1

(24 replies, posted in Iron Stars)

dave-the-lost wrote:

I have all 3 IS books, and some of the models. What more can I do to keep this game going?

I would love to see more IS books, even if they were just background and not rules.

Ditto that.  I'd buy more minis, but there aren't enough classes available to actually make a fleet of any size, and many nationalities have nothing.  One of those products I'd like to spend on, but there's nothing left to buy...and hasn't been for a long, long time.

2

(60 replies, posted in Starmada)

FifthWanderer wrote:

This sounds like a large enough topic that a separate forum might be a good idea.

Agreed.

Consensus on the degree of conformation between SFB and Starmada also sounds like a good idea.  If the intent here is to "sell" Starmada players on the SFB universe (and minis, which is where the money probably is from ADB's point of view) then sure, keep it simple and fudge the conversions as much as you can.  OTOH, if the intent is to draw SFB/FedCom players into playing a Starmada product, perhaps by offering the ship construction rules they'll never get from ADB in a familiar setting, then some degree of rules complexity is needed just to vaguely parallel SFB tactics.

Rich

3

(60 replies, posted in Starmada)

Seems like the first thing we need to settle on is movement, and then work back from there.  Speeds in SFB range from 0 to 32 (ships max at 31) with most undamaged ships mantaining "combat" speeds somewhere in the 20's, maybe slower if they're arming a lot of overloaded weapons (that's another issue, those).

Based on the Starmada ship construction rules, we need to decide what "average" speeds are before we can really talk about weapon ranges, areas of effect for ESGs, and other stuff that involves map scale.  If we say Starmada fighting speed is, say, ten, then each Starmada hex is (very roughly) about two or two and a half times the size of a SFB one.  If we set it lower, the scale increases even further, which might be a good thing if we want to minimize AOE weapons.  OTOH, if we fiddle the build rules to make average speeds something up in the 20's, we can maintain a one-to-one parity and feel okay about things...I think.

Shotguns - easy enough to simply give an area effect.

Enveloping - allow for shield splash

That's all I got - what other options does Plasma have?

Shotguns spit out a bunch of small plasmas at multiple targets, not so sure about an AoE...more like a rate of fire increase.

They've also got some kind of "sabot" mode now that allows them to move faster than super-fast briefly, and there are also the pseudo-plasma decoys to think about.  Both of those might be skippable in Starmada terms, but the tactics wil wind up very, very different without PPTs.

The ESG should be tied to shield strength...unless you're using screens. And any actually offensive weapon system with a range less than 3 is pretty useless. (I'm not even thrilled with 3 truthfully) Ranges 3 and under are pretty much nothing more than fighter/drone defense.

That's one of the big differences between SFB and Starmada, and it may require a rules change to adapt properly.  Ships in SFB can fire at any point in their movement, and they move simultaneously and proportionately with one another, so short-range weapons can still get off shots (often very painful shots) in a flyby situation, even when both ships end up far apart at the end of the turn.  If Starmada is going to port *anything* from SFB, that probably needs to be part of it.

4

(6 replies, posted in Iron Stars)

Bah!  Not a post in two months!  Still no new book!  At this rate we'll never get to the Terran Combined Services' counter-invasion of Mars!

5

(60 replies, posted in Starmada)

Thinking about the adaptation:

Federation and Klingons will be fairly easy....special rule for 2 turn weapons?

Multi-turn weapons are pretty much mandatory for any SFB simulation.  Easy enough to do, though.

Orions - Option Mounts...otherwise easy

There's also engine doubling (which should boost speed, offense, and defense at the cost of some permanent damage) and many Orions have cloaks as well.  They use pretty much every Galactic weapon in those option mounts, which makes them one of the last races to get tackled, since you'll need so much else defined first.

Much the same could be said of the boys from the WYN cluster, I might add.

Tholian Web will be interesting to address...

Deciding how much the ability to make blocking terrain is worth is likely to be a chore.  Even more so when it can be placed at a distance via Web Casters.

Kzinti will need a "shortcut" for all those drones...

Tricky.  Seeking weapons are just as important to the SFB "feel" as multi-turn arming weapons, but Starmada doesn't want the level of clutter SFB sometimes (often?) achieves.

Romulans - well, if you've got multi-turn rules in place for the Photon Torpedo, then all you need to cover is the Cloak.

The plasmas are both multi-turn and seeking.  They've also got about a bajillion different arming options these days, which might or might not be vital enough to include in the port.  Should be interesting to see how that gets handled.

