1

(4 replies, posted in For the Masses)

jimbeau wrote:

1) We toyed with the idea that leaders do not "exist".  I can't remember why we decided not to go that route.  Noel?

We played Warmaster and hated the aspect of individuals "not existing".
And historically, and fantastically, the image of a charge led by King Whosit mowing through the enemy and rallying his troops is too cool not to allow, even if King Whosit is fragile.

jimbeau wrote:

2) attached leaders just might work. I dunno how I feel about that.  Noel?

This we played with some. But we didn't like the complications of attaching and unattaching. I think.
In retrospect, I prefer the idea instead of allowing a unit to have command. This could then represent a commander and his bodyguard.

2

(7 replies, posted in Starmada)

GhengisRexx wrote:

I am interested in examining combinations of equipment or effects that are particularly nasty, or even unbalanced, and what possible counters are.

Try Long-Range Sensors on a ship with Stealth Generator.  :wink:

jimbeau wrote:

How's about we give each troop type a number of "spaces" they can fill a-la-Starmada?

i.e.
Infantry 100
Cavalry 300
Monsters 200 * size

Add in a SU cost for each power or die type and see where that takes us?

We talked about that once before.
Not sure I am in favor of that direction.

Overall, what we have works. It is just the leadership costing that throws it...

Oh, I had a thought on a change for the Rabble ability (or a new one) in the new version - does not have the 1 free command point for the unit.

4

(6 replies, posted in For the Masses)

Zerloon wrote:

Uh? Nothing to say?

No. Plenty to say, but not enough time to say it.  lol

I am actually pretty impressed that you were able to put something like this together and fit it in so smoothly to existing content you have not even seen yet. Your creation is perfectly plausible given everything I know of the Saxid and the mythical region in which they reside. Nicely done.

go0gleplex wrote:

Sunbursts, drones, and good engines...

use the sunbursts to hide from the enemy and the higher speed will let you close faster to weapons range.  Drones sent in can soften the targets up and/or make them maneuver away to avoid them.

Battlesats and fighters could be another good set of toys to use in conjunction with the sunbursts.

Once upon a time I was the voice crying in the wilderness about how "uber pwnz" LRS/Stealth was. Very little can overcome the combination. And if you can use it with Ignores Shields weapons... *quiver*

OTOH, speed is key. The cost of the tech items really will restrict the movement speed and the arcs will generally be AB. High mobility to close to the rear - consider stutterdrive as another way to pounce beyond the opponents ability to turn.

The sunburts tactic above can work, but I found its use against me to vary in its success. Normally because the temptation to move to close outweighed the commanders desire to hide... smile

Fighters... the focus on the tech and the resultingly limited weapons will open a big fat vulnerablity to drones and fighters. Use it.

jimbeau wrote:

I'd like to avoid any obvious reference to HOtT for obvious reasons

Obviously

Zerloon wrote:

Wow, there are much more race than I figured.

Uhm, I feel there are some arabian nights to fill... if you agree I can try an arabian style army, with Sphinx, magic carpet, camel trophy... erg, camel troop.

Let me know.

That sounds good!
Note, the Saxid are actually a desert lizard race so they'd have a foe with Arabian Nights types. cool.

8

(2 replies, posted in Discussion)

No wheeling!!!

9

(7 replies, posted in Starmada)

robertsjf wrote:

I guess that begs the question: How should one design a fleet based off of an established universe? Do you see if they have some mock technical specs and work off of a comparative system? I'd love some insight.

At the time I started on it, I did some extensive web searches and found several sites with technical specs. I was starting from there and trying to adjust those values into Starmada terms. That is when I bailed out...

10

(3 replies, posted in Discussion)

http://fredericksburg.com/News/FLS/2007/012007/01172007/251373/index_html?page=1

Seems like it is right up our alley of discussion?
First impression - cool.

Second impression - oh, #$@#%

11

(7 replies, posted in Starmada)

I started one once, but quit when I decided I wasn't geeked into the show enough to know what I was doing.  :oops:

I looked real fast before work and must have deleted my notes from that effort, or I'd post them...

