1,701

(18 replies, posted in Game Design)

thedugan wrote:

...maybe you have to roll above the Poof Percentage for it to work.

You had me until "Poof Percentage"... smile

1,702

(9 replies, posted in Starmada)

Lsutehall wrote:

Thanks Tony. I have started to upload the conversions to this topic: http://mj12games.com/forum/viewtopic.ph … mp;p=17199

Wow! Thanks for doing the work... of course, I'd still hope to get "official" AE stats eventually.

1,703

(14 replies, posted in Starmada)

PSYCO829 wrote:

Why not get bigger anyway? More room to maneuver, reasons to have larger weapon ranges, etc.

You have to be careful -- if weapon ranges get too long in comparison to engine values, the game becomes less tactical.

1,704

(14 replies, posted in Starmada)

Xols wrote:

btw is a 21x22 hexes mat enough to play properly?

For most purposes, yes. But if you find your fleets are heavy on the 18+ ranged weapons, you might need to find a bigger mat.

I do have a copy of Squadron Strike, but not handy. I have not seen AV:T itself, so unfortunately I cannot give any specific answers to your question without more details.

However, in general, what do you mean by the "feel" of weapons vs. defenses?

1,706

(19 replies, posted in Game Design)

MadSeason wrote:

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.

FWIW, this is why I advocate for point systems even in historical games (see GF2) -- it provides a very easy method for determining just how much more powerful one force is than another... and also helps understand what actually happened at a particular battle.

For example, when developing the "Goeben is Your Objective" scenario for the King & Kaiser supplement (another GF2 plug smile), it was really strange to see that the British force out-classed the Germans, at least in terms of point value. Yet historically, Admiral Troubridge declined to engage because the Germans, in his mind, constituted a "superior force". Although he was court-martialed, he was eventually exonerated. But why were the Germans "superior" if the point values favor the British?

Well, you'll have to read the scenario write-up for one possible answer (of course, another answer would be that our point system is wrong, but let's ignore that one...) But the point values give a very good reason for digging deeper into the whys and wherefores...

1,707

(129 replies, posted in Game Design)

Blackronin wrote:

Why not stalled? That would give us a chance for space battles against the Aaracne and limited alliances between the other opponents.

That works for me ... frankly, I'd like to keep the details undefined for now, and just move forward as if the Aracine are still a threat, "occupying" many parts of the Thirteen Provinces, but the invasion itself has stalled, or been halted by a major battle (think Charles Martel and the Battle of Tours).

FWIW, I really liked the original Star Wars, where there was clearly a rich background (Clone Wars, Old Republic, ancient Jedi Knights) that influenced what was going on in the "present" but the details were pretty sketchy -- I'd like that kind of feel for this.

And if the cybroids are a surprise, where did they come from? Are they a new technology? Or an ancient newly discovered one? Or a gift from someone with second intentions (this is very much SW - republic era)?

That's a good question, and one that Parliament would love to ask Magistrate Jao if and when they get hold of him... wink

1,708

(14 replies, posted in Starmada)

Xols wrote:

Last week we played our first Starmada game and we had quite a lot of fun!  We think we grasped the game correctly, even tough it was a really short game! (3 turns)
but I noticed that in Starmada there are no LoS or LoF whatsoever?

Welcome, and I'm glad you enjoyed your first game!

There is line-of-sight in the game -- it's just not blocked by anything. smile  As was pointed out, you can add terrain which blocks LOS (although I would err on the side of "less is more")

If you wanted, you could add a rule that ships block LOS -- although I would tend to go with a rule similar to that in Grand Fleets: LOS is blocked if the intervening ship is bigger than either the firing ship or the target. Thus, if a size-6 ship is firing at a size-3 target, LOS would be blocked by any ship of size 4 or larger. Although space is really big, you could handwave this as targeting interference from radiation and such, rather than physically blocking the weapons' path.

1,709

(19 replies, posted in Game Design)

As a dyed-in-the-wool "pointilist" (?) I'm not sure how I feel about the sarcasm implicit in this bit from a post on The Miniatures Page, but I thought it was funny nonetheless:

"On a recent thread about the Battle of Trafalgar (and the rules "Trafalgar") it seemed obvious that to accurately simulate the Battle players would need to know how many points worth of ships Nelson had relative to his opponents. I've read a fair number of primary sources on the Battle, but have yet to come across Nelson's point list."