Gorns - Basically, Ugly lizardman-Romulans without the Cloak.

They also turn like loaded cement trucks driving on greased ice.  Makes me wonder if varying turn modes are also a mandatory part of an SFB-Starmada translation.

Hydrans...not too hard (Hellbores - special rule), Fusion beams are going to be nasty, but I've already mulled those over - REAL easily covered in the basic rules.

Hellbores (and enveloping plasma, if used) make directional shielding/screens pretty much mandatory, although probably with fixed values rather than allowing free reassignment each round. 

Lyrans - eh, special rule for the ESG....

Assuming speeds aren't going to be in the up-to-32 range like real SFB, the ESGs probably need to affect a much smaller area, perhaps as small as just a single hex.  Similarly, web areas (particularly cast web) need to be reduced considerably to compensate for average speeds being much lower. 

Andromedans - Tractor Repulsor, Displacement Device, Power Absorbers...NOT gonna be much fun - but then, they never were - they're all dead anyway..

TR beams are just another two-turn direct-fire weapon, albeit a nasty one.  Displacement Device is a slightly unreliable teleporter gadget that can be used on both friendlies and enemies, and it needs to be "scaled" like the ESG and webs so that the distances moved aren't absurdly out of proportion to normal speeds.  Unless we're doing some kind of actual power allocation (which I'd argue against, personally) Power Absorbers could just be treated as quirky shields.  Maybe have them give the ship a bonus to movement if they took fire the turn before (representing the use of stored power) but also have them cause extra damage if the ship in question takes a shield hit.

ISC - Another Romulan without Cloak - pretty easy once you've got the 3+ turn weapons. Oh, and the Fearsome PPD - another mulit-turn weapon...

The PPD is another "splash" weapon like Hellbores and enveloper plasma, but the effect is a fairly small one and might be ignorable.  Going to be tricky to retain the flavor of the weapon without impulse-by-impulse fire though.  Perhaps give it a fairly high damage (like, say, 4) and let it reroll missed shots up to three times, with each reroll costing it 25% of the damage?

I'm not sure that's everyone - Oh, and the Carnivons....Paravians, Mechad, et al....

Holy cats, don't let Steve Cole hear you mention the Mechad, or any of the other stuff from those Galactic Empires IP-pirates.  That's an era best forgotten.  The horrors of the Indirigan boomerang weapon will haunt me for all eternity...a seeking weapon whose warhead strength, speed, and turn mode change every few impulses?  Shudder...

And you didn't even mention Omega Sector, or the Lesser Magellanic Cloud races, or the Juggernaut, or space monsters...  smile

6

(60 replies, posted in Starmada)

That's not a spoiler, and it's not accurate either.  SFB canon says no Galactic Power (Federation or otherwise) was ever certain about exactly what the Andro's were, in part because the only "crew" ever encountered, even on occupied planets, were robots.  They never decided for certain whether the robots  were the Andros, or if they were just tools, nor did they agree on whether any (presumably) organic Andros were actually present in the first place, or if they'd been extinct for a long time, or if they just hadn't arrived yet.  There was even speculation that the "real" Andros might be incorporeal energy beings, ala the Souldra from Omega Sector.

And while the Andro invasion of the Milky Way was stopped cold by Operation Unity (which also liberated the LMC in the process), there's almost certainly at least one galaxy full of them still out there, off in the general direction of the constellation of Andromeda as seen from Earth.

I'm committed to pewter minis on this game myself.  Cardstock just doesn't do it for me.

Thank heavens for Brigade, eh?  smile

Hmmm...comparing this to the similar "cinematic" system in Full Thrust, your speeds will tend to vary more from game turn to game turn because you're not spending thrust to turn, and your end positions are much more unpredictable because your turns aren't seperated by set distances and sideslipping lets you drift a lot for free.  That might or might not be a good thing...too much unpredictability renders narrow-arc weapons almost useless, and the weapon arc costs are ona  fixed scale.

If you really want to adopt a "turn cost = speed" idea, the movement options become much more limited, but turning is probably too restricted.  What about the almost-equally- simple "turn cost = half speed, round up" formula instead?

9

(9 replies, posted in Iron Stars)

I know I'm anxiously awaiting the next book...and some more minis from Brigade...but I'm not on the design team.

10

(4 replies, posted in Starmada)

cricket wrote:

The "death by a thousand cuts" approach has been used before, and to good effect. You are assured of killing a single 500-point ship, or a pair of 250-pointers, but against any reasonably-balanced opponent, I am more pessimistic.

