1,576

(42 replies, posted in Starmada)

Jeff wrote:

When an asteroid field or mine is hitting a ship, how you determine which shield facet is "facing" the asteroid field or mine?  This is required for determining the impact roll required and which facet has to be hit if a 3 or more is rolled when damaging a shield facet.

It's determined by the direction from which the ship moved into the asteroid/mine hex.

1,577

(42 replies, posted in Starmada)

falstaffe wrote:

I have to (respectfully) disagree about shuttles. In the playtest game at Archon (fun, btw), the last remaining Klingon ship, highly damaged, faced a flight of suicide shuttles (6 of em?)  and an undamaged Fed defender. The shuttles would have turned the tide, if we hadn't run out of time. (So says Admiral Sour Grapes.)

Maybe, maybe not. But that was the only time in however many games where shuttles were even used.

Anyway, I don't think there'd be anything wrong with providing players guidelines for scaling down the importance of drones. They did tend to dominate the play-tests at Diecon and Archon and will cheese off folks who are coming at this from the angle of wanting an experience more like the tv/movies. You're looking at maybe three additional pages of material: a page of sage advice, and a few sample drone-free versions, say two different Feds and two Klingons.)

Couple things:

1) The point is to mimic the "experience" of the Star Fleet Universe, not TV/movies. If I were to do the movies, I'd probably use FASA as the starting point, rather than SFB/FC.

2) Drones/fighters are disproportionately influential in any game of Starmada, not just in Klingon Armada. As has been discussed elsewhere, I am not by any means convinced that they are unbalanced, and I believe there are many ways of countering them... but if you don't have some kind of plan, I admit they will dominate the game.

Considering these points, I'm not sure I agree there is any reason to dilute and/or eliminate drones.

1,578

(42 replies, posted in Starmada)

MadSeason wrote:

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

Oh, I gotcha.

The answer is "no" and "maybe" -- ships in FC can launch one shuttle per impulse. So they can't launch three at one time, but the duration of an impulse is clearly much shorter than a Starmada turn.

1,579

(42 replies, posted in Starmada)

MadSeason wrote:

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.

In the games we played (at DieCon and then at Archon) drones themselves weren't always decisive -- but how the Feds dealt with the drone threat from the Klingons determined whether they won or lost... I don't remember a single probe being used, and shuttles proved to be a nuisance at best.

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.

The Kzin NCA actually has 6 drone racks... 4 drones and 2 anti-drones. In KA, however, no distinction is made between the two. The D7 has 2 drones and 1 anti-drone.

The number and types of weapons and equipment on each ship are based on their current appearance in Federation Commander. Since I am not intimately familiar with the SFU, I can't comment on whether they have changed over the years.

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?

As a size 10 ship, the Fed CA can launch up to 3 "flights" each turn (per rule F.4). As each shuttle is a separate flight, then the answer is "yes".

1,580

(15 replies, posted in Starmada)

Boneless wrote:

Did my 71 point flak boat just become 327 points with Cricket's suggestion?

Well, if this were to become reality, we'd either (a) have to factor in a constant to adjust the final point value, or (b) get comfortable with some really large combat ratings.

I was hoping for something more subtle, like a SU mod of (R/100) + 1.

I'm not sure that something this subtle would be worth doing.

1,581

(3 replies, posted in Starmada)

I'm tempted not to reply to this due to the repeated use of the word "hella", but I'll let it slide. This time. smile

The number of hexes a 60* arc weapon can cover is determined as follows:

((R+1)*(R+2)/2)-1

ie. a Range-6 weapon can cover 27 hexes, while a Range-12 weapon can cover 90.

A ship's engine rating determines how far it can extend the far edge of that "cone" in a single turn... so Range x (Engines + Range) is a pretty good estimation of the coverage of a weapon (ignoring the /2, which is a constant). In practice, the only change would be to remove the /Range portion of the weapon ORAT calculation.

We actually talked about this during the development of the Admiralty Edition. I don't remember why we didn't implement it...

1,582

(15 replies, posted in Starmada)

Boneless wrote:

Wow, I never even considered limiting max range, but y'all are totally right.  I've had much more fun with 12 and 15 guns than the 30 guns planned for our space stations.  Is a hard cap better than changing the range math to just "encourage" shorter guns?

I've never been a fan of telling players "you can't do that". IMHO, if "historically" units wouldn't operate in a certain way, there should be an in-game reason why players should mimic those tactics, rather than just legislating behavior. For example, in Grand Fleets, ships aren't required to maintain historical formation -- but failing to do so can seriously inhibit their efficiency.

I've been thinking about altering the point cost formula so that, instead of (Engines + Range), weapons are factored by:

Range x (Engines + Range)

If anyone wants to try this out and report back, that'd be cool.