12

(4 replies, posted in Game Design)

underling wrote:

I'm working on a new hex-based naval-type game, and I've started thinking about firing arcs. One thing that I've always kind of wondered about was the effect of overlapping arcs, and whether this is a good thing or not. Grand Fleets uses the A-F arc system, as well as Starmada.
For the most part I really like the firing arc system. Where I think it may need some tweaking is in the cases where a target lies on a hex row that bisects two arcs. Let's take the A-C hexrow. When this happens, weapons with both the A arc and C arc firing capability may fire.
I wonder if this is a good thing?
I guess i'm alos wondering if it'd be an improvement to have all arcs be "mutually exclusive" or "independent."
In other words, no overlap.
Any thoughts on this.
Kevin

It's a pretty good question, Kevin. I have wondered the same on occasion.
But what I always come back to is "what is the harm with overlap?" Is there a reason that guns in an A and C arc would never intersect their coverage? As someone without a surface Navy background (and certainly no space fleet experience), I can never talk myself into believing that it is a big concern.

Anyone with more knowledge (surface navy, plz. the aliens would wig me out) care to shine some light on the why's and wherefores?

13

(13 replies, posted in For the Masses)

Kevin, you did a great job of explaining exactly what I was going to say with this:

underling wrote:

In games involving multiple orders (or actions) being given to units, based on command point expenditure, I think the above tactic is entirely reasonable and within the spirit of the game.
In order for one unit to be able to do that it has to be given enough orders to accomplish that. And the more orders a unit is being given the more command points that are being spent, at the expense of not moving other units.
So I don't think the above effect is a bad thing at all.
Kevin

I think this quote does fully support option 1 or 2...

But now I think I see how the front arc restriction makes sense logically, even if I don't quite agree with it and my more loose, play to bash and have fun approach. But I would never pretend to restrict the other folks' fun by saying that they couldn't do it their way. Now that I better understand the intent of the original wording, it makes sense, and probably works better for the pure hexless crowd. smile

14

(13 replies, posted in For the Masses)

cricket wrote:
Zerloon wrote:

I don't understand "pillbugs" how fit in this, but I'm sure there is a logical explanation big_smile

Umm... no.

There's no logical explanation for pillbugs.

Having been at the birth of the pillbug references in the Kastian Kitchen that fateful evening... I'd say it is perfectly logical given the right amount of frothy beverage goodness.  8)

15

(13 replies, posted in For the Masses)

jimbeau wrote:

I like the Zone of control rules and wheeling very much. 

ZOC is one thing that didn't translate very well to hexless, but the simple yet obvious answer is to double the from ZOC. Wish I'd have thought of that.

The wheel rule is very nicely stated.

Still no pillbug wheeling... I won't give that up.

No, sir.

jimbeau wrote:

I have a question about the contact rule.  When you say front arc, do you mean inside the ZOC of a unit? if so I think that's fine, but if you mean just in front of a unit but not in ZOC, then I don't think it should be as restrictive.

I'd agree if meant as ZOC - I think that is just about perfect.

jimbeau wrote:

In the "hexed" rules, any element can pass by a unit and go around if they have the movement. I don't necessarily want to give up that tactic in hexless.

Not in ZOC, you mean, right?

hundvig wrote:
jimbeau wrote:

um,

LRS with inverted range modifiers in the compendium is about as broken a combinations you can get.

Oh my, yes.  Multiple spinal mounts with LRS and TDAR weren't much fun to be on the receiving end of, either.  Compendium was fun at the time, but in hindsight it had some real balance issues.  The change to LRS was one of the best things X did...

Stealth Generator and LRS... that is a combo that is deadly.
Mix in the IRM and eat opponents for lunch. Over and over.

My biggest problem today is that I trained Jimbeau fighting against me with that mix and now that I don't use it he walks through anything I put against him....  tongue

17

(39 replies, posted in Starmada)

Iron Knight wrote:

1.    Does the game work well with more than 2 players?

I have usually played with only 2, but have never had problems in games with 3 or 4 when we have done that.