But then, I've been wrong before. smile

A 500-pointer with a cloak, good speed, and plenty of short-range weapons might be a problem too.  Stay under while you get past their firing arcs, then surface and blow away a big chunk of the fleet each turn while they try to turn to bear...then cloak and repeat as needed.

As long as you don't bobble the cloak roll too early it should work.  smile

I've tried the "tiny spinal gun" ships in lots of variations over the years.  Going with speed 1 is very cheap, but I don't think it's as good as having fewer but faster hulls against most opponents.  Being able to turn around quickly or back up effectively is kind of important.

Rich

11

(8 replies, posted in Iron Stars)

The only terrain I've got are some gas clouds, asteroid clusters, and (of course) minefields, all of which are painted onto sheet styrene.  Works well, but I've never assumed it was in scale with the ship minis/counters.

Rich

12

(13 replies, posted in Iron Stars)

Vigilettes?

I do not think that word means what you think it means, sir.   :wink:

Rich

13

(5 replies, posted in Miniatures)

bekosh wrote:

I'm cheap. I use Apple Barrel or Folk Art brand craft paints, $.40-$.80 for a 2 oz bottle, over Rust-oleum Clean Metal Primer.
Good coverage with a brush in 2 coats and just a gazillion colors. :shock:

I'm with you, although I will use Reaper and GW for metallics and inks.  Craft store paint is fine for most stuff, but their metal colors suck and they don't have the pigment density to do washes well.

Rich

14

(2 replies, posted in Miniatures)

Those "little round nodules" should come off pretty easily, I cleaned them off my 6mm Brigade stuff with a fingernail (and some cussing).  Getting a dental pick or even a knitting needle to help out in the narrow spots for that sort of cleanup will help too.

None the less, I'm glad to hear they'll be absent in the future.  Even easy cleanup is still work I'd rather not do...

Rich

15

(15 replies, posted in Cheese)

thedugan wrote:
smokingwreckage wrote:

You're completely off-topic. Do you have anything to say about cheese or not, eh? Eh?

I've heard it said that it's good for loose stools.
lol

See, now I would have thought wood glue would be better for that sort of thing.  Or maybe a few good, long screws...

16

(32 replies, posted in Starmada)

RiflemanIII wrote:
KDLadage wrote:

Hell... I have been bugging Dan for some time to not only expand the original setting but allow me to help him develop a Role Playing Game around it as well...

Well, what I've been doing is trying to integrate Mekton Zeta with SX, myself. Mekton Zeta is a rather open system in and of itself, so I haven't had too much trouble.

Always liked Mekton Zeta, very versatile system once the tech book came out.  Sadly under appreciated these days if you ask me.  It could use better balance in it's point system, but then that's one thing Starmada does well, isn't it?

Rich

17

(39 replies, posted in Starmada)

Ironvein wrote:

It's just like a horror movie with some wacko or other nasty. Simply put if all you did was knock him/it out and then left him/it alone and ran off or are being consoled by the hero, sure enough he'll wake back up and you'll be off and running again.

Which is why you should always take the opportunity to relieve any apparently-defunct psycho-killer of his feet (preferably with a chainsaw or axe, but a hacksaw will do in a pinch) and bring them with you when you leave the scene.  Chopping off heads or hands instead may seem like a good idea, but Sleepy Hollow and all those stories about that guy with the hook indicate that the psycho can still cause problems with those appendages missing.  Take his feet, though, and what's he going to do?  Chase you on his stumps?  "Look out, it's the Jason "Pegs" Vorhees!  We'd better walk away at a moderate pace or he'll kill us all!"  "Oh no, he's found a wheelchair!  We're doomed if he finds a way across those speed bumps, over that curb, and up this flight of stairs!"

Plus the feet are good evidence for the inevitable disbelieving authority figures.  "I tell you, the guy tried to kill us with an axe!"  "You got any proof?"  "Just these size 13 shoes with the zombie feet still in them..."  At the very least they'll go take a look for the guy you chopped them off of.

18

(32 replies, posted in Starmada)

There's no such thing as "too open-ended" in a rules set for me, but that doesn't mean I wouldn't buy "setting" books if they were offered either.

19

(5 replies, posted in Iron Stars)

Ugly fight, but an interesting read.  Nightside conditions do tend to make for bloodbaths in my experience, although not usually so one-sided.  Was the British player having problems with initiative toward the later stages?  Sounds like the Italians really managed to finesse the range in the BB clash, and that usually requires multiple initiative wins.

