176

(25 replies, posted in Starmada)

I attempted to play battlefleet gothic once......

I think I rather enjoyed my double root-canal much more than that game..... we had several players on each side... and spent the entire game (which only made it to turn 2 after 3 hours) arguing nuances of special rules.... and the effect of a chaos mutation on a ship.........

The old Starfleet Battles ran smoother......

I think that I could definitely enjoy a lot more simple in my games........ that and the site of my opponents ships turning into orange blots via my drones......LOL

John

177

(16 replies, posted in Discussion)

Both my first wife, and my current one game.... my first wife was a fruitcake, though.... many mental issues.

My current lady and I met at a Warhammer 40K game where she not only beat me.... but did it in a way that ensured that none of my troops even got to flee......

John

178

(16 replies, posted in Discussion)

Of course, Nelson won that battle by using a tactic that was considered somewhat insane for the time period......LOL

You have my best of wishes....

------------------------------------------------------

As for not posting lately.... I am getting hammered in real life, so just haven't had time.... I haven't even gamed in about 6 weeks......

John

179

(21 replies, posted in Discussion)

This is what they did over at Starship Combat News......

Quote:

Due to the massive number of phpBB forum spambots out there that create bogus memberships with links to their websites in order to get better ratings on search engines, I have installed some Anti-Spambot modifications to this forum's registration system.

These changes will not allow the entry of website url and other personal information fields in the initial registration process, but after you get the email and activate the account, you will have access to these fields by editing your profile at that point.

This mod should not effect any current members. Let me know if you have any questions or comments.

Star Ranger


They got 15 blocked in the first 36 hours..... I guess that there is a huge number of spambots running right now, and they are getting better at creating names to fit forums...........

John

180

(12 replies, posted in Starmada)

I like the anti-fighter ideas.... but I would make them anti-fighter only. Range doesn't matter as much, but if you take anti-fighter, then the weapon is strictly there to shoot at fighters during their phase of the turn.

Basically, the weapon is either an extremely low calibre, or very light energy level, and isn't up to blasting it's way through capital ship hulls.  If you go with that, then the other weapon mods become moot..... Fighters don't have shields, so ignores shields would be a waste of SU's.

That's a lot of what I envisioned in some of the other threads where this has come up.

John

181

(10 replies, posted in Starmada)

I saw that and was already hoping we could go with it.
I did help with the playtesting for WHI and really liked some of the background materials......

John

182

(4 replies, posted in Starmada)

It's going to be a full blown Mod for Homeworld 2 and Nexus, the Jupiter Incident computer games. They are designing it for both. However, the ships themselves look really good, and the guys designing them are interested in seeing them as a figurine line as well.

They also already have a backstory done up, and the ships designed, so I was wondering what it would take to do up technical readouts and guide books for Starmada. When I mentioned the idea to their designers, they really liked the idea.

John

183

(4 replies, posted in Starmada)

I figured that I should share this with everyone here.

This is a site that I discovered while surfing the net. I thought it would be a great inspiration for scratch-building. 

I got involved with the forums, and got permission to make counters for the ships here.... but also got to talking with some of the head guys there, and they would be interested in seeing a fig line done for these ships as well..... figured that I should share this, and see if we can get a couple of technical manuals done up, and maybe look into providing the stats for their storylines and history.

John

http://affu.dendezyn.net/

184

(12 replies, posted in Starmada)

I like the idea, and X2 does sound fairly good.....

It's not excessive, as you can counter these weapons with emergency thrust to close range, and or fast smaller ships and fighters.

I'd like to see this discussed more by the players here.

John

185

(3 replies, posted in Starmada)

I can go with the single arc, and that works....
It just didn't feel right to have a "foward fixed" weapon firing at a target over on the AC line.

I'll run it by the rest of my group and see if they agree with that coverage.

Thanks Much
John

186

(3 replies, posted in Starmada)

Just a simple question....
Is there any way to give a short range weapon the same firing arc as a spinal mount? Not looking for the range, but I was designing a ship with a Plasma Bombard in the front, and the only way to do it was to give it the firing arcs AB. However, the weapon itself was a fixed mount within the history of the race. During the game, I was noting that I had a number of shots possible that were at the extremes of the outside of firing arcs A and B, but it just didn't feel right.....

Is there a way to mount a forward or aft weapon with a restricted arc?

John

187

(4 replies, posted in Starmada)

I have been.... but that doesn't do much more than allow for fast or slow drones..... and maybe assault drones (can't remember the exact add for those.....). Large Drone flight and small drone flight wouldn't make a difference, and heavy drones would be harder to kill, but otherwise the same.

