126

(20 replies, posted in Starmada)

Imperial Confidence was buoyed by the ease of their early victories against the Hegemony. Pressing their advantage, the Empire has capture a handful of outlying systems from the Hegemony. In preparation for a larger offensive, they have begun to transfer some newer units to the conflict zone. Interrogation of prisoners has resulted in information which has some in the admiralty concerned: To this point they have faced obsolete, undertrained units but should soon expect intervention from the Red Guard -- the elite squadrons of the Hegemony's navy.

The Empire's ships remain unchanged except for the addition of a CA, CL and CVL. There is one new weapon, the Particle Battery, which equips the Light Cruiser and the Heavy Cruiser.

Type: , Furious Class,   Light Carrier (CVL)  (356)
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:[X], 5:[], 6:[]

Weapons
Battery X:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AB] [EF] [AC] [BD]

Special Equipment
Carrier (242) : Countermeasures

Small Craft carried:
Fighter, 0:(134) # 6/Speed:12 /Attack:4+ /Defence:0 /Traits:,, / 

Flights:2 1
Fighter, 0:(108) # 6/Speed:9 /Attack:5+ /Defence:1

/Traits:Bomber,Increased DMG-2, /  Flights:2 1

Type: , Lancer Class,   Light Cruiser (CL)  (135)
Hull: 6 5 4 3 2 1
Engines: [TL0] 6 5 4 3 2 1                       
Shields: [TL0] 3 3 2 2 1 1                       

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

Weapons
Battery X:   Particle Batteries  TL0,  4/8/12, 2/4+/1/1
Continuing Damage
[AB] [AC] [BD]

Battery Y:   Light Laser Banks  TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AC] [BD]

Battery Z:   Plasma Cannons  TL0,  3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[G]

Special Equipment
Countermeasures


Type: , Cornwallis Class,   Heavy Cruiser  (248)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 4 3 3 2 2 1                     
Shields: [TL0] 4 4 4 3 3 2 2 1 1                     

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

Weapons
Battery X:   Heavy Laser Banks  TL0,  5/10/15, 2/4+/3/1
Double Range Modifiers
[ABC] [ABD]

Battery Y:   Particle Batteries  TL0,  4/8/12, 2/4+/1/1
Continuing Damage
[AC] [BD]

Battery Z:   Plasma Cannons  TL0,  3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]  [AB]

Special Equipment
Countermeasures
Marines (Squad)(2)  : :

Type: Mansell Class Gunship (GS)  (60)
Hull: 3 2 1
Engines: [TL0] 6 4 2                           
Shields: [TL0] 2 2 1                           

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

Weapons

Battery X:   Plasma Cannons  TL0,  3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]  [AB]  [AB]


Special Equipment
Countermeasures
Marines (Squad) (1) : Teleporter (1)

Type: Bucknell Class Destroyer Escort (DE)  (90)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                         
Shields: [TL0] 2 2 1 1                         

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

Weapons

Battery X:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AB] [AC] [AC] [BD] [BD]


Special Equipment
Countermeasures
Marines (Squad)(2)  : Teleporter (1)

Type: Abernathy Class Missile Frigate (FFG)  (114)
Hull: 5 4 3 2 1
Engines: [TL0] 5 4 3 2 1                         
Shields: [TL0] 2 2 2 1 1                         

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

Weapons

Battery X:   Atomic Missile Battery (E) TL0,  4/8/12, 1/4+/2/2
No Range Modifiers, Area Effect, Slow Firing
[AB]  [AB]

Battery Y:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AB]  [AB] [AC] [BD]


Special Equipment
Countermeasures
Marines (Squad) (1): Teleporter (1)

Type: Hood Class Control Cruiser (CC)  (172)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 3 2 1                       
Shields: [TL0] 3 3 3 2 2 1 1                       

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

Weapons

Battery X:   Heavy Laser Banks (K) TL0,  5/10/15, 2/4+/3/1
Double Range Modifiers
[AB]  [AB]

Battery Y:   Plasma Cannons  TL0,  3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]

Battery Z:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AC]  [AC] [BD] [BD]

Special Equipment
Countermeasures

127

(20 replies, posted in Starmada)

Round 2 begins, my friends.

Please use the latest version of the vassal module available here: http://www.mj12games.com/forum/viewtopi … amp;t=1909

Gold Medal Round:
jygro (Empire) vs. Blacklancer99 (Hegemony)
Blacklancer99 (Empire) vs. jygro (Hegemony)

Bronze Medal Round:
RobinStirzaker (Empire) vs. Inari7 (Hegemony)
RobinStirzaker (Hegemony) vs. Inari7 (Empire)

Scenario Rules:

Fleet Purchase:
You have 1000 points to purchase your fleet from the designated faction (Empire or Hegemony). You may purchase a maximum of one light carrier (CVL) -- this limits each side to 4 flights each. No more than 8 ships per side (let's keep the density low). Please note: Both sides have some flights designated as "bombers" -- bombers may only make attacks against enemy ships and NOT against enemy flights.

