151

(7 replies, posted in Starmada Nova)

Fairly soon there'll be a complete supplement here (once a couple of questions have been answered), but until then, heres a little taster of what to expect...:D

(310) Celandian Generation 1 1st-Class Battleship C-3
Nova TL: 0
Armour: 1 * 1 * 1
Hull: 6 5 4 3 2 1 * 6 5 4 3 2 1 * 6 5 4 3 2 1
Thrust: 3 2 2 1 1
Shields: 3 4 5 6 6
ECM: 0 0 0 0 0
Weapons: 0 1 2 3 4
[V]: 4x Cannon-5 (Prc/Dx2) / [FX2][AX2] / 3 - 6 - 9 / AD: 4 3 2 1 1 1 1 0 0 0 0 0
[W]: 8x Cannon-3 (Prc/Rpt) / [FP4][FS4][AP4][AS4] / 2 - 4 - 6 / AD: 8 6 4 3 2 1 1 1 1 0 0 0
[X]: 20x Heavy QF Battery (Gid/Pnp) / [TR7][TR7][TR7][TR7][TR7][RT7][RT7][RT7][RT7][RT7] / 2 - 4 - 6 / AD: 20 14 10 7 5 4 3 2 1 1 1 0
[Y]: 24x Light QF Battery (Gid/Pnp) / [FP5][FS5][AP5][AS5][TT5][TT5] / 1 - 2 - 3 / AD: 18 13 9 6 5 3 2 2 1 1 1 0
[Z]: 16x Cannon-2 (Prc) / [FP6][FP6][FS6][FS6][AP6][AP6][AS6][AS6] / 2 - 4 - 6 / AD: 16 11 8 6 4 3 2 1 1 1 1 0
Specials: Transport (200)

(325) Celandian Generation 2 Dreadnought Battleship
Nova TL: 0
Armour: 1 * 1 * 1
Hull: 6 5 4 3 2 1 * 6 5 4 3 2 1 * 6 5 4 3 2 1
Thrust: 3 2 2 1 1
Shields: 3 4 5 6 6
ECM: 0 0 0 0 0   
Weapons: 0 1 2 3 4
[V]: 8x Cannon-6 (Prc/Dx2) / [FX4][FX4][AX4][AX4] / 4 - 8 - 12 / AD: 8 6 4 3 2 1 1 1 1 0 0 0
[W]: 16x Heavy QF Battery (Gid/Pnp) / [PH6][PH6][PH6][PH6][SH6][SH6][SH6][SH6] / 2 - 4 - 6 / AD: 16 11 8 6 4 3 2 1 1 1 1 0
[X]: 16x Heavy QF Battery (Gid/Pnp) / [PH6][PH6][PH6][PH6][SH6][SH6][SH6][SH6] / 2 - 4 - 6 / AD: 16 11 8 6 4 3 2 1 1 1 1 0
[Y]: 8x Light QF Battery (Gid/Pnp) / [TR2][RT2] / 1 - 2 - 3 / AD: 6 4 3 2 2 1 1 1 0 0 0 0
Specials: Transport (200)

(223) Celandian Generation 2 2nd-Class Battlecruiser
Nova TL: 0
Armour: 2 1 * 2 1 * 1
Hull: 5 4 3 2 1 * 5 4 3 2 1 * 5 4 3 2 1   
Thrust: 4 3 2 1 1
Shields: 5 6 6 6 6
ECM: 0 0 0 0 0
Weapons: 0 1 2 3 4
[V]: 6x Cannon-6 (Prc/Dx2) / [FX3][FX3][AX3] / 4 - 8 - 12 / AD: 6 4 3 2 2 1 1 1 0 0 0 0   
[W]: 12x Heavy QF Battery (Gid/Pnp) / [PH5][PH5][PH5][SH5][SH5][SH5] / 2 - 4 - 6 / AD: 12 8 6 4 3 2 2 1 1 1 0 0
[X]: 12x Heavy QF Battery (Gid/Pnp) / [PH5][PH5][PH5][SH5][SH5][SH5] / 2 - 4 - 6 / AD: 12 8 6 4 3 2 2 1 1 1 0 0
[Y]: 8x Light QF Battery (Gid/Pnp) / [TR2][RT2] / 1 - 2 - 3 / AD: 6 4 3 2 2 1 1 1 0 0 0 0
Specials: Transport (200)

