151

(5 replies, posted in Starmada)

Hmmm... Yes, I was trying to design some ships with different philosophies. Clearly, the poor accuracy against ships with countermeasures is a serious problem. The hegmony will need a redesign before round 2!!!

I did honestly think that because the Empire's lasers were all double range modifiers, that it would be fairly even at longer ranges. Sounds like I was wrong.

But this was a big part of the reason for everyone having to play as both sides in two different games. Just in case one design philosophy was so much better than the other.

152

(49 replies, posted in Starmada)

There was a question about how to manage Firing orders. As I describe in the how to play manual I wrote up, the fastest method for PBEM is to have both players secretly record their firing orders, just like move orders are handled. This DOES mean that, unlike the rules as written, you could end up wasting shots if you have all your ships concentrate fire on one ship and the first firing ship causes enough damage to destroy it...

Any questions about this? Is this how everyone is playing it?

153

(12 replies, posted in Starmada)

Inari7 wrote:

How about using the flotilla rules. If I remember Y-wings/X-wings most of the rebel ships have hyperdrives. Making them sz 1 ships in not much of a strech for this game. With the flotilla rules you can even give the ships weapons that have a prettty long range.


Just a thought.

...............Doug

That's a brillianter idea!

154

(41 replies, posted in Discussion)

murtalianconfederacy wrote:

The one thing you like more than playing sports or watching them is talking about them. But we do the same thing over here, I guess

Four years in Germany gave me a great appreciation for football. I really learned to love it and get into it (although I never got to watch much Bundesliga because it was ONLY carried on Satellite TV -- imagine if 80% of Americans could not tune into the NFL every weekend!). But I loved watching Champions League and the international events. Good stuff. It actually meant a lot to me when the USA beat Spain a couple weeks ago. That's frickin' huge!

155

(49 replies, posted in Starmada)

Yes, true, in an older version of Vassal mine always saved them without extension (!!!) but when I installed a more recent version some months ago it started making them vlogs again.

156

(49 replies, posted in Starmada)

Oh, now I'm not sure what your question is. Is it simply why does it not automatically make it vlog?

157

(49 replies, posted in Starmada)

Could you send me the file? If I remember correctly, it works either way.

158

(12 replies, posted in Starmada)

Well, I was thinking about how much more powerful it would make Fighters if they had stand-off capability (without giving ships some additional ability to stave off fighter attacks), and I thought about making a powerful bomber without standoff capability:

Fighter    183    6    14    4    1    Increased IMP-2    Increased DMG-3        155

Since 155 is the capacity, this flight of six fast, hard-hitting bombers would cost 155 points to field.

For 126, you could field 6 of these... they don't get to move and fire after ships move and cause immediate damage, like fighters do BUT... they would get in quick and have stand-off capability, and probably last as well as fighters tend to (at least in my games).

Type: ,  Class,   Bomber  (21)
Hull: 1
Engines: [TL0] 14                             
Shields: [TL0] 1                             

Weapons : 1:[X], 2:[X], 3:[X], 4:[X], 5:[X], 6:[X]

Weapons
Battery X:   Guided Missile  TL0,  1/2/3, 1/4+/2/3
[AB]

Special Equipment
Countermeasures

Really, I think the 6 small ships are a better buy (and you could field a seventh and still cost less than the flight of non-standoff bombers costs). And really, at these costs, why not field some friggin' frigates.

159

(49 replies, posted in Starmada)

jygro wrote:

I have a quick question:

Are we playing with the maximum roll rules?  You know, the rule that gives you a chance to hit if your modified to hit is greater than 6.  Let me know so I can finish my turn.

-Bren

Yes, those rules are in effect. And trust me, I've been sunk by a few such rolls.  sad

160

(49 replies, posted in Starmada)

People in MA just can't get their acts together...

Oh...  :oops:     :arrow:

161

(49 replies, posted in Starmada)

RobinStirzaker wrote:

What are the allowable fleet set up positions?
i.e. does the Hegemony fleet start at the bottom of the map and the Empire at the top?

For setup locations, Empire will begin at the top of the map. Standard SAE rules dictate the top 3.5 hex rows are allowable starting positions. For the medium vassal map, this means the row xx04 and above (0104, 0204, 0304, etc.). [Hegemony will be at the bottom of the map in row xx30 and below.]

162

(49 replies, posted in Starmada)

I didn't get to finish the email I wanted to write today. I will get it out tomorrow for everyone.

What everyone can do ahead of time, as I mentioned, is determine the composition of their two fleets and determine starting locations for them. Erik (aka Blacklancer99) is a veteran Vassal user, so his opponents can lean on him a bit to show them the ropes.

Does anyone have any questions they want me to address?

163

(4 replies, posted in The Admiralty Edition)

Hey, I love this, Inari! I was looking at doing something similar with the rules... My notes are all over the place, though. wink

164

(49 replies, posted in Starmada)

Waiting on one email... I suggest you all start choosing your two forces, though. It will speed the destruction up.  :twisted:

165

(49 replies, posted in Starmada)

No one asked but the prize will be a hard copy of the Starmada Rules Annex. (If you already have it or are getting it before the tournament concludes, we'll make it something else of comparable value.)