1,583

(42 replies, posted in Starmada)

Mark Ewbank wrote:

1.  The back cover of Klingon Armada lists Planet Killer, Prime Trader, and Juggernaut included under Ships - General.  They are not in the book, nor are they in the pdf of ship cards from Steve Jackson Games.  Will they be made available to buyers of Klingon Armada?

These cards have been completed and provided to ADB. I understand they will be available as free downloads.

2.  Shuttle and drone launches both count against Max Launch rate, correct?

Correct.

3.  Anti-drones do not count against Max Launch rate, correct?

Correct.

4.  Drones and shuttles attack from Range 1 as per standard Starmada, correct?  (SFB vs. Starmada question, as drones in SFB must enter the target hex to impact.)

Correct.

5.  If LOS passes between two hexsides with equal shield ratings, which one is hit?

Defender's choice.

6.  Faceted shields: when a facing Shield Rating is 0 and the roll is 3+ so that the point deducted must be taken from the facing shield, the point is ignored, so the total Shield Rating and sum of the Faceted Shields may no longer be equal, correct?

This is something I think I was doing incorrectly when running the games at Archon. The number on the shield rating track and the total of all shield facets should always be equal. So, if the shield rating is 0, all indicated shield damage must be allocated by the defending player.

7.  Faceted shields:  when a shield hit is taken and the roll is 1-2 and a non-facing Shield Rating is zero (with other non-facing Shield Rating(s) non-zero), can the hit be taken on the zero rated shield (in effect, ignoring the hit)?  For example, a Small Freighter attacked from the Front taking a shield hit with a roll of 2.

No. You must lose a point from a non-zero facet.

8.  What happens when the Shield Track is taken down to zero, but faceted Shield Ratings are still non-zero?  Example:  A Small Freighter takes four hits from the Aft, and the damage rolls are all 4.

This should not happen. See above.

1,584

(2 replies, posted in Starmada)

Very nice!

1,585

(8 replies, posted in Starmada)

jygro wrote:

For leaving the gameboard, are the half hexes on the two sides of the map considered in play or out of play?

My preference would be that they are out of play, but I'm not sure it really matters one way or the other. As long as everyone knows the "ground rules" before the game begins, you can do it either way.

1,586

(7 replies, posted in Starmada)

BeowulfJB wrote:

It almost seems as if the game is getting a little more complex.  I have not been able to play in a while, but all of this new stuff such as dual mode, ignores shields and some of the other stuff almost gives me a head ache.  tongue

Which is precisely the reason why the game is structured the way it is -- if you don't want all the different options, don't use 'em. big_smile

1,587

(7 replies, posted in Starmada)

Boneless wrote:

This isn't the same old ratio of fighters to starships discussion.  I'm saying that Starship Exclusive Dual-Moded with Fighter Exclusive gives you a points discount with no tradeoff.

I think it is a corollary to the fighters-to-ships ratio discussion, and I disagree that there's no tradeoff. For a cost savings of less than 4%, your example battery of weapons must (a) all fire in one mode or the other; you can't split between them and (b) the decision on which mode to use is made before anyone has moved, so there's no guarantee you'll be able to use them in the most efficient manner.

Take any fleet force mix you want, and then go through every ship and do this mod to every weapon.  You won't have changed a thing except to generate free points.

Not true.

Theoretical Weapon A (RNG 12, ROF 1, ACC 4+, IMP 1, DMG 1, Piercing +1)

Base SU cost = 9

Theoretical Weapon B, Mode 1 (RNG 12, ROF 1, ACC 4+, IMP 1, DMG 1, Piercing +1, Starship-Exclusive)
Theoretical Weapon B, Mode 2 (RNG 12, ROF 1, ACC 4+, IMP 1, DMG 1, Fighter-Exclusive)

Base SU cost = 6.3 + 3.6/2 = 8.1, round up to 9

1,588

(2 replies, posted in Starmada)

Hi, and welcome!

There is no "official" rules summary/cheat sheet, but I'm pretty sure someone around here can help you out.

1,589

(7 replies, posted in Starmada)

All other things being equal, if you have ships with Starship Exclusive weapons and I don't, you get 20% more points. So, you'll probably win more often than not.

On the other hand, all I have to do is bring a few fighters, and the balance shifts back into my favor. Even if you give your weapons an anti-fighter mode, each turn you are fending off my fighters is a turn you're not attacking my ships.

1,590

(42 replies, posted in Starmada)

Ask me again in a little while. I want to make sure we've found all the issues before I start thinking about resolutions.

1,591

(16 replies, posted in Starmada)

cricket wrote:

Continuing Damage + Catastrophic = on average 3.5 hull hits, plus 1 system hit. Multiplier = 5.95
Extra Hull Damage + Catastrophic = on average 2.75 hull hits, plus 0.5 system hits. Multiplier = 10.5

Actually, thinking about it...

Extra Hull Damage "automatically inflicts a hull it". Catastrophic says "For each hull hit, roll a die."