1,710

(4 replies, posted in News)

And the typo-inspired game idea of the year:

"GRAND FEETS"

smile

1,711

(4 replies, posted in News)

Majestic Twelve Games is pleased to announce the release of Grand Fleets: Second Edition.

Grand Fleets is a miniatures game of naval warfare during the age of the battleship. From the ironclads of the late 1800s to the super-dreadnoughts of World War II, players can take command of the ships that altered the course of history.

Great pains have been taken to accommodate a wide range of preferences: hexes or no hexes; any miniatures scale; simultaneous or sequential play -- the choices are up to you!

In addition to the basic rules for surface actions between 1890 and 1940, Grand Fleets includes advanced rules for things like time of day, smokescreens, crew quality, and destroyer flotillas. Best of all, you'll never have to wait for "official" publication of your favorite ships: comprehensive, step-by-step guidelines are provided to generate data cards for any vessel that put to sea during the battleship era.

So, raise the battle ensign, sound general quarters, and damn the torpedoes -- your destiny awaits!

In addition to the rulebook, King & Kaiser, the first scenario book for the second edition of Grand Fleets, is also available. Within these pages, you will find everything you need to fight out the near-run thing that was the Great War at sea.

While great armies slogged through the Flanders mud and clashed over a sun-dried patch of Anatolian rock, the course of human affairs was directed by the men and machines that steamed the oceans of the world. Across the Atlantic, the Mediterranean, and the North Sea, two powerful navies battled for supremacy, a life-and-death struggle that resonated throughout the twentieth century.

In addition to more than fifty data cards detailing ships of the Kaiserliche Marine and the Royal Navy, King & Kaiser includes half a dozen scenarios from the early years of World War I. Take on the role of Spee, Beatty, Hipper, or Admiral Sir John Jellicoe -- the only man who could lose the war in an afternoon.

Do you have what it takes to keep the German threat bottled up at Kiel, making the seas safe for democracy? Or can you break the back of the Grand Fleet and provide for the German Empire her place in the sun?

1,712

(9 replies, posted in Starmada)

I'm afraid there are no "official" Brigade stats for AE. I have contacted the guys at Brigade Models about an updated sourcebook, but so far nothing has been decided upon.

In the meantime, using the rules from pp.69-74 of the Core Rulebook and the ship designs in Starmada X: Brigade, you should be able to make some decent conversions.

1,713

(129 replies, posted in Game Design)

Blackronin wrote:

The Aaracne were defeated?

The invasion was stopped -- whether they were fully defeated... ?

The Cybroids already existed before the fall or are they a surprise to everybody?

They are a surprise.

1,714

(6 replies, posted in Discussion)

underling wrote:

Eh, I don't think I'd buy into it being one of the greatest plays ever. Players make plays similar to it almost every day.

Yes, I've seen a lot of plays that in isolation are as good or better (although the second catch in his bare hand as he is falling to the ground makes this one a little different) -- but considering what was at stake, and the fact that it was the first ball hit in play after Wise had been riding the pine for eight innings, it's pretty darn good.

Probably the only similar play in a comparable situation that I can think of was Willie Mays in the '54 World Series.

1,715

(6 replies, posted in Discussion)

murtalianconfederacy wrote:

Did one of the CWS players in that game catch a hit that was almost over the wall in the 9th?

Indeed. Dwayne Wise sat on his ass for eight innings, then went out as a defensive replacement for the ninth. That catch was on the very first ball hit in the inning.

Considering the circumstances, there are many people saying it was one of the greatest plays EVER.

1,716

(6 replies, posted in Discussion)

Don't care if none of you are baseball fans, I have to mention this:

My boy, Mark Buerhle, just finished off a perfect game for the White Sox:

9 IP, 0 H, 0 ER, 0 BB, 6 K

Only been done 17 times before in history. Woo! smile

1,717

(129 replies, posted in Game Design)

Think of this as the "opening crawl" to a Star Wars movie...

The Blight has passed, and the long, slow road to recovery begins.

The Emperor has been in exile for a dozen years and more; although weakened, his Golden Legions remain formidable.

