I love the simplicity of these designs. I need to dig out some figures and give it a whirl.
/hdan
You are not logged in. Please login or register.
Play nice. (This means you.)
Logins from the previous forum have been carried over; if you have difficulty logging in, please try resetting your password before contacting us. Attachments did not survive the migration--many apologies, but we're lucky we kept what we could!
mj12games.com/forum → Posts by hdan
Pages 1
I love the simplicity of these designs. I need to dig out some figures and give it a whirl.
/hdan
Space Stations are B.17, and are in Klingon Armada and Romulan Armada. Basically, you build a ship with no engines, and it gets a bonus to its total SU allowance. It may rotate in place, changing facing by one hexside per turn, but if it does not it may re-roll any to-hit dice it rolls.
Cool, thanks. (Ironically, I own both KA and RA, but didn't think to look in them for some reason....)
Hello,
Where are the rules for space stations? I can't find them listed in the appendix.
Also, are the Naval movement rules (D.11) only in Dreadnought, or are they also in the Rules Annex?
Thanks,
/hdan
Nelson was obviously a munchkin.
I think all the most successful commanders are. In a real battle, the last thing you want is a fair fight.
Re: the 'Trafalgar Points' thing. I'll bet you that Nelson DID know how many ships and how many guns those ships carried, and maybe even the overall proportions of gun weights. Sounds like "points" to me.
Points are very useful for trying to stage a fair fight, or to get an idea just how unfair the fight is. Since we're playing games, not trying to kill each other, a fair fight should be the goal.
Love these simple models they look good on the map and presumably u can make a shedload without taking out a mortgage.
Sometimes improvised stuff works really well. `0 years back i made a thunderhawk for my (then 11) nephews 40k marines from a lot of carboard boxes etc.. he loved it to bits (literally)
Thanks. Next time I make one, I'll probably make up some "top detail disks" with numbers and maybe some faint panel lines to glue on top of the wooden disks. It will complicate the priming/assembly steps slightly, but should greatly improve the look. I'm pretty happy with the results, and the craft project was fun (which is what it's all about), though of course I still lust after the real ADB minis.
Now to figure out how to build some other classes of ship...
When you are composing your message, you should see a box below the text area with two tabs: one for "options" and one for "upload attachment". Click on the second one.
Thanks - edited and uploaded.
You can't just throw that out there without more details and/or pictures -- what 1" wooden disk based Feds?
LOL - I found one of those "bags of wooden disks" at a local craft store. There were some almost 1" disks that (because I'm a colossal nerd) made me think of the saucer section of a Fed ship. So, a few cut down/sanded wooden dowels, some extra viking shields (for use as the top curve/bridge area) and bits of mat board later, and I had a Constitution class and two little "Saladin" type Frigates. They're semi-painted at the moment, but still need some lettering.
Here is a quick snapshot from my cellphone (can't find my real camera). The ships are mounted on 1" fender washers with another wooden disk glued over the hole. You'll probably recognize the game mat.
Interesting stuff. In my case, my wife and I often play as if we were in a campaign, so a damaged ship is likely to try to escape. Since KA ships have no separate warp drive stats, I guess the "drop out of warp escape" would be the equivalent of forfeiting the piece, but preventing a "campaign kill"?
Probably simpler to repeat to myself, "it's just a game, I should really just relax."
One more subtle thing that struck me while playing - at first I thought that the 1 and 2 strength shield factors on the frigates were almost a cruel joke, but not only did they wind up blocking a few shots, but I finally realized that their main purpose is to soak up 1/3 of the hits that could be going to more important systems.
Time to get more ships prepped and fight some bigger battles. (I'm using a combination of scratch-built and Studio Bergstrom ships, which are roughly 1:7600 scale - coincidentally about the same scale my "1 inch wooden disk" based Feds.)
Thanks guys.
I played a game (my first Starmada game as well as my first KA game) this weekend, doing what amounts to an "Admiral Graf Spee" game. I took a D7 (who was raiding across the Neutral Zone) up against two Fed Frigates (who were the closest ships that could respond in time). I admit that I went a little easy on my opponents (my kid and wife) since neither of them had read any of the rules, and I totally forgot about the Range-based RoF (which would have made a BIG difference), but we had a great time. In the end, I succumbed to a dual Photon Torpedo strike at close range. Not a pretty sight.
Anyhow, one of the questions that came up was this: What about warp drive? Or are ships assumed to be travelling at warp already? (I thought I recalled from somewhere that phasers can't be fired while at warp, but I might be mixing that up with something else....)
alchemist wrote:...and I wish there was a PDF available for printing ship sheets. In hindsight I should have ordered the loose page version of the book for easier photocopying although nothing beats printing the ships you need from a PDF.
Ask, and ye shall receive...
http://e23.sjgames.com/item.html?id=ADB6101-S
Sweet! Order placed, and PDF acquired!
/hdan
I picked up my copy from my FLGS last weekend. Aside from the missing "range based ROF", this book is wonderful!
