote:

Does that apply to Flotillas as well? I had been loosing entire flotillas to high IMP weapons and was wondering if I was doing it right.

For flotillas, ROF and IMP always apply full value, but DMG>1 is wasted.

1,244

(2 replies, posted in Grand Fleets)

Trying something different for GA: Castles of Steel... this would replace the 2" x 3.5" data cards.

<spongebob>Do you LOVE it?</spongebob> smile

1,245

(13 replies, posted in News)

Blacklancer99 wrote:

Dan, I was just noticing that when you do a search within a topic, it appears to me that I am only getting results from things posted after the server migration. Can someone else verify this, and if it is the case, can someone please please please fix it!

Just re-created the search index.

1,246

(24 replies, posted in Starmada)

Marauder wrote:

For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?  The basic rules (Section 5.3) are quite clear that IMP and DMG are wasted on fighters - just wanted to see if that still applied with Section F.1 in play.

You never roll more than one IMP die vs. fighters.

1,247

(11 replies, posted in Starmada)

bcantwell wrote:

Since the engine track is more or less evenly distributed, you reach the endpoint (0 effective engine rating) with the same amount of damage.

This is not correct.

Consider the Seltorian CA, with engine boxes of 5-5-5-4-4-3-3-2-2-1-1. If this ship (undamaged) attempts emergency thrust, it would roll 5 dice. Let's say the dice come up 1, 2, 5, 5, and 6. You would gain a net of 2 engine points (temporary +3, permanent -1). If you instead checked off a damage box, the net would be +3. If the dice come up 1, 1, 5, 5, and 6, the net gain per the rules would be +1, while the damage box method would still yield a gain of +3.

1,248

(19 replies, posted in Starmada)

madpax wrote:

And what about the other notes?

See the new sticky thread on AA errata.

Thanks for going over all these.

1,249

(0 replies, posted in Starmada)

Below are the errors that crept into Alien Armada:

pp. 25-82: Nearly all ships had their transporters omitted. All Base Stations should have 12 marines. All Large Q-Ships' phaser-3 firing arcs should be [EF][EF].

p. 38: Klingon E7 should not have probes. This reduces its cost to 299.

p. 44: Kzinti Police Cutter should have only 6 marines. This reduces its cost to 124.

p. 49: Neo-Tholian Frigate should have only 3 marines. This reduces its cost to 143.

p. 50: Orion Battlecruiser, shield facets should be 3-3-3-2-2-3.

p. 55: Orion Double Raider should have 12 marines. This increases its cost to 231, or 303 with a cloaking device.

p. 58: Orion Medium Raider should have 2 disruptors with firing arcs [AB][AB].

p. 62: Romulan Small Q-Ship, plasma-Fs should be plasma-Ds. Romulan Large Q-Ship, plasma-D firing arcs should be [ACE][ACE] [BDF][BDF]. Cost should be 167.

p. 70: Seltorian Light Dreadnought, phaser-1 firing arcs should be [AB][AB] [ABC][ABC] [ABD][ABD] [ACE][ACE] [BDF][BDF]. This increases its cost to 303.

1,250

(19 replies, posted in Starmada)

madpax wrote:

The Tholian war cruiser has two different prices (290 & 292). Although that's not a great deal, which one is the good one?

They're both "good". One is equipped with Photons, the other with Disruptors.