126

(6 replies, posted in Starmada Nova)

Version 1.03--both sections of the original in one file, with the updated Nohvaran Protectorate. It takes up 80 pages, and was done primarily to enable me to print it out and put it in one display book--it doesn't contain any new information.

127

(6 replies, posted in Starmada Nova)

A space setting without flotillas, and with warp points. After the creative block of October--December, I was able to finish this setting in about two weeks (from weapon design to finishing of the documents)

EDIT: Deleted v1.01 of main supplement. V1.02 is in the fifth post of this thread.

128

(8 replies, posted in News)

Well, only two for me (I'm not too bothered with the SFU universe), with SFO quite likely leading to another round of conversions...

129

(7 replies, posted in Starmada Nova)

After a month, here is a supplementary...er...supplement, called (unimaginatively) 'The Gift Regifted'. It contains new naval vessels, naval flotillas, landcruisers, aircruisers and aerial flotillas. It also contains two new Generations of naval warships--Generation -3 (ancient) and Generation -2 (medieval--Spanish Armada) and some rules for including seekers in naval and ground battles.

130

(0 replies, posted in Starmada Nova)

My first supplement in three months (apologies, but had some difficulties, most notably it being difficult to switch back to a space-based setting), and my first attempt to get people to design ships to fit into the universe.

131

(7 replies, posted in Starmada Nova)

Some clarifications I'd like to make:

1) Modern Infantry Regiments:

On the Tech Level Table, there is a listing stating that some powers may field Modern Infantry Regiments. I realise now, however, that this does exclude quite a lot of units for those powers, and includes some I had wanted to exclude (mechanised infantry, for example).

Where the Table states 'Modern Infantry Regiments only', this now covers any unit which does NOT possess either the Light Tank Unit battery or the Heavy Tank Unit battery.

2) Naval ships with Transport:

When drafting some Orders of Battle (in a vain attempt to feel like I'm actually working on something), I decided to do something regarding the relative dearth of choices Naval units with Transport have of flotilla basing. At the moment, they may only base coastal gunboats (which aren't that effective in naval engagements) or torpedo boats, which are fairly expensive. I am tempted to release an expansion with additional units soon, and have decided to expand the amount of units that Naval ships may base now to provide an instant increase in available units.

As naval ships were sometimes also used to transport troops (the Italian Duilio and Dandalo were supposed to be able to carry a full division of troops), vessels with Transport may treat this as Barracks space, instead of basing a naval or aerial flotilla. They may also base Amphibious regiments. Ships may also base a normal Regiment or Amphibious regiment and, if they have available space, base a naval or aerial flotilla as well. Ships with Transport (50) may co-base Amphibious regiments which start at sea, but may NOT base normal regiments. A pair of Light Coast Defence Ships may, for example, base a single Amphibious regiment, but not a normal non-marine regiment, while a Heavy Coast Defence Ship may base an Amphibious unit or have a normal non-marine regiment in Barracks. A Dreadnought (Transport 200) could base two naval flotillas, two aerial flotillas, two Amphibious or normal non-marine regiments, or a combination of any of the former, or one Amphibious or normal marine regiment (leaving 50 SUs free)

3) Pre-Modern and Modern Emplacements:

Some emplacements are listed as Pre-Modern (the Fieldworks) or Modern (the Shipyard and Dockyard). This is now out-of-date. Fieldworks may be employed by Modern forces, and the Shipyard/Dockyard may be employed by Pre-Modern forces.

In Pre-Modern forces, the Shipyard/Dockyard battery of Heavy QF Batteries should be exchanged with Light Shore Batteries on a 4-for-1 basis. Light Shore Batteries have one quarter the BAS of Heavy QF batteries. This is for two reasons:

a) To make the maths easier

b) To remove the ability of Pre-Modern forces to engage aerial targets--with the eight Light Shore Batteries having a modifier of -6, this means that with their dice string, they cannot engage units one level above them at all, and have to combine to engage units on their level, in the same way that Generation -1/0 Old Naval Artillery has to combine.

132

(7 replies, posted in Starmada)

GamingGlen wrote:

Way too complex.  It will never get off the ground.  Start simple, add complexity later.

Well, mine is more of an operational-level campaign with some thoughts regarding extending it towards the strategic level--basically, it was an attempt to provide a framework for some operational-level campaigns in my settings, particularly my 'The Gift of the Custodians' setting. It is also designed to have some modularity--you can, for example, just use the Free Supply Route if you want and ignore the other supply rules.

I would not tie FTL movement to thrust rating.  You could have an sovereignty-wide TL rating for hyperdrives (ships can move 2 - (upper limit) hexes/areas when in supply).

