In the starmada section of the main Mj12 site. http://www.mj12games.com/starmada/
SD
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In the starmada section of the main Mj12 site. http://www.mj12games.com/starmada/
SD
Hi Dan,
It seems that "fighter" tech levels aren't being applied to the "Carrier" SU anymore. This is in v2.0 dated 15-Jan . The "General" tech level is modifying the "Carrier" SU instead.
Thanks,
SD
Interestingly, that is EXACTLY what my opponent explained when we discussed the issue.
I essentially called it the Spaceballs Eagle-5 U-turn. I find that I'm using quite a few Spaceballs quotes to describe SAE movement for some odd reason.
"We can't stop (or turn) , we have to slow down first!"
Sir Didymus
BJ: Read p.72 for spinal mounts and other X conversion notes. Believe me, with a japanese fleet, I gots to have my spinal mounts. P.72 game 'em back.
Cricket: Oh BTW for the shipbuilder sheet, Dan, if you can find it in your heart to specify a "text" type field for weapon accuracy, all OpenOffice users would be much obliged. At worst, if it isn't possible to retain field type across the file import, please stick "Change the Accuracy field type to 'Text' if using OpenOffice" in the notes somewhere. I remember I had a difficult time finding this little tidbit of information a while back and the sheet breaks without it in OO (it converts 4+ to just plain 4) .
Steph
PS: Thanks for the quick printer friendly version turnaround.
I just bought the book, too, and it looks good. There are a lot of options I will probably tweak, and others that I will add back in from Starmada X, but I am looking forward to giving everything a spin and see how the VBAM connections will work with this new edition.
Wha? You've had S:Aed a few hours already and no update to VBAM:SX yet? What is this world coming to! Ah yes, the cricket bat... :twisted:
I just have given the ruleset a first read as well and I *really* like the chartless "vector"ish movement, boarding parties (arrr matey!), ablative hyperdrive fix, and other assorted mods. I think that this edition actually addressed all the little things that annoyed me in S:X. (Cartman has heard me gripe about Marines/Drones/BatSats rules vs Fighter rules often enough)
I'm looking forward to re-statting my Japanese fleet ( *again!* this will be the 6th iteration I think) and playing many a game with the S:Aed rules. I guess that's the best kind of praise for any game. I'll just need to work a little harder than in the previous edition to get the SFX I want from the various starship parts offered within the rules. (This is a good thing imo)
Steph
I haven't read the thing yet. But the first thing that comes to mind is the ink cost of printing a grey page background. A nice thing to make on a future release/update would be to have a non-gradient version available as a PDF download.
I blame Jay for the vbam-esque page background decision
Steph
Well... don't order from rpgnow... they'll screw you over. :evil:
On inspire.... on expire.....
2 Things come to mind regarding your password: 1) (of course) capslock and 2) french keyboard layout on your laptop. Both of those will frustrate ya. As for the unsent password: check your spam filter. You know, the place where all my email to you goes
Hope it works out for you.
Steph
at what tech levels? Base 0?
Yup, 0 TL. As average as you can get
Steph
Hi All,
I've been trying to write up a conversion for the fleet picking scheme of B5:ACTA as a mental exercise. (Gotta stay awake somehow through the NyQuil haze) and my mental meanderings have led me to trying to determine what an "average" hull 10 ship would be.
So I ask you, what do you think an "average" ship of hull 10 (all SU used, 0 TL) would be in CR? That would help me set points level for a "raid" pick.
I'm thinking that 300 points might be reasonable for a hull 10 (30 per hull), but I might be way off since I only have my own builds to compare.
Thanks a bunch,
Steph
If needed, I would take the third faction, but we have a few SX players here so it would be a 3 player game if I can help it. (See if I stay on as the smaller sized boat, I can still council the new player if need be. If I switch sides, then my council might seem suspect.)
Anything wrong with the VP conditions? I want to make sure that p3 has a chance to win as well.
Sir Didymus
Hi All,
I'm just about ready to teach S:X to a new player (He plays BFG) in our gaming group and this is what I have in mid. CnC much appreaciated.
