Excellent & Well thought-out.
:idea: One minor change:  Have fighters, drones, shuttles, etc move before overthrusters are used.  This allows ships that have them to use them to change facing to bring weapons to bear on fighters to defend a friendly ship or themselves more effectively.
Cheers,
Steven

152

(18 replies, posted in Starmada)

Excellent!  I will seek these novels out when I get back to Jacksonville later in the week.

153

(18 replies, posted in Starmada)

I did not realize that more Starfire novels had been written.  The last ones I read were the ones on the Arachnid invasion and the Terran Federation Civil War where the Fringe successfully succeedes (Insurrection?).
Were there novels written after that?  By David Webber?
Cheers

Hello again everyone!
I am visiting S.Fla again soon and we are playing Starmada S:NE Sunday April 14th at 1pm at Gaming Glenns store on Stirling Road in Davie, near Fort Lauderdale. All are welcome!  Bring your ships or use designs that I have made of the Minbari, Federation, Klingons, etc. 8-)
Cheers

155

(18 replies, posted in Starmada)

I played Starfire for many years before discovering Full Thrust, then STARMADA.
I like the idea of warp points as an alternative to FTL.  You could require hyperdrive on a ship to be able to use the warp point.  system defense ships wouldn't have it and be less costly.
:idea: As an idea, the first turn a ship emerges from the warp point, give all of their weapons a -4 on firing to reflect the electronics being a unstabalized by the transition.  This way the ship is not totally defenseless.  The second turn a -2 on weapons fire would work.  And on the third turn, all is normal...

156

(18 replies, posted in Starmada)

Facinating. 
My CR=600 point Four-Turret-DNs now have 46 Hull & 46 Armor.  They have a speed=6 and most weapons shoot out to 18 which is the max range that we let ships can have among the people I game with... 8-)
I have DDs that have 13 hull & 13 armor, speed=7 and a CR=150
Cheers

157

(31 replies, posted in Starmada)

Many Naval games use simultaneous fire because each turn represents up to ten minutes of fire between the ships.  But is space combat where each turn is of shorter duration, this may not be the case, but it could.  In the games we play here in Jacksonville and at GamingGlenn's store down in Davie, Fla, we only roll for initiative the first turn and after that it goes back & forth, just like in the game Ogre.  This way players can plan accordingly.

My experience with seekers is that they're rarely fired at the turn that they are launched because they are distant from the hostile fleet which added to all of the minuses makes it not worth taking shots at them.

The idea of having a launch-seekers pre-phase before the simultaneous-fire phase seems like a viable solution.

Cheers

158

(3 replies, posted in Starmada)

Needless-to-say, playing Starmada down here @ GamingGlenn's store is a great deal of fun.  wink 
We played three games during my short visit down here. 
I am returning to NE Fla, Jacksonville tomorrow, but will be back down here in the middle of April.

Hello everyone!
We are playing Starmada S:NE Sunday March 24th at 1pm at Gaming Glenns store on Stirling Road in Davie, near Fort Lauderdale. All are welcome! 8-)

160

(1 replies, posted in Starmada)

If a weapon has Dfs, when it shoots at fighters, drones, etc it is treated as if it does Not have Dfs for those shots.   Thus at long range this weapon has -1. 
BTW, I give all my AA weapons the weapon trait Repeating instead of pinpoint to get extra AA shots, and extra shots against hostile ships that are very close.
Cheers

Hello again everyone,
We are playing Starmada:NE on Tuesday 3/12/13 at 4:30pm at the FLGS (FriendlyLocalGamingStore) on Roosevelt Blvd [US17] @ TimmaquanaRoad, near NAS Jax in southern Jacksonville.
(This store used to be Suncoast Comics & Games.)
All are welcome.
Cheers

162

(30 replies, posted in Starmada)

A gaming buddy and I were looking at Battleships Armada this afternoon.  We had  few questions:

Can all of expendible seekers in the Drone Racks on the Federation/Klingon/Khazinti ships fire at once?  If so it will be a massive barrage that would resemble a salvo of Capital-ship missiles launched from External-0rdance Racks on Starfire ships...