They are needed, for Magistrate Fuzen Jao has returned. Thought to have perished in one of the last great battles of the Invasion, Jao revealed himself less than a year ago, shaking the galaxy to its core. Remembered as a hero who made the ultimate sacrifice in a valiant last stand against the Aracine hordes, the Magistrate's return was welcomed by few.

From his secret headquarters, Jao's cybroid armies have gone forth to wreak havoc upon the worlds of the Thirteen Provinces. In the name of the Emperor, the Magistrate claims to seek a return to peace and unity -- yet his forces spread like a cancer across civilized space.

Although the cybroid menace does not discriminate, the free peoples of the Successor Parliament have endured more than their share of attacks, losing system after system to Jao's advance. Despite the valiant efforts of the Parliamentary Guard, the future looks bleak. Parliament has called for more Vassal Brigades, but many states have gone back on their obligations, citing a need to protect their own borders.

However, there is a glimmer of hope: Fuzen Jao's most trusted general, Oka Tandaro, is sympathetic to the Parliamentary cause. At great personal risk, she has provided the location of Jao's base of operations -- and more importantly, the route by which it may be approached without detection.

Even now, a hastily-assembled force is on its way to lay siege to the icy wastes of Meknos Prime, hoping to capture the Magistrate and force him to the negotiating table before his forces can be recalled from campaigns throughout the galaxy...

1,718

(23 replies, posted in Starmada)

PSYCO829 wrote:

Capital Ship Killer
It fires 2-3 times, then gets destroyed. Vs large ships, this satellite is absolutely brutal
<.<

And against smaller ships, it's all but useless... wink

1,719

(3 replies, posted in Starmada)

TeknoMerk wrote:

For various effect/philosophy reasons, I changed the turn sequence to the following:

Care to share your reasons?

For the above change for my game, what is a reasonable value for the basic SU (obviously cheaper)?

I would suggest reducing the final SU cost of your fighters by 20% and seeing how that works.

1,720

(2 replies, posted in Starmada)

murtalianconfederacy wrote:

Finally got my copy of the Rules Annex yesterday morning.

Yay, indeed!

I hope it was worth the wait... wink

1,721

(23 replies, posted in Starmada)

PSYCO829 wrote:

Thats just...  evil

Perhaps... but it's also consistent with the math.

Extra Hull Damage = x3 (because it takes an average of two additional points of damage to get an additional hull hit)
Double Damage = x2 (for obvious reasons)

A weapon with both these traits that inflicts 10 damage dice would result in an average of 30 hull hits; without these traits, the average is 5 hull hits. Thus, the two traits combined increase effectiveness by a factor of 6 (2 x 3).

1,722

(23 replies, posted in Starmada)

PSYCO829 wrote:

Lets imagine I have a 1/2+/5/5 weapon with the traits Extra Hull and Double Damage, and i get 10 damage on the inside.
Does it start off dealing 20 hull and then roll damage, or would it deal 10 hull then damage?

20 hull, then roll 10 dice for damage, doubling the effect of each die.

1,723

(49 replies, posted in Starmada)

RobinStirzaker wrote:

How do you get rid off the white movement lines that follow your ships around?

For a moment, I failed to realize this topic is about Vassal -- and I was trying to decide how best to respond to the question...

"Lay off the weed -- that should do it." smile

1,724

(38 replies, posted in Starmada)

Tolwyn wrote:

Sorry for the threat Necromancy, but is thereanything new on a release date?

Yes.

smile

1,725

(4 replies, posted in Starmada)

Fjodin wrote:

Can someone tell me can I make these turns.

My ship have engine capacity of 3 so:
1turn - move forward 3 hexes (speed 3)
2turn - speed lovered to zero
3 turn - U turn or (U3, 1U2, 1U1) (0+3, 0+3, 0+2)

1turn - move forward 3 hexes (speed 3)
2turn - speed lovered to zero and U turn (3+0, 0U)

It depends on your speed in the previous game turn.

1 hexside turn = Thrust requirement is greater of last turn or this turn's speed
2 hexside turn = Thrust requirement is sum of last turn and this turn's speed
3 hexside turn ("U turn") = Same as 2 hexside turn

Assuming your speed last turn was 3, and your engine capacity is also 3, then you are allowed to make a 1 hexside turn and still move up to 3 hexes. You may also turn 2 or 3 hexsides, but in doing so your ship must come to a stop.

So yes, your calculations are correct, presuming your previous speed was 3.