152

(9 replies, posted in Starmada)

If I hadn't spent the last two-three weeks doing a supplement, I'd have suggested that we could have done a supplement based along those lines (a naval/land/aerial supplement). However, as I've completed the design process and need only a few days to tie everything together, as well as the fact that I've based it on a Culture-like Orbital to justify some of the handwaves I made to put aerial vessels in the setting, I doubt that'll work...

Would you be looking for contributions of established work, or collaborations between a few or many of us?

153

(1 replies, posted in Starmada)

Hi all

As you may know, I've been playing around with the concept of flotillas for a few months, and at the moment am working on a setting I've tried a few times--that of a air, sea and land combined setting. In doing so, and especially with the land side, I've been toying with the idea of having land flotillas (or regiments as they'll be called) be capable of staying on a landcruiser. The basic idea is that a vessel that haves Transport (100) enables one flotilla, and Transport (150) a marine flotilla, to stack on it, benefit from the defences of the vessel, gets destroyed if the vessel is destroyed and uses its own arcs when firing its weapons. So far so good.

The main issue comes from damage. There are at least two options I can go for. One is to allow enemy ships to target the flotilla directly (maybe at a -1 to hit), and track damage separately. Another is to treat the flotilla/regiment as munitions, losing a hull point if it fails. A possible third (if the advantages are too great) is to combine the two and allow shooting at the flotilla/regiment directly and do a 'threshold check' against the flotilla/regiment.

What do you think?

154

(1 replies, posted in Starmada Nova)

Minor errata:

I noticed that in the Jump Point part of the document, the maximum hull size is 6, while in the description of the JG-1000, it is 4. The Jump Point section of the document is correct.

Clarification: Tonakri 1st Stage Vanguard units do have the flotillas on-board, but as they have just made the journey, and they're trying to protect their cargoes, they are not deployed until they've managed to fight off the local opposition and established a beachhead. I was going to create a scenario whereby each Tonakri ship would have a Tick or Tock and at the end of the battle, if the Tonakri had driven off the Icurnans, the number of Ticks and Tocks surviving would have determined what level of victory they achieved, but I decided not to.

155

(1 replies, posted in Starmada Nova)

Another supplement. Originally intended to be a flotilla-free supplement, in order to give the idea a break, but circumstances conspired against this plan... :oops:

156

(5 replies, posted in Starmada)

Well, while I had attempted to generate debate, what I'm actually showing you is my creative 'process'. In the time between my post and now, I contemplated forgetting about this idea for a while because of the issues with scale until I hit upon an idea to do a sea, land and air setting with steampunk/dieselpunk Bolos and aircruisers making an appearance. Yeah, that all happened in a few hours yesterday... :oops: 

I also worked out how to do company-level ground forces, basically re-using the Mixed Flotilla rules from BtUC (the much-needed acronym for Breaking the Unbreakable Chain)--I worked out how much space each Elite company of a given type would need, then divided that up to give the maximum SUs for the sub-units in the company (working out to 31SUs). At the moment, I've got seven types of ground company, with a further three or more planned (these to be amphibious units)

157

(5 replies, posted in Starmada)

Okay, that has sparked off something, Erik. I was hoping to give flexibility by having infantry and cavalry as separate units, but a fighter-as-cavalry concept could work also. Maybe shuttlecraft, but they don't give much variety if you want to go for both heavy cavalry and light cavalry. However, as explained below, the variation on cavalry types isn't that important to the overall idea...

I maybe should explain what I was hoping for--a system that would enable a land battle and sea battle to be fought at the same time, on the same map. I'm also fond of the ironclad era (as I'm sure you know) and was hoping to be able to design some monitors for an amphibious assault scenario.