This scenario is loosely based on the ST:TNG episode "Peak Performance" where the Enterprise conducts wargames against an older ship, then the ferrengi appear and thinks the older ship is valuable. Episode Info Here
So here is the setup, two ships face off against each other (me who is teaching the game, and the new guy). The newer player gets a ship about 1.5 times the CR of the lesser ship. They duke it out, starting just outside long range, for 4 simulated combat rounds. No celestial objects or anything.
Then player #3 appears from any map edge with a ship (or fleet) equal to the combined CR of the first two players. Now both players have to deal with the very real threat of player #3.
I'm not too sure how to simulate the "wargames" damage, prolly unresolved damage boxes wiped clean when player 3 arrives.
I'm also unsure of how to assign VPs, off the top of my head
Ship "killed" before P3 arrives: 50% ship value
After P3 appears: 100% destroyed ship value.
P1 or P2 ship escape: 25% escaped ship value.
P3: 50% P1 or P2 escaped ship value.
Variant: Simulated damage doesn't completely reset when new player arrives, 2d6 boxes of damage are "repaired" all others are unavailable for battle (crossed out)
What do you guys think?
Sir Didymus
Hi Dan,
Well I may not be the typical miniature gamer, but for those who buy the GZG fleet deals and carrier deals (Which makes for 36 off ships I think) total, plus fighters and other small craft, it might be interesting.
It also might attract the BFG people since they field LOTS of ships at a time (my 1500 point Dark Eldar Fleet has 15 ships, and the "medium" battle points are at 2000 if memory serves)
All this to say that yes, please free up the brain cells Even just a squadron structure/movement ruleset would be beneficial for nuts like me with too many ships
Sir Didymus
Diagram: It's for use when you're moving around your shield strength as per the "Directional Shielding" and/or "Screens" optional combat rules on p.39 ~ 40 of Starmada X
Sir Didymus
Is there any way that you would know of to "fleet-ify" SX? I'd love to throw move ships at an enemy, since I worked out my FT Japanese fleet OBB (777 ships divided into 8 fleets). I'd be happy to mobilize a battlegroup of 24 ships (4x 6-ship squadrons) if I could, but I don't want to spend a 12 hours playing the battle.
Any semi-official squadron movement rules out there?
Thanks again. (off to bed for me)
Sir Didymus
Yes we noticed that fighters and mines greatly lengthen the game. We played recently a 4 ship per side battle which lasted 2~3 hours. I had an 8 fighter flight CVL on the table (plus battle sattellites, and marines) and 3 of his 4 ships were launching 10 mines each! See It Here
Thanks for the quick reply, it'll greatly help in scenario design.
Sir Didymus
Hi All,
I was wondering about a rule of thumb that you guys may have regardinhg the number of ships per side for any given engagement. I'm targeting a 2~3 hour game length, and I was wondering how many ships per side would be considered average for that kind of encounter before it gets unweildy.
A dozen per side max?or would that be too many? (I'm not considering fighter complement at this time) What is the major factor which would slow down a game (aside from analysis paralysis )
Thanks,
Sir Didymus
Hi,
Just for the hell of it, I made the exact same ship in the shipyard sheet as well as in the SXCA sheet. There are differences that should be ironed out so that both output the same points values.
Here is the overview for a hull 18 ship:
SXCA: ORat: 1838.3, DRat: 548.8, CR: 1004, SU left: 11
Shipyard v1.0: ORat: 1671.3. DRat: 501.0, CR: 915, SU Left: 8
I've included the ship design files for further study.
Hope it helps,
Sir Didymus
PS: I've double-checked the ship printouts just to be sure that both are identical, but just in case I was struck by selective blindness don't hesitate to let me know so that I can delete this post
Actually, to apply it wholly to VBAM it requires one extra feature.... So consider this a feature request
VBAM:SX requires weapon abilities tracking as well. If you can add that, à la Special Equipment tracking, your sheet will be a one-stop shop for a whole empire! Nicely done, indeed.
Sir Didymus
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