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Yes, I have noticed.
As long as my two copies of SAE is on their way I don't mind cryptic. I'll get that game sorted while Daniel ponder other parts.
Is this getting anywhere? I want something else than Wardog, perhaps this is it?
That look like worth to read. Thanks! But why, oh why, a webfanzine in standing format? How many have their monitor that-a way?
So, now I got a copy.
It tells me how to use Starmada and Twilight Imperium together. Seem to have the same trouble original Mighty Empires have; ie you can't mix step wise movement/battle with tabletop. It would take forever. Or was that VBAM?
Anyhow...
Warp movement, separate movement and battle phases.
Strategic cards would be fun I think. And some sort of really good reasons why you want a specific system (Ad Astra works as an input).
So howsit going Daniel? Progress?
The EM4 (old Silent Death) ones are actually not as bad once painted up.
Problem I would say they have is that they look to atmospheric for my taste.
GW's basic box Battlefleet Gothic are plastic, as is the predecessor Starfleet(?).
I made them into 40mm across.
Alex, it's not hard to leave them behind. Use the hexagonal base for 60° turns and inches for movement. The table is all of a sudden really big! 8-)
Looks nice.
Very small thou... :?
How have you made the connection?
Ok folks, got to help out here... Anyone got a TSS 2nd to sell me?
Ok. Here's some possible food for thought:
* How is it that you get income for other bases in a system?
* Movement is probably not linear in space.
* With a straight income base there's no real reason to fight over a system. A system must be more than a place to have a base and an army. Energy, resources and factories being three easy to mix and match things to spice it up.
* Assault ships to carry armies. Worth ½ in space and ½ at planet fall.
* Diplomacy, the strict and unforgiving type.
Daniel, don't stop. But we got to get more input on what you think you want.
Right now it's a bit much a railroad. And also more of a combat campaign/boardgame than a player and economic campaign.
I could easily see resources, commodities and marketplace added to spice up why you fight over a specific system.
Andreas, where in the world are you? Perhaps we can meet up and pester in chorus?
And where did that long post go? Not suitable for here?
It's here: http://www.mj12games.com/forum/viewtopic.php?f=8&t=2292
I'm sorry, there's no reference to this at imdb at all. :shock:
There must be an element of the unforeseen.
Also armies shouldn't add to space-battles (unless their assault ship has ½ an influence) and vice versa for spaceships.
Not to much random outside player control. Bad weather is one thing, singular solar flares exterminating one player's system is quite another. But misjumps are ok, they are after a direct result of player action.
Misjumps and failed orders are good things to spice things up.
I really would like a copy of the previous TSS. To see what Daniel is up to here. Easier to help then.
There's a solid base here. And if that is solid enough, then things can be added to spice things up.
More later, soggy ears...
Hm... Another thing perhaps worth doing is to make new/changed parts in another colour?
I think I say "+1" as to that above. But then again, isn't this the first basic rules we're looking at here?
How did TSS II look?
Anyhow, those systems look just fine, for testing. But! Perhaps the actual interesting hexes could be made without taking a year worth of toner?
cricket wrote:New draft for today...
[FILE REMOVED -- SEE STICKY IN SOVSTARS FORUM]
Ah, here it was! Sort of. Reading time! (Then got something to do with a double acute otitis media (double ear inflammation?).
Yeah, it looked as if there was one, but then...
cricket wrote:As an early Christmas present, here's the current draft of the rulebook. Let me know what you think.
[FILE REMOVED]
Where did it go? :shock:
cricket wrote:mundungus wrote:Is there any reason you picked than number rather than six? (Ideally, a group meeting regularly would have an even number of players.)
In games like this, I've always preferred an odd number, but no -- I did not pick five over six for any particular reason
There's no test to read up on, but this one can be commented on anyhow... :shock:
This is a strategic campaign, right?
Then an odd number is best. Reason being that then two can gang up without to much impact. Even if two attack one they are susceptible to attack from the two remaining, together or individually.
Three is to few to make that work; it works at five or more but assembling seven players could be a biatch.
My apology, this came out wrong... Off course I will get the SAE as soon as I can. And I think it has quite some development going for it.
I like SXB, no trouble there. But as the design notes say, there's some things that work better as in SAE, and there's streamlining to boot.
I can understand §1, but §2 makes §1 redundant, wouldn't you agree?
And it's a bit of a turn off to dish out for an edition as new and just then realise it's obsolete...
Problem is... I just got StarXB and them pages are not in the SAE-demo. And it feels really silly to dish out for SE immediately like this.
Unless what's wanted in this thread is the strategic option?
Ie you got the fleets mapped out but no opportunity to play the battle.
Perhaps roll a D6 per 100 points. Rolling most win and each "6" blows up a ship.
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