I was wondering why the Phaser Fours don't fire out to 24 or even 30 hexes?  In SFB, these base-mounted weapons had the longest range.

I like the idea of making Armor into "Shields" and then using half for Front Shields, the FF arc & the other half for the Aft Shields covering nearly all of the AX arc.  Does this change the cost of a ship, that is, can all ships use this option?

I was couriouswhyno weapons have the Acr weapon trait?  It would allow these ships to have 1/3 leassweapons with the same firepower & cost.  It also allows gamers to roll fewer dice.  All of my personal ships have Acr.

All in all, this Battleships Armada is impressive.  I like the way webs are done.  Brilliant!

Cheers

Hello again everyone,
We are playing Starmada:NE on Thursday 3/7/13 at 4:30pm at the FLGS (FriendlyLocalGamingStore) on Roosevelt Blvd [US17] @ TimmaquanaRoad, near NAS Jax in southern Jacksonville.
(This store used to be Suncoast Comics & Games.)
All are welcome.  8-)
Cheers

164

(8 replies, posted in Starmada)

Agreed.
But during a war between hostile forces, one side could design a special attack force to deal with a formitable Station that is in the way.  It would be similiar to the armored ships/floating batteries that the French designed to bombard Russian forts during the Crimean War.  They saw service & got the job done.
(These ships/floating batteries lead to the building of Ironclad warships by the French, then the British just before the USA's Civil War...)

165

(8 replies, posted in Starmada)

I think that Stations & etc are very Vulnerable in S:NE.
:arrow: Note, my friends here in Jacksonville & in S.Fla limit shipboard weapons top range 18.  Only Stations, etc can have weapons that fire out to 24 or 30.
:idea: An attacker could roar in speeding up & speeding up and go from a range of 31 hexes to range one in one turn, say turn 3 or 4.  Then these ships use short range weapons, R=3, that have Dfs, Dx2, Dx3, Rpt & Slw.  Slw will reduce the weapons' cost.  If the station had long range weapons, they would not be able to take their long range weapons before the attackers arrive.  Or, if not using a map long enough, the attackers line upright behind eachother & beside eachother in a hex row.  Armed with some flares & using EM too, they can degrade the stations long range firepower also as they make their attack run from 31 to 1 hex range.

166

(8 replies, posted in Starmada)

This is a good question; in earlier editions there were special rules.
My friends & I here in Florida limit the range on shipboard weapons to 18.  Only bases, etc can have range 24 or 30 weapons.  I would consider putting overthrusters on a base if I made one, with lots of fighters and drones!

167

(11 replies, posted in Starmada Nova)

These are awesome!  Good designs with an excellent setting/history/reason-for-Stealth-3 8-)
No doubt, it will be a challange dealing with them...

168

(5 replies, posted in Starmada)

That is a good idea on disruptors.  As I recall, many Klingon ships had DERFACS added for that upgrade(?)
If you make any bases, let the Phaser4s shoot out to either 24 or even 30. 
:idea: For Orion ships and Nimble ships, try Stealth 2 or even Stealth 2 to simulate that.
For Scouts, give them ECM because their special sensors could be used to make them harder to hit.  Also ECM in S:NE can be used as ECCM, much the same was as special sensors in SFB.
Cheers

169

(5 replies, posted in Starmada)

I was refering to changing SFB ships the Nova Edition also.  My suggestion for shields was to make a change from the way that SNE shields are usually done.  What I referred to, when talking about the Fed CA was to build it as a standard SNE ship with 4+ shields.  Then to make it more like a SFB ship, tread the shield strength from what is shield #1 in SFB as being shield strength 3+, the #2 & #6 shield as being strenght 4+, and the rear ones as being strength 5+.  It would be a SNE ship slightly altered to a SFB format.  I am sure that this shield-change would not change the the ships CR.