Novel to see zero minefields deployed during play...we tend to use them a lot on our homebrew designs (albeit not always to good effect) so our battlespace always ends up cluttered with explosives by the end game.

20

(31 replies, posted in Iron Stars)

themattcurtis wrote:

and the crickets chirp....

Anyway, Kevin's sending his critical hit chart and I'm going to use it in conjunction with the stuff mentioned above.  Friends are going to help me playtest criticals this weekend with the following fleets:

Regia Marina
Dante Alighieri class battleship (new design for upcoming book)
Tomaso Albinoni class heavy cruiser
Guitonne d'Arezzo class cruiser
Masolino (d'Arezzo class)

Royal Navy Ether Squadron
Cornwallis class battleship
Gauntlet class battlecruiser
Southam class cruiser
Anglesey (Southam class)
x4 British FACs

I'll post the results for anyone interested in how it affected play.

The Italians named a battleship class after a poet???  Will the next book include the epic clash between the Dante and HMES Lord Tennyson?   :wink:

Love to see a battle report for IS, though.   Any battle report...

Rich

GamingGlen wrote:
murtalianconfederacy wrote:

I prefer the way LRS works in X, actually. LRS in X means that you don't get an insanely long range over your opponent, and means that its more about weapons layout.

"insanely"?   An extra 6 inches at maximum?   :?

Oh, that's right, you people like speed 2 ships, and think speed 3 is blazingly fast.   :shock:   No wonder the optional tactic of Evasive Action is never used.  Let's see, -1 for long range, -1 for EA, that's -2.  So let them get one shot at long range (okay, with EA they might get 2).  Oh yeah, 1-3 movement points gets you -0 EA mod.

You do realize that YOU can put LRS in your ship, also.

I never design a ship with less than a speed of 4.

There's more to ship design than weapon layouts.

How much have you actually played with the old version of LRS, pray tell?  It doubles the long range bracket on your spinal mounts, too.  And if your ship speeds are similar, your maximum closure rate against an enemy who's backing away is about half your speed, or pretty much nothing if you're using evasive or he's got his guns pointed aft.  Odds are your speeds won't be similar, since the classic Compendium LRS user is a small, fast ship with multiple spinals, often pointing to the rear...and against those, you'll never get in range to shoot back with anything but your own LRS-spinals.

The combo is obvious, and boring as all get-out after a repetition or two.  There are good reasons why X changed LRS.

Now, if they'll just do something about Stealth...  smile

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...

23

(31 replies, posted in Iron Stars)

cricket wrote:

In order to get this equal chance in Iron Stars, then the criticals should be spaced out along the ship's damage track -- say, 3 per ship -- in the same way that special equipment hits are.

OTOH, clumping the crit chance down in the low end of the range increases the odds of torps scoring crits, which seems somehow appropriate...especially if your crit chart includes a lot of "hull breach/pseudo-flooding" results.

One of the spots where Silent Death really shines is the way each of their ships has its own unique crit chart.  Some ships really have to worry about fatality crits, others not so much, and the top of the line hardware is nearly immune to sudden death results.

Then again, their point valuation system is questionable, and their ship design system is really easy to abuse, so all is not perfect at ICE... :wink:

Rich

24

(16 replies, posted in Miniatures)

go0gleplex wrote:

I believe that Tony was trying to improve the sail connection and reduce the mass of the sail itself with the recasting.

That would be good, the joins are more than a little fragile on the bigger ships.  I always thought the way to go would be to cast the mast with a length of metal (kind of like an extra spar) at the root, running back under the sail and parallel to the hull.  That would greatly increase the surface area of the actual hull/sail connection, letting the glue work better.  I've seen similar tricks used on other minis and it's a much more durable solution than post-and-hole tricks, especially if the hull can be grooved at the join to nestle the spar in.

The Battlefleet Gothic Eldar cruisers use a variation of this trick for their sails, and I've never had one break in six years of use.  It's all about surface area...

Rich

25

(16 replies, posted in Miniatures)

thedugan wrote:

What was the issue with the sails, anyway? I wasn't too crazy about the solid metal sails, but understood the need for doing it that way without involving Chinese Prison labor...
lol

You know, you can fix the "flat sail" thing by gluing some automotive body repair mesh over them.  They'll still be solid, but it gives you a nice raised grid that you can easily highlight to get that patterned effect from the CG artwork.

A bit of work, but probably worth doing.