I am looking more for a drone torpedo that is */2/2
The asterisk replaces rate of fire, since it is a drone.
But this way, you can have torpedoes that fly for more than 1 round and can, in theory, travel farther that a standard range 18 weapon. (I launch my heavy drones on turn one, and 3 turns later, they hit the targets 30 hexes away... each drone having 2 die to penetrate, and 2 die damage to the target....)

This would give you a weapon design that has better reach without going to spinal mounts, and also is interceptable via fighters.

I don't like using expendible weapons to simulate torpedoes as you can load your ship with 20 of them, and then launch them all in one turn.......

I'd love to have a ship with a limited number of torpedoes, that not only can only be launched a few at a time, but can also he shot at, and intercepted by fighters.

I will admit to disliking "one shot wonder" weapons, or ships..... but then again, I like slightly longer battles where maneuver and tactics come into play.

John

188

(4 replies, posted in Starmada)

I'm interested in this idea....
I'd love to see some higher powered torpedo launchers developed for the game. I have always envisioned drones as long range torpedoes, and would love to be able to add some of the weapons mods, and or even design them to have higher penetration and damage. I am envisioning torpedoes with either halves shields, or extra hull damage, ect.

I'm not sure how the numbers would work out, however.

John

189

(55 replies, posted in Starmada)

Old Thread // New Thread..
Any discussion concerning Starmada (as long as we can get it productive) is good. Any game that stagnates, eventually dies. As long as there is growth, the game will continue... for all of our enjoyment.

John

190

(3 replies, posted in Discussion)

I'm on my 13th day straight at work.....

John

191

(10 replies, posted in Starmada X)

I have to agree with the Calliope.
When you are paying the cost of 2 or 3 flights of fighters just to stop one of the flights, then your anti-fighter ships are not cost effective.... A counter should cost roughly the same as the item it is designed to counter.....

Now to create a figurine for this ship....LOL

John

192

(80 replies, posted in Starmada)

Like I said... the only reference I have ever seen has been Starblazers.... maybe we're just not with the program.....LOL   lol

I have always viewed spinal mounts as either the Ion Beams from homeworld, or maybe huge railguns....

On fighters, we have found some ways to deal with them in our games, and they are starting to work.... the one player we had, that absolutely loved swarms, is re-thinking his choices now that his fighters don't do hull damage. That and, fortunately, he hasn't heard about the heavy fighters that take 2 hits to kill.....LOL.

Until we get flak guns, ect..... we are going to stay with limiting damage that the fighters can do.  When he went to all bombers, he found that they got torn up in dogfights.....

Finally, fighters must be launched during play, not start on board... and you can only launch a wing during the end-phase of the turn, and only equal to your launch bays plus one.

We're going to see how this plays out over a good number of battles before we render a final judgement, but that is our solutions so far.

John

193

(80 replies, posted in Starmada)

Something else to consider....

I am also a member of the ASFOS (A Sky Full of Stars) group... not that I play, but I do keep an ear on the discussions, and they are having a similar issue with missile packs. Originally, they were envisioned as small expendible missiles for very small ships.....
However, a lot of people are making somewhat larger ship, and or really expendible small ships, and loading them to the gills with these little swarmer missiles......

One solution that they came up with, was limiting the number of missiles that can go for one target, on the grounds that after a certain number, they interfere with each other...... and they got this idea from their fighter rules........

In ASFoS, there is a limit of 3 wings of fighters attacking any one ship, on the grounds that fighters don't just fly up in formation, line up in neat little rows, and sit there firing...... it is assumed that they are in motion and strafing the ship, ect. Due to this fluid nature of attack.... only 3 flights can attack any capital ship without having collisions, ect.

Might be an idea worth considering.......

Hundvig,  I am not sure how I feel about the idea of "massed anime spinal mounts" being used against fighters.... I know that the concensis in my group is to disallow anime spinal mounts.... and a lot of groups out there probably don't use them. Then again, to me, a weapon that was originally used in the source material to destroy a continent, then a small sun, and finally, push a planet into vast natural disasters.......being used against fighters......um.....
Wouldn't this be a really serious case of overkill?

The only source of reference for it, that I have seen, has been Starblazers..... and I am having trouble imagining them turning the wave motion gun loose on fighters.... that and the fact that if I knew my opponents had that, I would never let my fighter stray in front of the oponent.

If I was the fighter pilot, and I saw the enemy ship trying to line up with me.... I'd be out of there. in a hearbeat.  Yes, the airwaves would be cluttered with my pilots screaming for their mommies as they scattered to get away... but that's just me.

John

194

(9 replies, posted in Starmada)

I am not big into anime' spinal mounts.... and most of my group doesn't like them at all......