170

(5 replies, posted in Starmada)

I played Star Fleet Battles from the days of the original rules + the three expansion books, thru the Captions Edition, etc.
:idea: Here are some ideas I have for your conversions.
Gives Drones the Slow option for the early years and weak, regular speed for middle times, and Fast with strong for the later drones.
Give ships permanant directional shields with the front one being one stronger, the other front ones being the level paid-for, the the three rear ones being one less.  Refitted ships could get one level stronger.  take for example, the Federation CA.  When you design it, pay for shields that are 4+.  Then let the front shield #1 be 3+, shield # 2 & #6 will be 4+  and the three rear ones will be 5+.    When this Fed CA takes a shield hit, its shields then become 4+ in front, 5+ for #2 & #5, and 6+ for the three rear ones.
For SFB ships I made, I gave the Phaser 1s range=18, with Sct, or U could use Dfs.  The Photon Torps had range 15, slow, Dx3.
For Klingon ships, the Disruptors had range 18, Dx2 and their phaser2s had range 12 witn Sct or Dfs.  The Phaser 3s were range6 with Sct or Dfs.
I hope this helps.
Cheers

171

(2 replies, posted in Starmada Nova)

Hello Steve,
These designs look great!  8-)
I have friends here who have Battlefleet Gothis ships and will invite them to use your designs.  I like that you have many weapons that fire out to 18.  That is the maximum range we use here for ships.  Only Bases can use range 24 & 30 in games we play here.
Cheers

172

(36 replies, posted in Starmada Nova)

Here is the latest design that I use in Jacksonville. I made it on Feb 7.
I use it to represent any of the USA's 4-turret BBs from USS Nevada thru USS West Virginia. Also can be any of the UK's QE or Revenge BBs.
Four-Large-Turret Battleships, CR=529
Thrust=5, no Shields, no ECM
34 Armor + 37 Hull
WEAPONS ARCS RANGE ATTACK DICE -4  -6  -8 
8× Plasma Cannon (Acr/Dx2) [FX4][FX4][AX4][AX4] 6-12-18 ---------8 6 4 3 2 1 1 1 1 0 0 0
10× Chain Guns (Acr/Dfs/Rpt)          [TT]                    1-2-3 -------10 7 5 4 3 2 1 1 1 0 0 0
4× Turbo Lasers (Acr/Rpt)          [PS]                     5-10-15 ---------4 3 2 1 1 1 1 0 0 0 0 0
2× Mass Drivers (Acr/Cts/Sct)     [CD2][CD2]           5-10-15 ---------2 1 1 1 1 0 0 0 0 0 0 0

By making them a little smaller with a lower CR, I can play more of these.  So far they are working. 8-)
Cheers

173

(25 replies, posted in Starmada)

Hi Marc,
Give the fighters a try.  Have them enter range of the weapons of hostile ships the same time that your ships do so that any weapons firing at ur fighters aren't firing at your ships, etc.  It is a challange to both use fighters and to defend against them.
Let me know how it goes.  I have a CR=450 CVL with the weapons of a CR=150 DD, and 10 Strong Fighter flights.  It works well.

174

(25 replies, posted in Starmada)

We played three games of Starmada here in Jacksonville yesterday (Saturday 2/16).  Although fighters were not used, my friend in the Navy did have a cruiser that carried 18 flights of drones, which he launched three flights at a time.  Using the changes we made, these were brutal when they attacked.  Fortunately my ships have good AA, but when he fired the drones on a turn that he had innitiative before the defending BB could shoot, these drones really pounded the BB blowing off 2/3 of its armor.  I think the changes we made have "fixed" fighters, drones, and shuttles without the need to change any of the ship designing programs, nor do any changes to/recosting of the printed ships in any of the books. 
IMHO, this is a better fix than trying to change/lower the cost of fighters because that would mean that all of the ship designing programs will have to be changed, and all of the printed ships in the suppliments, books, etc. will have to be changed too.

175

(25 replies, posted in Starmada)

What we do with fighters is allow all of the fighters in a hex (up to six are allowed) to fire just as a ship would during the owning players time to fire a ship.  The player can hve the hex of fighters fire instead of firing a ship.  This makes manuevering them important.  This has worked well.  It makes drones significant because once they attack, there is no opportunity to fire at them and weaken their number the way that fighters can be fired at with the next turn in mind. 

Suncoast Comics & Games here in Jacksonville has changed owners and is now called the Friendly Local Gaming Store.  The store's Grand Opening is today and I will be running Starmada @ 1pm.  I am hoping to have a game with four players, with c3000 points per side.
Cheers