Hmm...maybe I should give up on separate artillery forces and integrate them into the infantry (and cavalry) unit. If I keep with my ideas of having cavalry as separate forces, then I could give them light horse artillery, and give infantry forces standard artillery (hopefully leaving enough space 'above' the artillery for the heavy naval guns).

It should also be noted that I'm not going for a setting based on Earth history--it would be a new planet that the setting would be based on, so historical accuracy isn't extremely important (which considering the lack of resources I have on the subject is a good thing...;) )

158

(5 replies, posted in Starmada)

I've been toying with the idea of doing a ground force or amphibious setting using S:NE for a while now, but never got that far. However, while one of my supplements is almost finished, I've been tinkering again and have the bare bones of a setting.

This is not an in-depth look at ground forces combat, and it is meant to be fairly generic (admittedly it is meant to be more gunpowder-era oriented than ancient warfare). I must also add that some things might be wrong, which is why I'm posting this up (to get some constructive criticism).

All ground forces would be represented as hull-3 vessels, and represent company-level forces. Each infantry company has four platoons plus skirmisher squads (which is represented by four 'Infantry Platoon' weapon batteries and one 'Skirmisher' battery). Each cavalry 'company' has four squads (which are represented by four 'Cavalry Squad' weapon batteries). Artillery batteries would have four gun teams (which are represented by four 'Gun Team' weapon batteries)

There will be four levels of Infantry and Cavalry, named Green, Regular, Veteran and Elite. Green companies have 3 hull and nothing else. Regular has 3 hull and 1 armour, Veteran has 3 hull and 2 armour and Elite has 3 hull and 3 armour. This is to represent both casualties and the loss of morale before that company breaks--an Elite company could stay in the field for twice as long as a Green company.

Artillery 'companies' would be just hull 3 and also have Fragile Systems--this is to represent the fact that artillery are much smaller in terms of numbers.

Weapon batteries:

The Infantry Platoon would be Range 3, BAS 1, Guided+Scatter. This means a SR firepower of 3, a MR firepower of 2 and a LR firepower of 1. The SR firepower indicates combined HTH weapons and close-range volley fire, with the volley fire getting weaker at range.

The Infantry Skirmishers would be two banks of Range 3, BAS .5, Guided and Accurate. This gives a firepower of 1 at all ranges.

The Cavalry Squad is a Dual-Mode weapon. In mode 1, it would be Range 3, BAS .5, Focused and Scatter. In mode 2, it would be Range 3, BAS .5 and Diffuse. The first mode is meant to indicate a stand-off pistol volley, as it is only effective at range 2 (2 firepower at that range, no firepower at SR/LR). The second mode has a SR firepower of 2, a MR firepower of 1 and no firepower at long range. This is to ensure that Cavalry, despite their faster speed, always have to enter Infantry range, as Cavalry ranged fire was shorter than Infantry ranged fire.

--If I can be presented with sufficient evidence that cavalry had equal ranges to Infantry ranged fire, then I'll give Cavalry the Infantry Platoon weapons instead. Dragoons do not count, as they fought on foot, IIRC, and I'm looking at Cavalry as a force that fought on horseback, which from the admittedly limited reading material I've got indicates they had primarily pistols.

The Gun Team is a Dual-Mode weapon. In mode 1, it would be Range 6, BAS 1.5 and Guided. In mode 2, it would be Range 3, BAS .5, Diffuse+Scatter. The first mode is designed to depict standard firepower, as it has a firepower of 2 at all ranges. The second mode is designed to depict canister/grapeshot, as it has a SR firepower of 6, a MR firepower of 2 and no LR firepower.

Speeds I'm thinking of for each force is Infantry as speed 2, Cavalry as speed 4 and artillery as speed 1 (enabling some measure of re-deployment) or speed 0.

What do you think?

159

(18 replies, posted in Starmada)

Thanks, I try and think of every eventuality...:D

160

(18 replies, posted in Starmada)

And so, four months later, a new version of the document has been prepared. It includes launch rates for fighters and flotillas.

161

(36 replies, posted in Starmada Nova)

Um...unless I'm mistaken, there's no thrust rating listed...

