1,676

(29 replies, posted in Starmada)

murtalianconfederacy wrote:

Just one thing that I'd like to clear up:

I assume that the incompatible with flotillas is simply that you can't have a flotilla starbase, not that you can have either starbases or flotillas on the board, but not both...

You are correct. The "incompatible" bits in Appendix B only apply to a given starship -- you can, for example, have some ships on the board using screens and others using regular shields.

I should probably make that clear(er).

1,677

(29 replies, posted in Starmada)

Shugyosha wrote:

I wouldn't tie spinning movement to engine rating. A space station that is spinning for reasons of artificial gravity for example doesn't need constant thrust and wouldn't stop spinning or change direction. Under the proposed rules a station would stop to spin when the engine rating is reduced to zero by damage. This woul render some narrow arc weapons effectively useless.

I see your point, and recognize the concern, but I am wary of creating special cases for space stations that wouldn't apply for starships; i.e. "realistically" there's no reason a ship couldn't continue to spin when its engines are gone.

Whatever the rule is for stations, it should be consistent with the rules for starships -- which is why I realized there's a problem, what with the movement rules allowing free spins for any ship that has zero speed.

1,678

(3 replies, posted in Starmada)

This rule, and the (Size+1)^2 factor in the point cost for fighter flights, serve to encourage larger flights ... and thus reduce the clutter on the board. smile

1,679

(3 replies, posted in Starmada)

MadSeason wrote:

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.

Yes. So you would make one roll per flight.

1,680

(29 replies, posted in Starmada)

cricket wrote:
MadSeason wrote:

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?

Good question. I'd be tempted to say stations without an engine rating cannot rotate at all, just to keep things simple.

And, I just realized ... a ship/station that does not have a speed can turn to face any direction it likes, since the thrust requirement is always zero if the previous speed and current speed are both zero.

May have to think about that, either for stations specifically or for the game in general...

1,681

(29 replies, posted in Starmada)

MadSeason wrote:

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?

Good question. I'd be tempted to say stations without an engine rating cannot rotate at all, just to keep things simple.

1,682

(38 replies, posted in Starmada)

If anyone thinks they can get a playtest group together for this coming weekend, please email me off-list.

1,683

(29 replies, posted in Starmada)

Comments, please.

SPACE STATIONS
(This option is incompatible with option B.16: Flotillas.)

For the purposes of these rules, “space stations” are any non- (or semi-) mobile man- (or alien-) made independent construct, regardless of its intended function. Thus, anything from an orbital defense platform, to a drydock, to a full-fledged sector headquarters can be simulated using this option.

What is not covered are planetside and asteroid bases. Such installations will be covered in a separate option.

Although space stations are often spherical or ring-shaped, without any definite “front”, the model representing a station on the game board must have a facing identified for it, so that firing arcs, shield facets (option B.15: Faceted Shielding) and related functions can be tracked.

The main difference between a space station and a starship is that, while stations have engines for maintaining orbit and rotation, they are not designed for tactical movement. Therefore, the following rules apply to stations:

1)    Provided a space station performs no forward movement, it may be turned in place up to a number of hexsides equal to its current engine rating. For example, a station with an engine rating of 2 could rotate up to 120° in a single Movement Phase.

2)    If a space station performs any forward movement, its engine rating is effectively cut in half, rounded up--e.g. an engine rating of 3 is reduced to 2, while a rating of 1 stays the same.

There is a benefit to this relative lack of mobility, however. Because a space station is a (relatively) stable weapons platform, provided it performs no movement at all, a station may re-roll (once) any to-hit dice that miss.

EXAMPLE: A space station fires a weapon (ROF 3; ACC 5+) at a target at medium range. Three dice are rolled, coming up 1, 4, and 5. The 5 scores a hit, while the two misses are re-rolled, coming up 2 and 6. A total of two hits has been scored on the target.

1,684

(38 replies, posted in Starmada)

Here's the release version of the cover.

1,685

(1 replies, posted in News)

Three of our products have been included in RPGNow's annual countdown of their top-selling products! Coming in at #15, #23, and #96 for 2008 are the Starmada Core Rulebook, Imperial Starmada Sourcebook, and Hammer & Claw, respectively. Congratulations to everyone involved!