Victory:
When one side has eliminated a number of VPs equal to half the original fleet of his opponent, he is declared the winner. Both the winner's and the loser's VP total is recorded. The winner of the round is the player who has the largest combined VP total from his two games.

Modification to the Rules as Written (RAW):
Fighter Phase - No change. Each player activates one flight at a time.
Combat Phase - As in the previous round, each player will secretly record his fire orders for the combat phase. Once one player has recorded his orders secretly, the other will write and reveal his orders and conduct combat. Once complete, the other player will then reveal his orders and complete his portion of the combat phase.

Optional Rules in Effect:
None (except for some specific weapons and the customization of the fighters).

128

(25 replies, posted in Starmada)

cricket wrote:

With all due respect... I'm sure you can find someone to say "It's not really necessary" for most every option in the book. So if you personally would not use shields 6+, that's cool. But I was hoping to get some feedback on the feasibility/playability of the option.

Absolutely right. I guess my opinion, better expressed than I did the firs time, is: This should work rules-wise. Make it an option, although I likely won't use it.  smile

129

(25 replies, posted in Starmada)

I think it's best not to go here. Me likes me dice, too, and me likes more options -- but this one doesn't seem necessary. Of course, I didn't think piercing +3 was necessary either.  :twisted:

130

(49 replies, posted in Starmada)

I will work on the new designs some more and get them up before the weekend, so people can begin fleet-building and maybe even gaming.

131

(22 replies, posted in Starmada)

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...

There are other rules that could be expanded upon, as well. Cloaking could be expanded on (e.g., improved cloak could give a -1 to the die roll) and "sonar" equipment could be included (e.g., allow equipped ships to make a detection roll vs. cloaked vessels).

I agree with Erik, too, about having fighter-exclusive weapons (glad to see it's coming!) and weapons of that ilk. I think there's a lot of flexibility in the system already, of course, but additions like that are welcome.

132

(49 replies, posted in Starmada)

Indeed, round One is over and the Hegemony has been pwn3d!

    [*]Game1 Blacklancer99 (Empire) 176 vs. Inari7 (Hegemony) 4
    [*]Game2 jygro (Empire) 180 vs. Blacklancer 99 (Hegemony) 69
    [*]Game3 Inari7 (Empire) 178 vs. RobinStirzaker (Hegemony) 7
    [*]Game4 RobinStirzaker (Empire) 184 vs. jygro (Hegemony) 121

Total points by player:

    [*]jygro 301
    [*]Blacklancer99 245
    [*]RobinStirzaker 191
    [*]Inari7 182

For the record, I think I could have organized the scoring a little better to differentiate the scores better. As it turned out, and this is in no way an unfair determinant of winners, the top players are those who performed best with the Hegemony. Well, and this is why I decided from the beginning that all players would be able to play as each faction.

I will put together some new ships, especially for the Hegemony, whose best admirals have died and whose ship designers have all been lynched, but the matchup for round two will be:

Gold Medal Games:
jygro (Empire) vs. Blacklancer99 (Hegemony)
Blacklancer99 (Empire) vs. jygro (Hegemony)

Bronze Medal Games:
RobinStirzaker (Empire) vs. Inari7 (Hegemony)
RobinStirzaker (Hegemony) vs. Inari7 (Empire)

I will try to come up with some consolation prizes for the Silver and Bronze medal winners. And a "booby' prize for last place.  wink

Look for the new ships designs soon...

133

(38 replies, posted in Starmada)

Now, for some reason, I am more excited about this than before. Looks fun!

134

(3 replies, posted in Starmada)

Thank you for the prompt reply!

Once I saw my worthy opponent's force in this one, I decided to use my mines as a screen against his scary seekers. Hasn't worked to eliminate the threat but I think it is an effective tactic against fleets that use a lot of flights of any kind (strikers and fighters would risk losses or be delayed by having to go around minefields).

135

(3 replies, posted in Starmada)

In a PBEM game I am playing we had a flight of seekers fly through a minefield. When a flight of seekers enters a mined hex, is the roll for hits made once for each flight? or once for each seeker? So, the flight had 5 seekers and passed through 3 mined hexes. How many rolls are we making in the first hex?

The rules refer to an "element" entering a mined hex. I take that to mean a ship is an element and a flight is an element.

Thanks in advance!

136

(29 replies, posted in Starmada)

It sounds good -- and the stability rule makes them especially tough nuts to crack. Does this mean bases with no engine rating would not spin at all? Or just that they would not be able to control the spin?

137

(8 replies, posted in Grand Fleets)

big_smile  The Dugan, Survivor of Vassal Round I.