Thus, the average amount of hull damage caused by this combination would be (100% x 3.5) + (50% x 3.5) = 5.25. Comparing this to the normal 0.5 hull hits, and you get a multiplier of 10.5, which is the product of 3 x 3.5.

All is well. smile

1,592

(42 replies, posted in Starmada)

ToddW wrote:

I just noticed that the Federation Dreadnought is missing some Phaser-1's.  It should have [GHI][GHI][JKL][JKL] added to the X battery.

If these weapons are added to the ship, the cost goes to 620 and the weapon damage chart becomes:

1: XZ
2: XZ
3: XZ
4: X
5: X
6: Y

1,593

(30 replies, posted in News)

kehrer1701 wrote:

Since ADB doesn't do pdf copies, will mj12 be able to do it for KA at all?

Unfortunately, no.

1,594

(10 replies, posted in Starmada)

bekosh wrote:

I'm having trouble with this one too. With the revised Tractors & Probes, I get a CRAT of 738, I had 740 before revision.
I changed the SU's to 120% and the ACC divisors per the book.

Seriously... can't you people just leave well-enough alone? big_smile

It appears the space station divisors in the book are incorrect. *sigh*

I will add the correct values to the errata sticky.

1,595

(42 replies, posted in Starmada)

Jeff wrote:

Just to clarify.  Are you indicating that:
a) the defender could spread the required shield hits to both of the facing shield facets if desired (or apply it to just one as he desires), or
b) the defender must pick one of the two shield facets and apply the required hits on only that shield facet?

I'd go with (a).

1,596

(42 replies, posted in Starmada)

Jeff wrote:

I know that for the impact roll if the line of sight crosses between two hexsides you use the lower of the relevant facet ratings.  But if you must damage the facing shield facet how is that handled?

The choice is up to the defending player. (That's not in the rulebook -- I just made it up. smile)

1,597

(10 replies, posted in Starmada)

OldnGrey wrote:

Dan,
Re: Probes.
If you maintain that they have a DRAT of 0.8 (Not in the Klingon Armada book)(at least not mine).

See mea culpa above.

Pages 28 & 29. No Multiplier for Double-Ranged Modifiers, ok it is x1.0 but some may wonder.
No Multiplier for Slow-Firing.

Earlier in the book I mention that those options from the Core Rulebook do not have their construction/point-cost information included.

Dual-Mode Weapons example, you have used 0.8 for Carronade instead of 0.7. (there is that 0.8 again!) smile
Overload should therefore have a base of 11.03, Photon torpedo a final Base SU requirement of 23.

Actually, I was right for once... 0.8 is the multiplier for combined Carronade/Doubled Range Modifiers.

Could you please share your calculation for the Tractor Beam having an ORAT of 22? the 0.78 that bekosh mentions would have been applied to the weapon base calculations before rounding up, therefore resulting in 2 either way.

See mea culpa above.

1,598

(10 replies, posted in Starmada)

Once again, the denizens of the forum are right, and Dan is wrong.

Two things happened:

(1) I applied rounding to the tractor beams AFTER applying the (Arcs + 1) multiplier, not before. This is incorrect according to the Core Rulebook (although I have to wonder if the rule should be changed, particularly in the case of really small base SU values).

(2) Early on, probes were going to be seekers, and so a DRAT was included in the spreadsheet I was using. However, after I found out they are direct-fire weapons in SFB/FC, I changed them to direct-fire weapons in Starmada -- but for some reason neglected to remove the DRAT from the spreadsheet.

The bad news is that all of the ships in KA are point-costed incorrectly. The good news is that the difference is VERY minor... a net change of -2.2%. The biggest change is -13 points (the Battle Station goes from 813 to 800 points). And since all the ships are reduced in cost, the relative change is even smaller.

After careful consideration, I'm not going to worry about it. Yes, the values are "wrong", and yes, it's frustrating to those of you trying to recreate the ships on your own -- but in terms of game balance, it's really a non-issue. However, remind me to run the ships from Romulan Armada by you guys first... smile

1,599

(60 replies, posted in Starmada)

hdan wrote:

How do you upload a picture to this forum?

When you are composing your message, you should see a box below the text area with two tabs: one for "options" and one for "upload attachment". Click on the second one.

1,600

(60 replies, posted in Starmada)

hdan wrote:

One more subtle thing that struck me while playing - at first I thought that the 1 and 2 strength shield factors on the frigates were almost a cruel joke, but not only did they wind up blocking a few shots, but I finally realized that their main purpose is to soak up 1/3 of the hits that could be going to more important systems.

Never underestimate the usefulness of even 1 shield point -- especially if you're playing against me... I have an uncanny ability to roll 1's at the worst possible time.

Time to get more ships prepped and fight some bigger battles.  (I'm using a combination of scratch-built and Studio Bergstrom ships, which are roughly 1:7600 scale - coincidentally about the same scale my "1 inch wooden disk" based Feds.)

You can't just throw that out there without more details and/or pictures -- what 1" wooden disk based Feds?