162

(127 replies, posted in Starmada)

Rounding, maybe? If you were over by, say, .4 SUs, then it rounds down to 0, but you're still 'over' by those .4 SUs

163

(6 replies, posted in Starmada Nova)

@Blacklancer: if you'd (or anyone else would) like to use it for that purpose, go ahead--an AAR would be fantastic, of course...:)

164

(6 replies, posted in Starmada Nova)

This is what happens when you've got five minutes to spare and decide to play around with OldnGrey's shipyard spreadsheet...:D

(10004) 5M2S -class Breaking the Unbreakable Chain Human Sphere 10K Dreadnought
Nova TL: 2
Hull: 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 * 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 * 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Thrust: 4 3 2 1 1
Shields: 2 3 4 5 6
ECM: 5 4 3 2 1
Weapons: 0 1 2 3 4
[V]: 20x Capital Missile (Gid/Skr/Dx3/Prc) / [TT] / 10 - 20 - 30 / AD: 20 14 10 7 5 4 3 2 1 1 1 0
   Mode2 (Pnp) / 2 - 4 - 6 / AD: 60 42 30 21 15 11 8 5 4 3 2 1
[W]: 40x PD Battery (Pnp) / [TT] / 1 - 2 - 3 / AD: 80 57 40 28 20 14 10 7 5 4 3 2
[X]: 20x Assault Laser Cannon (P.O.C.) (Gid/Acr/Prc/Dx2) / [TT] / 5 - 10 - 15 / AD: 20 14 10 7 5 4 3 2 1 1 1 0
[Y]: 10x Hypervelocity Rail Cannon (P.C.C.) (Pnp/Prx/Prc/Vlt) / [TT] / 4 - 8 - 12 / AD: 10 7 5 4 3 2 1 1 1 0 0 0
[Z]: 20x Heavy Flak Battery (J.A./C.F.W.) (Bls/Gid/Acr/Prx) / [TT] / 3 - 6 - 9 / AD: 20 14 10 7 5 4 3 2 1 1 1 0
   Mode2 (Pnp) / 1 - 2 - 3 / AD: 80 57 40 28 20 14 10 7 5 4 3 2
[A]: 20x Fusion Torpedo Launcher (PoL) (Dfs/Prc/Dx3) / [TT] / 3 - 6 - 9 / AD: 20 14 10 7 5 4 3 2 1 1 1 0
Specials: Fire Control, Marines (40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1), Carrier (30)

165

(6 replies, posted in Starmada Nova)

Another SNE supplement by yours truly. It expands on the Flotilla concept outlined in Steel and Air, introducing the Corvette flotilla, DEFSATs and Mixed Flotillas.

Note: although asking here whether I should go for ECM or Stealth for corvettes, I decided in the end to go for ECM, for one primary reason--even after downsizing some weapon batteries, having Stealth for the various corvettes caused them to go over-budget for SUs.

Three primary groups of ships--the Human Sphere, the Hlastran Federation and the Yostil Empire. The Yostil are TL -1 and with hyperdrives to give them more of a 'hit-and-run' mentality. The Hlastran go for a "heavy fast ships with small slow ships with long-range weapons" concept that I've played around with sometimes, and this time I hope it works.

EDIT: New file, minor cosmetic changes, finished off a sentence which I forgot I hadn't finished...)

166

(25 replies, posted in Starmada)

I was thinking of the flotillas in my latest (and working-on) supplements, so something like the icons in your second post.

I must admit, it was a spur of the moment ask, and I didn't really think about how difficult it would be to do when I asked. Maybe I should stick to the design of supplements instead...:D

167

(25 replies, posted in Starmada)

:idea:

How about icons for Flotillas of the Super-Heavy Fighter, Shuttle, Gunboat and Corvette, and the Marine versions of each of those as well?

168

(7 replies, posted in Starmada Nova)

Yep. My main thought processes were along the lines of 'because each corvette would in essence be a 1.5 hull ship, you don't have to hit as many fire control stations, drive rooms etc to knock out a ship', combined with 'this'll give a slight bit of variety to flotillas, rather than them seeming like smaller or larger versions of the same ship'...