Iron Knight wrote:

2.    How far does the design aspect of the game go?  Can players build their own weapons, equipment, or fighters??

Best game I have ever seen, in any genre for creating your own weapons. Equipment is static, but you can mix and match.

Iron Knight wrote:

3.    Does crew or officers have roles in Starmada??

The Starmada rules themselves do not have officer rules. There are some attempts in the VBAM stuff to work in approximations.

Iron Knight wrote:

4.    How well do the VBAM books work with Starmada??

I am biased, but think the VBAM stuff works well with Starmada. It isn't perfect, but given that they were two originally unrelated systems they match works out better than you'd think.

Iron Knight wrote:

5.    Does Starmada have any balance issues and what are they? (got  to watch for those power gamers in my group)

There are some balance issues lurking in there, varying depending on who you discuss with here. There are tactics and counters to most of them, however. So good play wins out, usually.

Iron Knight wrote:

6.    Is Starmada X or Starmada Brigades better??

Starmada X and Starmada Brigade are exactly the same rules. Brigade you get many more ship designs to start off with. So neither is "better".

Iron Knight wrote:

7.    Are more expansions to Starmada planned??

I leave in the hands of our fearless leader...

Iron Knight wrote:

Thanks for your help.

NP, and welcome to our little neck of the gaming woods.

18

(15 replies, posted in Discussion)

thedugan wrote:
go0gleplex wrote:

Just as long as there's no TurDuckEn...:P


:?:

chicken stuffed in a duck stuffed in a turkey... usually then deep fried.

19

(34 replies, posted in Spitting Fire)

jimbeau wrote:

Yeah, we kick butt!

We did well. Some nice sweeps by squadrons trapped some isolated opponents. But where we were evenly matched things stayed balanced. Given that our planes were "cheaper" that kept us ahead nicely and drove the Allies from the air.

I felt that that numbers - speed and hits - were a bit high, in that they could drag the game out some. Though, with fewer planes that may be just about right. Hard to judge from that crowded table. smile

20

(15 replies, posted in Discussion)

murtalianconfederacy wrote:

Over here, its socially acceptable all the time tongue

Seriously, though, what is it about turkey? It isn't as good a meat as chicken, in my view.

I would argue that you have not had a good turkey.  smile

21

(3 replies, posted in For the Masses)

The design intent of the system is that single individuals or monsters will be pulled down and overwhelmed by military units - it is mass combat. However, we did some testing once out of curiousity on how effective we could make a monster. The obvious abilities, such as undead, have the best chance of influencing things, and give a good account of themselves.

So, in my experience a well designed single monster will be pulled down screaming defiance and taking a large swath of enemy elements with it.


Now, that said, on the table in our games single monsters have proved consistently effective in that they invariably draw attention - often lots of attention - because it takes a committed effort to get the surrounding effect that Zerloon describes so well. And failure to address a large monster can result in it eating its way through units suprisingly fast with good dice. So the monsters are used to pin the enemy and then supporting units pounced on the force attacking them. Works a trick.
(I wrote a mini essay on that somewhere... I should dust it off.)

Boreal war mammoths have been some of the best examples on our tables, because I have two painted up and a nice horde at my disposal (though I have predominantly played orcs lately... hhhmmmm). The mammoths must draw attention or their trample will carry them right through a foe and cause no end of suffering (been there done that). And I am not afraid to pour command points into a single monster to run amok, to which Jim can attest.

22

(16 replies, posted in Miniatures)

Are there stats for the new Wuppertal class? or should I get cracking?

23

(12 replies, posted in For the Masses)

Very cool, Rifleman.

I have some forces tucked away someplace that I could dig up and post...

24

(8 replies, posted in For the Masses)

RiflemanIII wrote:

I just wnated to know how to move them. I have no trouble imagining a bunch of guys thrown together at the last minute arguing over which way to go.

That sums it up nicely.  big_smile

25

(8 replies, posted in For the Masses)

It certainly makes you think when one of your units is that inept. smile

But there are some intriguing ways to get the most from a rabble, as has been proven several times on tables I have stood next to.