I disagree here. For the settings I'm envisioning, linking operational/strategic map speed to thrust rating ensures you don't have an absurd scenario where a force, completely made up of speed-1 ships, can maintain contact with a force with the slowest ship having a speed of 3. Now, where FTL speed is not linked to STL speeds, the above would work. I might add a secondary movement option for those settings.

Supply: use the good ole Zone of Control, either a ship is in supply or not.  It is in supply if it can trace through any number of hexes free of enemy units or their uncontested ZOC back to a supply depot.  You could tie strategic movement to supply status: out of supply: can move 1 hex, in supply: move multiple hexes.
Other effects of being out of supply: when entering a tactical combat, mark 1 damage to each system (Thrust, Weapons, ECM, Shield), lose 1/3 of any munitions, increase chance of damage to equipment by one level (treat Reinforced as Normal, Normal as Fragile).

ZOC: every ship, with CRAT>0, exerts a ZOC into the hex it is in and, if equipped with a hyperdrive, any adjacent hex.

That is what the Free Supply Route was for--and it models the increase in difficulty of having to supply units over increasing distances without being too much of a burden. A force six hexes away from its base requires 250% the supplies of a force sitting at home, which represents the additional freighters, tankers and so on needed.

However, I might increase the gap to every two hexes as it might get a bit too prohibitive.

Planets: Too much detail.  I suppose if you have dirt lovers (Generals) among your players they might like ground combat detail.  Starmada is for space combat and that's why most of us play it.  Treat the planet as one space.  It has a rating for supply: supply depot or not; all ground forces are grouped with one value, and any invasion is one value.  Depending on scale, they could either all fight to the death on one turn, or it may take several turns doing x% damage to each other.

I know your group loves space combat, but others want to have other settings like naval or ground settings, and my campaign rules are designed to try and be inclusive, so that 'dirt lovers' can have a ground forces campaign, or wet navy admirals can game a Russo-Japanese War-type setting. Again, I'm thinking of 'TGOTC', as I'd quite like to go for a mini-campaign with a major power attempting to conquer a smaller power, and that includes naval and ground forces.

You did not cover orbital bombardment.

Ah, now we're talking...

I forgot about bombardment rules because it can be quite difficult to model if we go too far into detail (i.e., what effect would a BAS 2, Double Damage weapon do?). BUT, if we go with a rating based upon the CRat (maybe 1 bombardment point per 25 CRat), then roll 2d6 to work out the loss in productivity (both permanent and temporary), then that could work, and would mean carriers, with a high CRat, would excel in the bombardment role. Working out how to do bombardment when there's defensive works still in place could be difficult (unless we state that the attackers have to clear the defensive forces before bombardment could take place)

Add in a rule for fly-by bombardments (primarily for space-based settings)--maybe halve the effectiveness--and that sorts that out.

Too much detail on shipyards and repair.

I must say I did get carried away there with the construction rules, but there are two ways of calculating repair time--and I prefer the 'alternate' one--the first one was the one I initially wrote, but when compiling the construction rules I realised that you could build some ships quicker than repairs took... :oops:

The reserve and mothballed units were there to enable players to have additional forces at their disposal, and again to enable the extension of this draft into a more strategic-level setting--as were the rest of the rules.

Games to look at:
Imperium, Fifth Frontier War (these two are Traveller related);
Twilight Imperium;
Space Empires 4X (a new board game, first published in 2011, I just got.)

Unlikely--funds are not that extendable. I've got VBAM, and was quite active before they announced the 2nd edition, and I stopped because I didn't want to get too involved in a system that would be supplanted. My experiences with VBAM has shaped some of my campaign views, I suppose...:)

133

(25 replies, posted in Starmada)

I think start a new thread--it might get some new and interesting ideas going...:)

134

(6 replies, posted in Discussion)

Well, you'll have to ask Mike that for the full answer ( wink ), but I think it was both for his games, as some of them used those maps, and to provide a reasonably modular system for those of us who haven't got the space for miniatures or terrain features (me, for example, so you can tell why I like 'em--when I eventually get round to it, I might be able to game out a scenario from 'The Gift of the Custodians').

There were two previous systems, the M6 and M7 systems, but these require less maps than the M7 [as he said, one of the maps (grass with road) replaces four maps (grass with road, grass with road and village, grass with road and town and grass with road and city)] and, unlike the M6 maps (which were rectangular with hexes), you can turn them around and fit them wherever you want.

135

(7 replies, posted in Starmada)

Any comments at all? Need some feedback here...:D

136

(6 replies, posted in Discussion)

http://www.cke1st.com/m_games1.htm

137

(6 replies, posted in Discussion)

http://www.cke1st.com/m_games1.htm

138

(6 replies, posted in Discussion)

http://www.cke1st.com/m_games1.htm

139

(6 replies, posted in Discussion)

http://www.cke1st.com/m_games1.htm

140

(6 replies, posted in Discussion)

Having asked for and received permission from Mike Fischer, here are his M8 Maps.