And I agree with you on Stealth. I went with ECM initially because it made the calculations just that little bit easier...

169

(7 replies, posted in Starmada Nova)

Re: Flotillas

I've started work on a new setting, similar to Eternal Quest (human-centric, large-scale and with the possible addition of aliens), but with flotillas. I've decided to add a new type of flotilla, the Corvette, where each flotilla is a pair of Corvettes.

However, with each Corvette being 1.5 hulls, I'm wondering if they should have Reinforced Hulls. I'm currently thinking no, but giving them a point of armour instead. I'm also wondering whether I should keep with ECM for flotillas or go to Stealth...

170

(7 replies, posted in Starmada Nova)

@cricket: thanks big_smile

@Blacklancer: Yeah, I know, but Carronade sounds so much better ( wink ), and my knowledge of medieval artillery isn't up to scratch (I did write out a list of old-style cannons in use before the Spanish Armada about five years ago, but one of my clear-outs might have binned it). I also didn't want to have to put in two different types of weapons whose effects were exactly the same. Maybe I should have. I think that if I change the name of the TL -2 weapons to 'Old Heavy Gun' and 'Old Light Gun' (the same as Heavy Carronade and Light Carronade), that makes it slightly better, but for the moment I'll leave as-is...:)

171

(7 replies, posted in Starmada Nova)

Just realised that the chase gun is listed as being a TL -2/TL -1 weapon, when in fact it is only a TL -1 weapon.

172

(25 replies, posted in Starmada)

OldnGrey wrote:

And those of us left are thankful .

That's good to know. I have been tempted in sounding out some others for a collaborative project as it's getting harder to come up with more original material that isn't just a space opera setting...

The Drake notation is handy for keeping files small but I still find myself keeping data cards in .png format. I was going to use the Drake Notation in vassal but I am getting used to filling in the ship class stats when adding a new ship (just have to remember to save the module between entering ships so that the stats are kept).

That's one of the reasons, but also because that's always the way I've done my supplements, and it's easier to tinker around with WRT fonts, sizes etc--I can switch between Calibri and Courier. TBH, I'm not happy with the Courier font for the latest supplement, but too late now, I guess...

I am just happy if what I turn out is not a disaster smile  To me some of my ships seem crude and I am envious of everyone that can use 3D software. Never had the money to buy the software in order to learn but I have noticed a prog called Blender. In my head I can visualise the shapes but the problem is transferring them to a computer. :roll:
Who cares if your drawing skills are not "top-notch" it is the trying that counts, I have had to accept that I am no Da Vinci and never will be but practice helps.
Never mind about icon ideas, since I asked a few have come to mind. You see though, just when I think I have enough people will start posting that I have forgotten something or other. lol

Paul

I can visualise a shape as well, and drawing on graph paper helps, but trying to transfer that to a computer screen is just too difficult. I can do simple plan views, but the degree of detail you do in your icons blows anything I can hope to do out of the water...

173

(25 replies, posted in Starmada)

I'm still here--just posted another new setting...:)

But I have no ideas for new font icons, and I post my ships in Drake notation anyway (the better to paste into Notepad and then into the document)

I know one thing for sure--I wouldn't be able to do anything near to what you're doing--if you've noticed, my drawing skills are not top-notch...:(

174

(6 replies, posted in Starmada)

Two ideas:

Well, working it out, a single mine counter would have a CRat of 2 (ORat 5, DRat 1, square root is just over 2). How about adding a 50% surcharge to that, so it comes out at 3 CRat per mine?

Or if that doesn't work, go the B5Wars route and say that you've got to pay 50 CRat for the pleasure of having mines on the field of battle before you get any mines (the 50 CRat is the cost of having a minelayer visit the battlefield earlier), with mines being 2 CRat per counter. So if you want 20 mines, that would be 90 CRat.

Of course, you could combine both...

I've just noticed that I keep on using CRat instead of VPs...

175

(6 replies, posted in Starmada)

Hmm, fair enough, just the way I'd do it if I wanted mines, as its the least-change version.