I'd love to have you work on it -- but get your important stuff done!  wink

138

(8 replies, posted in Grand Fleets)

It's time for a vassal module... *cough*  wink

I need to find an artsy type, though to make pretty counters.  sad

139

(49 replies, posted in Starmada)

With falstaffe out, we have replaced games 2 and 4 with a new game 2. The other three games are now complete and mostly have been for some time. Hopefully, we can get the last game done quickly and move one.

    [*]Game1 Blacklancer99 (Empire) 176 vs. Inari7 (Hegemony) 4
    [*]Game2 jygro (Empire) vs. Blacklancer 99 (Hegemony)
    [*]Game3 Inari7 (Empire) 178 vs. RobinStirzaker (Hegemony) 7
    [*]Game4 RobinStirzaker (Empire) 184 vs. jygro (Hegemony) 121

Blacklancer is going to figure out the score for Game1 (using the 50% mark) so I will update soon.

I guess if you're betting people, the odds are on the Empire winning the last one...

140

(49 replies, posted in Starmada)

Okay, falstaffe. Sorry it didn't work out for you. Yes, Vassal live through a server is very much like playing face-to-face, especially use Ventrilo, or something like it. And it would require no changes to the RAW to play Starmada that way.

We'll have Brendan and Erik play out a game vs. each other, giving a total of 4 games for round 1.

Kevin

141

(49 replies, posted in Starmada)

Crikey, I'm waiting for someone (anyone!) to send me some VP totals from any of the battles.

We still have two battles to complete, as it is. Hopefully, these will be done as soon as possible.

Kevin

There are weapon traits that can cover some of the laser traits you describe. Right now weapons only have two modes in Starmada but this sounds like 4 modes.

Coilguns are seekers in Starmada. You could modify it so at the time of firing you decide which kind of shell/shells are being fired.

Missiles are either seekers or strikers... depends on how they maneuver in AVT. Both can have traits (like area effect).

143

(49 replies, posted in Starmada)

Hmmm... Yes, I see what you're saying. Let's ask what happened in the other two complete or near-complete games.

Sorry for the confusion. I thought I had indicated what I had in mind but I see that I did not. Rather than refight a battle, we might have to make Round 2 decisive.  smile

144

(49 replies, posted in Starmada)

You played to 50% losses and then stopped? That would be okay, too, as long as I know how much the other guy lost.

145

(19 replies, posted in Game Design)

jygro wrote:

One could 'tweek' the victory condictions so that the smaller force has a better chance to 'win' due to the scenario at hand, but that player is still going to be 'crushed'

-Bren

That is the common way to handle this problem in historical wargaming. Can you win the battle? No. But can you delay the decision longer than historically? Can you lose fewer battalions? Inflict more damage? Okay, then you "win" the scenario.

One way to do this with Trafalgar would be to suggest a balance of losses that would have been a less staggering victory for the British. Essentially, the Franco-Spanish fleet lost 22 ships to the British 0. Well, there is a crushing victory with a balance of losses at +22. If the balance of losses is zero or negative (i.e., favors the French) then it is a Crushing Victory for France and Spain. Divvy it up in between those numbers to determine levels of victory and you can have a France/Spain player winning the battle while losing 5 ships more than the Brits.

146

(49 replies, posted in Starmada)

Actually, the idea was to play to the bitter end and then notify me of VPs for each side. So far, I have none of this, so we shall see how it shakes out.

147

(49 replies, posted in Starmada)

Game Results to date (Victors in Bold):

    [*]Blacklancer99 (Empire) vs. Inari7 (Hegemony)
    [*]falstaffe (Empire) vs. Blacklancer 99 (Hegemony)
    [*]Inari7 (Empire) vs. RobinStirzaker (Hegemony)
    [*]RobinStirzaker (Empire) vs. jygro (Hegemony)
    [*]jygro (Empire) vs. falstaffe (Hegemony)

148

(23 replies, posted in Starmada)

Hit 'em fast, hit 'em hard!

Type: Hellbore Gunship   (54)
Hull: 3 2 1
Engines: [TL0] 12 8 4                           
Shields: [TL0] 2 2 1                           

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

Weapons
Battery X:   Hellbore  TL0,  1/2/3,  1/6+/1/1
Extra Hull Damage, Double Damage, Catastrophic
[AB]  [AB]

wink

149

(5 replies, posted in Starmada)

jygro wrote:
MadSeason wrote:

Hmmm... Yes, I was trying to design some ships with different philosophies. Clearly, the poor accuracy against ships with countermeasures is a serious problem. The hegmony will need a redesign before round 2!!!

I don't think it is an issue since you know what you are getting into before hand.  It does suck to need 6s and 7s to hit, but those are the breaks for the cheaper weapons.

-Bren

Sort of like the Klingons, you can expect some upgrades but not a total overhaul of their ships.  :geek:

150

(49 replies, posted in Starmada)

Games 1 and 3 are complete. Any more?

Remember, I need point totals to determine the total VPs and the margin of victory.

Thanks!