166

(49 replies, posted in Starmada)

Matches will be as follows.

    [*]Blacklancer99 (Empire) vs. Inari7 (Hegemony)
    [*]falstaffe (Empire) vs. Blacklancer 99 (Hegemony)
    [*]Inari7 (Empire) vs. RobinStirzaker (Hegemony)
    [*]RobinStirzaker (Empire) vs. jygro (Hegemony)
    [*]jygro (Empire) vs. falstaffe (Hegemony)

Please PM me your favored email address and I will distribute information to each player. I will be available for any questions!

We will begin Vassal training by having each player submit in-game their fleet composition and starting hexes. I will send everyone some starting information and guidelines for beginning play.

167

(7 replies, posted in Starmada)

Welcome, Inari7!

Looks like we have five players.

168

(7 replies, posted in Starmada)

See my note above if you are still interested in joining the tournament.


[size=100]Round 1 Scenario[/size]

Again, I would like everyone to play two games in round 1 -- one as each faction. You will choose your own fleet composition from the following designs. Obviously, stay within a single faction when choosing designs for an individual game. You will be able to spend up to 355 points. You can't spend more. If you spend less, you will start with a number of victory points (VPs) equal to the difference between 355 and your starting point total.

In Round One there is no terrain and no special rules aside from weapon traits and ship traits available here. (i.e., no Active/Passive Sensors, no Evasive Maneuver, no Sideslips, etc.)

[size=100]Empire Faction[/size]

The Imperial Navy has designed its ships around a simple theme: Charge! Although not especially fast, the ships are designed to face the enemy and cause serious damage as they approach. Their main gun technology, the laser battery is weak at longer ranges but devastating when close to the enemy. In order to offset this disadvantage at long range, all ships have been fitted with ECM technology.

These are the designs available in round one as the Empire faction.

Type: Mansell Class Gunship (GS)  (60)
Hull: 3 2 1
Engines: [TL0] 6 4 2                           
Shields: [TL0] 2 2 1                           

Weapons : 1:[X], 2:[X], 3:[X], 4:[X], 5:[X], 6:[X]

Weapons

Battery X:   Plasma Cannons  TL0,  3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]  [AB]  [AB]


Special Equipment
Countermeasures
Marines (Squad) (1) : Teleporter (1)

Type: Bucknell Class Destroyer Escort (DE)  (90)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                         
Shields: [TL0] 2 2 1 1                         

Weapons : 1:[2X], 2:[2X], 3:[X], 4:[X], 5:[X], 6:[X]

Weapons

Battery X:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AB] [AC] [AC] [BD] [BD]


Special Equipment
Countermeasures
Marines (Squad)(2)  : Teleporter (1)

Type: Abernathy Class Missile Frigate (FFG)  (114)
Hull: 5 4 3 2 1
Engines: [TL0] 5 4 3 2 1                         
Shields: [TL0] 2 2 2 1 1                         

Weapons : 1:[XY], 2:[XY], 3:[X], 4:[Y], 5:[Y], 6:[Y]

Weapons

Battery X:   Atomic Missile Battery (E) TL0,  4/8/12, 1/4+/2/2
No Range Modifiers, Area Effect, Slow Firing
[AB]  [AB]

Battery Y:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AB]  [AB] [AC] [BD]


Special Equipment
Countermeasures
Marines (Squad) (1): Teleporter (1)

Type: Hood Class Control Cruiser (CC)  (172)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 3 2 1                       
Shields: [TL0] 3 3 3 2 2 1 1                       

Weapons : 1:[XZ], 2:[X], 3:[Y], 4:[Z], 5:[Z], 6:[Z]

Weapons

Battery X:   Heavy Laser Banks (K) TL0,  5/10/15, 2/4+/3/1
Double Range Modifiers
[AB]  [AB]

Battery Y:   Plasma Cannons  TL0,  3/6/9, 1/4+/1/1
Piercing +1, Increased Impact
[AB]

Battery Z:   Light Laser Banks (K) TL0,  3/6/9, 2/4+/2/1
Double Range Modifiers
[AC]  [AC] [BD] [BD]

Special Equipment
Countermeasures

[size=100]Hegemony Faction[/size]

The Hegemony developed its navy from a wet navy tradition on their homeworld. Not surprisingly, then, their ships have a rather conventional broad-side approach to attacking the enemy. Their main gun technology also follows this model, aiming to throw a lot of "lead" at the enemy, hope something hits, and when it does hit, to do so with a satisfying crunch. A history of civil war led to the development of advanced armor technology to reduce the crunch of enemy fire.

These are the designs available in round one as the Hegemony faction.