Any news about when ADB will make the ship records available as a PDF download? Xerox works well enough for now, but it's hard to beat the convenience of PDF for printing.
but I noticed that in Starmada there are no LoS or LoF whatsoever?
I'm a newbie too, but I thought weapons could only fire out of the arcs they have listed?
Or is that not what you meant by LoF?
Cant' wait to get my hands on Klingon Armada
You and me both!
/hdan
I like the speed rule as it does make sense that a faster unit can disengage from a dogfight..... my only question with that would be if you make smaller capital ship with high speed vs. those mecha.....
On a side note.... one of the things that has been pointed out to me is that Starmada may have the same (glitch?) that Full Thrust has... in that carriers can outrun their fighters.....
Fighters have a fixed speed, but carriers and other capital ships can keep applying thrust indefinitely.....
That would be a new way to defeat those fighter heavy fleets.....
Hey, that's a good point. Starmada seems to make overflying your engine rating painful enough that it may not be as big a problem in practice as all that, but it is an interesting point. (Need to play more to get a proper feel for this.) I might need to keep mechs normal speed, and juice up the JC fighters to compensate.
For a ship being dogfought(?) by mecha, I'd say that the ship drags the mecha along with it when it moves. The idea of a mech dogfight pinning a ship is crazy, but maybe the mechs themselves are pinned to the ship. Mechs should always be able to disengage from a ship by simply moving away from it in their movement turn.
That suggests the "mech close combat against ships" rule - a mecha squad that is adjacent to a ship can, on its move, enter the ship's hex and attack the ship. While in the ship's hex, the mech is assumed to have landed on the ship's hull or otherwise "gone to ground", and cannot be attacked by the ship's guns, though it can be attacked by another ship or fighter squadron in an adjacent hex. To disengage, the mech may simply fly away from the ship in question. (In other words, the ship gets to shoot at mechs on the way in, but just like disengaging fighters, it can't shoot on the way out.) Does that sound reasonable? In the end, this rule winds up being a multi-turn sustaining attack rule.
Given the ability for Exo-Suits to cut through and board ships, should they been done as dual mode fighters/breachers that count as a marine squad once they have boarded?
JC Exoarmors are too large to board enemy ships in a meaningful way, at least from what I understand. I imagine they would do most of their damage outside the ship, ripping things apart with plasma lances and heavy missiles.
Exosuits are small enough to do it, but they're not really up to being "Fighters" imho. I might make exosuits a special form of Striker squad that delivers a marine squad for each exosuit that makes it in. Yes that's a fudge, but one exoarmored warrior is probably worth a whole squad. Send along a flight of Exoarmors to protect them until they get into striking range.
I've been trying to think of a way to give exoarmors an advantage over normal fighters while still keeping fighters relevant. I'm not really into lots of special rules, and I think I can get the effects I want more or less with the standard fighter rules. Fighters get high speed so they can often get the first strike (if they time things right), but exoarmors get boosted attack and defense values and a lower than average speed (6?), plus "can dogfight ships" (simulates landing on the hull) and some damage buffs to give them a purpose. (Am I right in assuming that higher attack and defense will make it desireable for fighters to "fly by attack" exos instead of dogfight them? That's my intent. Exos can (and should) dogfight each other, but fighters should try to avoid that sort of thing. Just blaze by shooting and hope you can get out before the exos jump you.)
(Actually, that's an interesting idea - mechs can dogfight each other and ships, but not fighters! Or maybe a more general rule, that the faster squad must initiate the dogfight. Can slow squads force fast squads to dogfight? Sounds like a good house rule.... Also gives a reason for interceptors to be really fast.)
I don't want to make the exoarmors too interesting though - this is a ship combat game, and the exos' purpose is to be the "torpedo bombers" of the setting - not great anti-fighter vehicles, but quite dangerous to a ship if they get close enough. KISS.
/hdan
Argh!
That's ok, it was just idle speculation at this point. I hope to have some time this weekend to collect some stats on the JC ships I have (armor, weapons, engines) and try to work out some sort of conversion system.
Is it standard to make the number of barrels in a turret equal to the ROF? A few JC ships have tribarrel turrets, and that seems like ROF3 for those guns. Also, JC uses five main weapon types:
Kinetic Kill - (Piercing?)
Laser - (Standard)
Plasma - These do "haywire" damage that can short out systems (Continuing Damage?)
Missiles - "lightly guided" (Seekers? Maybe just standard torpedoes)
Smart Missiles - have their own AI (Strikers, for sure)
The mechs are going to be slow fighters with a Defense rating and maybe a boosted Attack to reflect their superior technology. Each "faction" will get different upgrades - Jovian mechs with their plasma lances will get Extra Hull Damage (they use the lances to cut big holes in the enemy ships), etc. I like the "dogfight against ships" idea, and may restrict the mecha upgrades to only work while dogfighting.
Standard JC fighters will probably just be "stock" Starmada fighters.
/hdan
Nah, it's just that the more advanced the technology, the more things can go wrong with it.
Pages 1
mj12games.com/forum → Posts by hdan
Powered by PunBB, supported by Informer Technologies, Inc.