But it is an interesting idea......

Although I thought my ships with a 9 hull and 4 spinal mounts were gross enough.....LOL
I envision the mounts as the ion cannons from Homeworld, and use these ships as artillery to support the rest of my fleet.......
But then again, I try to keep the overall cost of the ships down, as I tend to think in 2000 point fleets.

John

195

(12 replies, posted in Discussion)

Also, the message I tried to post a bit ago, just popped up.... and before, it asked me for the admin password........

I don't know if this helps.

John

196

(12 replies, posted in Discussion)

That Sucks.... I should have wrote down the message I saw earlier... but since the name that was there also left a hotmail email address with the same name, I didn't think it would get too far.......

John

197

(80 replies, posted in Starmada)

OK, my take on it.

I like fighters, and I used them myself.  However, I have noted that if the opposing fleet is not built around the anti-fighter concepts, then they have issues. We do not use anime spinal mounts in our games... for one thing, they are less than desirable if your opponents get anywhere in the middle of your fleet, or can maneuver so that you risk your own ships, or objectives (defending a space station). Two, we just really did not like them that much.... although we are fans of Starblazers, and even have the entire DVD series.... it's just not something we want on our tables.

Sunbursts are not always helpful... I have had some miss the hex with the fighters, but not miss the ship I was trying to protect....LOL.

One of the issues that we have found is that there is absolutely no incentive to purchase Launch Bays. Since fighters start on the board, Launch Bays are a waste of SU's. I would agree with Googleplex in that fighters have to be launched, same as drones. With maybe, one flight or so available at the start to simulate a standing patrol.

Use the CSP rules that are also available here.... although having to break off and return to a carrier just to attack seems a bit much.... maybe work up a set of rules that simulates them being "released" to attack from their standing guard orders.

The following are ideas:

Maybe find a way to simulate flak guns... maybe allow AFB a roll to see if it can hit any fighters in range (range 1).... example, for every 4 points of hull, or fraction thereof, you get to roll a die... on 6, you destroy one enemy fighter... rather than just waiting for your opponent to roll a 1 and blunder into your fire.

Maybe create a weapon Mod "anti-fighter battery" where the weapon must be a range 3 and you can use it to target fighters, but it has no effect at all on capital ships. It fires during the fighter phase.

And here is the one that my group likes..... Fighters are divided into 2 categories..... interceptors and bombers. Options such as shadow fighters, or fast fighters are in addition, of course.

Interceptors are like Tie Fighters, A-wings, or the Cylon fighters from the original Battlestar Galactica, in that they have armament designed to destroy other fighters, but are not up to blasting their way through capital ship hulls. They can wreak havoc all over a ship by destroying weapons and shield generators as well as damaging engines, destroying hanger doors, ect. However, they cannot really muster enough firepower to destroy the actual hulls of the capital ship (unless there is nothing else to hit, per the standard Starmada ruling that if you get a hit that does not have anything that can be damaged, you get a hull point instead).

Bombers, on the other hand, are based on X-wings, Y-wings, B-wings, ect.  They have weaponry capable of damaging a ships hull, and use it per the current Starmada Rules. When you launch a flight, you designate whether it is an Interceptor wing, or a Bomber wing.... and in our games, bombers cannot intercept drones or marine pods. Also, if an interceptor wing gets into a fight with a bomber wing, the interceptor does not lose a fighter if they roll a 1 on their die, although bombers can shoot down interceptors via their own die rolls, and also lose a bomber if they roll a 1.

Dan: I really like the Valkyrie's that you designed, but you are sort of forced to deploy them in pairs, because a fighter swarm can still rush up on one and destroy it before it is allowed a return shot. I'd like to find a way that a ship could fire on fighters as they approach, without having to use the upper range weapons in the game....

Hopefully, we can find a happy medium here, or at least get the options hammered out so that people can choose what they want.

John

198

(12 replies, posted in Discussion)

When I tried to come in from the front end, thought the www.mj12games.com link, I got hit with a re-direct that took me to a screen saying that we had been hacked, and a whole bunch of anti-Israel messages.

John

199

(80 replies, posted in Starmada)

I also agree to the 3/1/1 weapons for anti-fighter work.... It's the fact that they have to be a range 18 weapon with the special adds to make it really effective. if forces everyone to use high tech levels for weapons, or every ship becomes nothing but an anti-fighter ship that can be used against other capitals if they show up.
From what you said, you use the range 18 weapons until there are no fighters, and then your shorter weapons, along with the anti-fighter guns, against the other ships.... to me that smacks of the USS Missouri using the main guns to fire at Japanese zeros, and sailors armed with rifles against other ship...... along with the small guns..... and only firing the main turrets at the other ships once the fighters are dead......