Type: Rabotnik Class Gunboat (GB)  (39)
Hull: 2 1
Engines: [TL0] 8 4                           
Shields: [TL0] 1 1                           

Weapons : 1:[2X], 2:[2X], 3:[2X], 4:[X], 5:[X], 6:[X]

Weapons

Battery X:   Tertiary Turret (K) TL0,  3/6/9, 2/5+/1/2

[AB] [ACE] [BDF]

Special Equipment
Armor Plating

Type: Troika Class Destroyer (DD)  (89)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                         
Shields: [TL0] 2 2 1 1                         

Weapons : 1:[XY], 2:[XY], 3:[X], 4:[Y], 5:[Y], 6:[Y]

Weapons

Battery X:   Disruptor (K) TL0,  4/8/12, 1/4+/3/3
Double Range Modifiers, No Hull Damage
[AB]  [AB]

Battery Y:   Tertiary Turret (K) TL0,  3/6/9, 2/5+/1/2

[ABCD] [AB] [CDEF]

Special Equipment
Armor Plating
Marines (Squad) (1)

Type: Chizhevsky Class Missile Cruiser (CG)  (142)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                       
Shields: [TL0] 3 3 2 2 1 1                       

Weapons : 1:[X], 2:[X], 3:[Y], 4:[Y], 5:[Y], 6:[]

Weapons

Battery X:   Neutron Torpedo (E) TL0,  4/8/12, 1/4+/1/4
No Range Modifiers, Extra Hull Damage, Slow Firing
[CD]  [CD]

Battery Y:   Tertiary Turret (K) TL0,  3/6/9, 2/5+/1/2

[ABCD]  [ABCD]  [CDEF]


Special Equipment
Armor Plating
Marines (Squad)(2)  : Teleporter (1)

Type: Bereznyak Class Gun Cruiser (CA)  (173)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1                       
Shields: [TL0] 3 3 3 2 2 1 1                       

Weapons : 1:[XY], 2:[X], 3:[Y], 4:[Y], 5:[Y], 6:[Y]

Weapons

Battery X:   Secondary Turret (K) TL0,  4/8/12, 2/5+/2/3
[ABCD] [CDEF]

Battery Y:   Tertiary Turret (K) TL0,  3/6/9, 2/5+/1/2
[AC]  [AC] [BD] [BD] [EF]


Special Equipment
Armor Plating
Marines (Squad)(3)  : Teleporter (1)

169

(7 replies, posted in Starmada)

We have four players. Anyone else want to sign up? Let me know by Monday.

I will start on Monday with assignments and training.  wink

170

(7 replies, posted in Starmada)

Excellent! I have two more interested who have PMed me. So we might be up to 4 already!

A peek at two designs... these are tentative. The idea is to have two slightly different styles to play with.

Edit: Designs removed. See below for "final" designs.

171

(7 replies, posted in Starmada)

With the Vassal Module now complete and seemingly working well, I decided it was time to get people playing. And what better way than a tournament! Also, my summer is finally beginning having just moved and almost through an especially busy period at work.

I also have enough games of via Vassal behind me that I think I can help teach new players how to best go about playing by email.

Therefore, I propose a PBEM tournament. I am looking for a minimum of 4 players and a max of 8. You can post here or PM me if interested. Here is the format:

Requirements: You have to own Starmada: Admiralty Edition (or the new Rules Annex). You have to want to play. You have to want to learn Vassal and want to play by email.

Format: Multiple rounds to determine victor and final ranking. Format will be modified depending on the number of players we get. I will moderate, which will include resolving rules and other disputes.

Factions: I have created two factions with a slightly different approach to combat. Each player will have the opportunity to play as both factions in each round. I am not using Starmada official designs because they ones with AE are a bit bland (no weapons traits, for example) and those from the supplements would require each player to own the supplement.

Round 1: Two games run simultaneously against different opponents. Players will play one faction in one game and the other in the other game. Points will be totaled from both games to determine ranking for next round.  These games will be small with starships only (no flights), and probably around 500 points. Players will have access to various designs and be able to choose from the tournament designs to build their squadrons.

Round 2: The top four players will advance to this round (if we only have 4 players, this will be the final round with the top two from Round 1 playing each other for first and second and the other two playing for third and fourth). This game will expand the tournament universe with some additional, more powerful designs. 1000-1500 points. Limited number of flights available to each side.

Finals: If we have enough players, the top two will advance from Round 2.

Prizes:  Why not? :mrgreen: Something small. I will post more details when we accumulate some interested players. Probably only the overall winner will get anything.

Start Date? Between July 6 and 13.

I will start posting some ship designs from the two factions tomorrow.

172

(12 replies, posted in Starmada)

Oh, right, because medium range is considered long range... I forgot about that. Yeah, not the easy fix I was hoping for, then.  wink

173

(12 replies, posted in Starmada)

Doesn't stealth help to negate the inverted traits? Just a thought. I haven't played with range 30 weapons but it seems to me to seriously complicate planning for a battle and doesn't sound fun.

174

(18 replies, posted in Game Design)

Personally, I like Resist unless there is something else in your game that might need to be resisted.

For purely stat card purposes, abbreviations are fine:
MR
ResistM

175

(12 replies, posted in Starmada)

It seems to me that all the "inverted" weapon traits are brutal. They also make less sense to me than most of the other weapon traits. But that's just me. smile