This thread was born out of a particular need--namely, that of being able to print out the maps. Because my local library is both the only place I can print out anything, and their computers have an infuriating inability to open zipped files, I needed to un-zip them (and also converted them from .gif to .png) and post them on-line so that I could print them out. I asked Mike Fischer for permission and he granted it. The only thing I have to do is post a link to his website in every post which contains his work. As a bonus, here's the first link: http://www.cke1st.com/m_games1.htm

There are a total of 100 maps, plus one file with additional counters.

Edit: Because of my being able to only post 3 attachments per post, which might get a bit tiresome, and due to the fact that these are primarily for my use (as I think other people will be able to open zip files and then print whatever they require), I've copied the images into ten PDF files, each with ten maps apart from the file named 'M8maps090-100', which contains eleven maps, plus a system guide so you know which maps you want to print. Not ideal, but at least I only take up four posts instead of thirty-four.

Here are some examples of his work:

141

(7 replies, posted in Starmada)

I'm thinking of removing the jump lane rules for movement as the supply rules are set up more for hex movement. I'm also planning on some form of detection rules to provide a fog of war element, but not entirely sure how to do it without requiring a campaign umpire.

142

(7 replies, posted in Starmada)

Well, the main thing is the supply rules and the repair and construction rules, and I wanted to tie it into the CRat of a ship so you'd be able to get on with a campaign without having to do any conversions.

If there is an easier way to sort out supplies, for example, it'd be great, but I can't see it at the moment. And, with everything relying on supplies, you've only got one thing to keep track of. Hmm, maybe I should call them 'Campaign Points' instead, to represent their more universal nature as everything from food to minerals to currency?

143

(35 replies, posted in Game Design)

Forgot about this thread, but I've come up with a draft system (in the Starmada section). It was initially an attempt to go for an operational-level campaign, but has since grown more towards the strategic level. Feedback welcome (hopefully of the positive kind...:D)

144

(7 replies, posted in Starmada)

Seeing as I mentioned it in the Shipyard Nova thread, and am starting to hit a bit of a brick wall in development (with lacking feedback) I'm posting this here to see what people think. If Dan wants me to take it down because he thinks it shows a bit too much of the core rules, then I will, but a bit of feedback would be nice...:)

Currently there are five sections: movement (both hex-based and jump-lane based); supply rules (which is the core of the whole thing); repairing, constructing and alternate readiness states; research and development; and random map generation (which was originally going to be an exploration section, but I hit a bit of a roadblock and instead stripped the exploration parts out and went with a random map generation section instead)

Feedback welcome, nay, required...:D

145

(0 replies, posted in Discussion)

For the last three weeks I've not started any new SNE setting, and I'm starting to get a bit restless (which is not good...:D ).

So, this thread is to ask for recommendations for SF books that have space battles. My only two conditions is that the battles are not too esoteric (i.e., Culture battles--how would you model an effector, anyway?) and good to read. I've read all the Lost Fleet books, so they're out.

146

(7 replies, posted in Starmada Nova)

Does anyone have any comments they'd like to make? With this being the first thing I've done to have ground forces in, I'd like to know if there's any problems with it...

147

(7 replies, posted in Starmada Nova)

Here is the supplement in individual files

148

(7 replies, posted in Starmada Nova)

And here it is. The supplement can either be downloaded completely as a zipped folder or in individual sections

149

(1 replies, posted in Starmada)

Well, that's a nice even split...

I've decided, regarding this question, to have both options represented. One option simply has the flotilla/regiment be damaged/crippled when the carrying vessel is damaged/crippled. The second option allows targeting of the flotilla/regiment, but also allows damage to be dealt to the flotilla/regiment as a by-product of damage to the carrying vessel.

150

(7 replies, posted in Starmada Nova)

Not a lot, but fighters are definitely present on the battlefield once you get to this tech level, and drones will make an appearance. Seekers aren't present in this setting, as that's a bit too far out of the tech level--maybe Generation 4, though...:D

EDIT: This is an announcement that the full supplement will be posted up tomorrow. I haven't gotten a definitive answer to my questions so I've decided to press ahead.

The supplement will consist of three separate files, with Section One and Two holding the actual designs (with Section One holding the special rules) and Section Three being a collection of maps. I had intended it to be a single file, but it would have been 84 pages, and that wouldn't fit into a single file for my recent project--namely, printing off my supplements so I can read through them at my leisure.

EDIT 2: After another round of re-organising, I've decided to have only two actual sections, both with forty pages--Section Two has copies of the map and the map key, while Section Three has the maps as I created them (roughly 2250x1500). Also, in a change, they will not be posted up tomorrow, they'll be posted up in around five minutes from now (to stop my procrastinating on releasing this supplement)