The heavy high cost weapons should be carried by capital ships to fight capital ships... not as anti-fighter measures.


The fighters themselves are not overpowered, but are such that they can be easily abused, and there isn't a definite counter to keep it straight. In Star Fleet Battle, you have gatling phasers.... The range is not great, but they do fire a repeated burst, and make an excellent ant-fighter / anti-missile weapon. In addition, they can also be used against other ships, but you need to be close to be effective. 

To me, anti-fighter weapons should be your secondary banks.... not the highest cost most dangerous cannons you have.

We found that not letting fighters do hull damage balances them nicely. Bombers still can damage everything, and fighters can damage weapons engines, shields, and equipment. Armored gun batteries are now worth the points... especially on the smaller hulls, as you don't have them ignored by the fact that the fighter swarms just blow the hull to zero. 

I am not trying to do away with fighters.... I love having them out there.... but I recently saw someone building a hull 16 ship with Engines 2 and that's it. The rest of the ship was being devoted to fighter bays.... and the player pointed something out. He didn't have to "waste" points on launch bays, as the fighters start the game already onboard. He see's no reason to bother with the lauch and recovery rules, as those are optional anyways.... and he feels as long as one fighter survives, and his opponent doesn't, that he wins. He only puts the carrier on the field because we told him that he couldn't just pay the points for hyperdrive fighters and have nothing else on the board.  In a 2000 point game, he fields 33 wings of fighters (especially if we don't allow him to keep adding wings until he fills the 10% of the lesser force rule) that were listed as long range fighters.

I don't want to enforce artificial limits on fighters (er no rule stating that you can't have more than 20% fighters, ect.) Nor do I want weapons that are instant kills on fighters..... I just want to find a way to avoid having to use your biggest baddest guns on fighters instead of enemy ships.

John

200

(80 replies, posted in Starmada)

The issue with Sunbursts is that they are fired after the fighters have moved and fired.... which means that if your opponent uses fast fighters (range 13 with the movement of 12 plus firing) or your sunburst misses (happens enough to make them only semi reliable). Next turn, they fly around your sunburst, as they don't pay any movement for facing, and go for someone else.

I don't think that the fighters are too costly, or powerful..... but that there should be somewhat better defense in the form of flak guns, ect. The weapons should be able to fire in the fighter phase, and should not be able to be used against capital ships. They would only have to be ranged 1 as they would be firing when the fighters did, and would not need to cost a large amount.

The only issue I am having is that in order to deal with fighters, you end up putting a batch of range 18 3/1/1 weapons, usually at 3+ firing due to the -1 to hit them, and hope to kill them before they do anything. Either that, or we are loading up ships with mines or sunbursts to create walls of explosions.

I designed a ship with multiple 3/1/1 weapons all at range 6  that was an anti-fighter escort ship. Unfortunately, my opponent targetted it first, and it never even fired 1 of it's 18 weapons before it died, and it did have PDS.


The issue I see with fighters is that they don't have any major advantages... but a series of minor ones, that while they make sense individually, add up to something that is a touch more that most people understand.

Fighters move and react first, and this makes sense, one pilot can react much faster than an officer spouting orders to a crew.

Fighters can halve shields when they fire, and again, this is fine as they are in close and pinpoint targeting, and or, dropping proton torpedoes.....ect.

Fighters do not plot movement, but instead move on the board.
Again, due to small mass, and the reactions of a single pilot, this works, but allows the fighters to slid through any opening in a wall of explosions, and swarm at will on a target.

Finally fighters are harder to hit..... and this is correct as well, but it makes long range fire against them not nearly so effective.

What I would like to see is something like the Phalanx system. When the fighters get within range, it opens up. It uses individual tracking systems so that each turret targets individually, and it's range is just enough to start firing before the fighter gets to shoot.

Maybe we could come up with an active anti-fighter that provides a means of taking out fighters before they get the chance to destroy the ship that would fire back. Maybe resolve their fire just before the fighters get a chance to fire.. assume one defensive turret per hull point, or instead a set number per hull size... such as hulls 1-3 get 2 (or 3 or 4) turrets, Hulls 4-6 get 4 (maybe 5 or 6) ect. They roll one D6 per turret and on a 6 take out one fighter.
Resolve this just before the fighters fire, and you have an effective anti-fighter screen. Give it a Q hit to it to represent the targeting system, and each time it is repaired by damage control, one turrent does not work.

Also, you could buy it multiple times to increase the fighter defense and you definitely have the means to make some ships well defended against fighters, but at the cost of other offensive ability.

John