You can listen to the entire countdown here: http://rpgcountdown.com/2008

1,686

(4 replies, posted in Discussion)

At least someone is taking the threat seriously...

http://news.bbc.co.uk/2/hi/science/nature/8206280.stm

1,687

(8 replies, posted in Grand Fleets)

You can still get the files off the Yahoo! group. The cyberboard module is here:

http://games.groups.yahoo.com/group/mj12games/files/Grand%20Fleets/Cyberboard/

1,688

(3 replies, posted in Cheese)

I've never tried it ... is it runny?

1,689

(38 replies, posted in Starmada)

kehrer1701 wrote:

Have you had the ability to compile any other things to download and playtest??

I'm afraid not. But I can share this with you:

1,690

(1 replies, posted in Discussion)

Reviving a four-year-old thread to point out my (latest) reason for loving this hobby:

http://theminiaturespage.com/boards/msg.mv?id=176660

Where else are you going to have a serious discussion about what color to paint WW2 German oil drums?

1,691

(1 replies, posted in Grand Fleets)

RiflemanIII wrote:

The gun data table that the PDF said should be in the stuff.zip folder doesn't seem to be there at the current time.

Fixed.

1,692

(4 replies, posted in The Admiralty Edition)

Cool!

1,693

(129 replies, posted in Game Design)

Blackronin wrote:

I don't mind working more in this universe, if you can give me some solid ground to start with. Directions.

Well, that's sort of the point -- I don't WANT to give directions; you tell me what the above makes you think, and we'll take it from there.

1,694

(15 replies, posted in Discussion)

Blackronin wrote:

Some questions weren't answered.
Some games beg continuity and it isn't done.

What questions weren't answered?

1,695

(15 replies, posted in Discussion)

thedugan wrote:
Blacklancer99 wrote:

I read Silent Wind of Doom and thought this thread was going to be about some new playtest ship...or what happens about an hour after Taco Bell...

I'd put money on the "hour after Taco Bell" concept....
lol

Actually, the line comes from an "Angry Beavers" episode -- in which Daggett thinks he is a ninja.

1,696

(1 replies, posted in Grand Fleets)

Already posted:

http://www.mj12games.com/grandfleets/GF2demo.pdf

1,697

(15 replies, posted in Discussion)

I know I've been distracted lately, but is it quiet around here, or what?

1,698

(24 replies, posted in News)

OldnGrey wrote:

I checked the example this way:

Upon further review, yours is correct.

1,699

(24 replies, posted in News)

Okay, here's what I see as the corrected flotilla example; any problems?

In starship construction, flotillas are designed by first creating the individual ship class that will make up the flotilla. A flotilla ship has 40 space units (SUs), an engine factor of 1, and a shield factor of 15 (essentially, a ship with a hull size of ½).

The V1-class destroyer is a flotilla ship with an engine rating of 6 and no shield rating. She has a battery of 3.4”/45 guns:

RNG 3, ROF 1, ACC 3+, IMP 1, DMG 1
[ABCD][CDEF]

She also has a battery of 20” torpedoes:

RNG 3, ROF 1, ACC 6+, IMP 4 DMG 1
Halves Shields
[C][C][D][D]
Ammo: 4

The engine rating takes up 6 SUs. The guns require a total of 20 SUs, while the torpedoes' SU cost is 7, for a total of 33.

Once a single starship has been designed, the flotilla can be assembled. The flotilla will have a hull size equal to the number of ships in the flotilla, with the number of weapons in each battery multiplied by this size. Any starship options that involve a capacity, or any batteries that include an ammo limit, will also have this value multiplied by the hull size.

A V1-class destroyer flotilla contains a total of six individual ships. This yields the equivalent of a single ship with a hull size of 6, twelve 3.4” guns, and twenty-four 20” torpedoes with an ammo limit of 24.

Next, compute the combat rating of the flotilla as if it were a single starship; however, apply a final modifier of ×0.5 to the defensive rating (DRAT).

The offensive rating (ORAT) of each battery is as follows:

3.4” guns: 20 × (3 + 6) ÷ 3 = 60 × 6 ships = 360
20” torpedoes: 7 × (3 + 6) ÷ 3 ÷ 0.6* = 35 × 6 ships = 210
Total ORAT = 570

*Modifier due to the ammo limit (see option C.5: Ammunition).

The DRAT is:
1 × 12 ÷ (6 – 0) × 0.5 = 1 × 6 ships = 6

This yields a final combat rating of:
(570 × 6)^0.5 = 3420^0.5 = 58.48 = 58

1,700

(2 replies, posted in ARES)

I'd have to say that in the short term, nothing is "up" with ARES.

However, there are Plans... smile