1

(127 replies, posted in Starmada)

So from what I understand you have 6 weapon banks that at a (-5) arc modifier, thus doing 2 dice each (before other modifiers).  I don't see where you are getting 9 dice from.  Each bank will do 2 dice, so 2 banks start at 4 dice modiefied by the other factors (ecm, range, etc).

Poliorcetes

2

(8 replies, posted in Starmada)

I think I finally got this figured out.  You INPUT the number of weapons on the spreadsheet, but the ARC Modifier doesn't show until you PRINT it.    ie LOOKing at the spreadsheet you see the number of total batteries but the PRINT version only shows the dice modifier (arc modifier) of the involved group of batteries.
I thought there might be a glitch seeing how none of the ships in the book have any xx1 designations but I was able to create it on the spreadsheet.  Since a -1 requires a 70% makeup, unless you have a lot of weapon batteries you will rarely put enough batteries in to get to the -1 modifier.

A basic summary of batteries and their resulting arc modifiers
1 = 0
2 batteries, each will be -2 (50%) modifier
3 seperate batteries = -3
4 = -4
5 = -5
6 = still -5
7 = -6 (14.28 rounds down to 14%)
8 = -6
etc.

interestingly you can only get the -1 with a very specific setup (ie out of 10 batteries, need a grouping of 7 and 3, 8 and 2 or 6/4).

overall not very relevant but it helps me get a better feel for what the results mean now.  It is hard to re-learn the visual ship layout system.  The arc numbers simply reflect dice adjustments instead of # of batteries (or perhaps better stated, the arc modifier reflects the computed damage value of the batteries)

Poliorcetes

3

(8 replies, posted in Starmada)

Yes but the problem is an Arc modifier of -1 according to the table represents a battery making up <85% of the total batteries.  ie. 1 gun is equal to 100% of the battery's, thus is equal to an arc modifier of 0 according to the chart.  Yet I have to label it as a -1 on the drydock calculator.
What am I missing about this chart?

Poliorcetes

4

(8 replies, posted in Starmada)

Ok, so I finally found page 49 that explains how the firing arcs are created. 
But the Drydock doesn't seem to let you put in a FF0?  How do you create a single gun on the Drydock page?
I see that the SU calculation multiplies the arc factor (thus 0 isn't allowed), but page 49 clearly shows the 85-100% range to give an arc modifier of 0.  What am I missing?

Poliorcetes

5

(8 replies, posted in Starmada)

Ok, just got the book today and I'm trying to sort out the new system. 
It is not clear to me what the arc numbers are doing. 
Example    I have a FF1  and an AA2 weapon (which seems to represent 1 FF gun and 2 AA arc guns).  When I shoot in the FF arc, step one is arc modifier which would seem to be -1.  Shooting in the AA arc would give me a -2 modifier.
But from what I understand from the construction rules, AA2 means I have 2 guns in that arc, yet if I shoot in the AA arc its a -2 modifier (and the more negatives means less attacks generally).  So I THINK I really should be taking the arc modifiers from all guns that CAN"T shoot, thus shooting at the FF arc target is a -2 (from the AA2 weapons) and the AA arc target has a -1 modifier.

Is this close to being right?

Poliorcetes

6

(23 replies, posted in Starmada)

How about a Planet or moon or even black hole?
Terrain adds the need to maneuver into the game.

I still favor stealth or cloaking to deal with snipers though, drones/bombers might work once but they aren't that hard to counter.

Poliorcetes

7

(0 replies, posted in Starmada)

Well I've finally run through enough test games to get a handle on some tactics and start refining some ship types.  I noticed there is sort of a Tier effect due to the level 5 shields, essentially I have normal ships up to level 5 shields and then after that you start needing heavy Piercing or Shield ignoring weapons.  For me the cut off is around 600-700 points.

I'm still struggling with finding a use for fighters.  I've tried making some nastier ones, but I'm still finding that my battles are decided in the first 3-4 rounds and that the fighters are only just starting to have an effect by then.  I'm going to play around with some drones to see if that can impress me.

Cloaking is fun but very easy to get yourself screwed up since you can't see where you have moved (but I'm also running a 7 ship battle, playing both sides).
I like Stealth, but I need to work on keeping my long range ships out of range longer.  I'm going to try putting the main weapons on the rear arcs.  This could be tough as my map isn't very big.

Mines are cheap and suddenly create terrain on the map, which is fun.

I'm hoping to take this to our local gaming weekend and try it out on some real opponents soon.

Poliorcetes

8

(2 replies, posted in Starmada)

Greetings, I finally got SAE and played my first test battle.  Overall I'm pretty impressed.  I was using a couple of different ships from the ship library (I assume they are all tech level 0 unless otherwise indicated).

I am stumped with the ship builders.  I tried the first 2 in the download section.  The first was just overwhelming with VBAM, nations, etc. 
I tried a different one that was simpler, although I couldn't match some values (I was plugging in a prebuilt EA Hyperion Heavy Cruiser) work.  One weapon had a to hit of 2+ which wasn't in the value ranges and I couldn't figure out how to get rid of the fighter data that came pre-installed.

Can someone give a Noob some tips.  Can I just use the prebuilt ships found in the file section?  I'm not dying to make an entire fleet on my own.

Poliorcetes

9

(12 replies, posted in Starmada)

I don't like to paint and I'm just starting to try the starship miniature scene.  I'm experimenting with buying the prepainted Star Wars ships.  You can buy a lot of the smaller individual ships online (the fighters can be found for 50 cents) on some of the game shops.  I haven't actually handled them yet so I need to see how they fit on my map and compare them to some unpainted ships I bought as well.  But for painted, Star Wars seems to be the only option.  The good news is that since you aren't involved in the Star Wars rules, you can buy the more common ships for $2-4.  Even unpainted minis seem to work out to about $3 a piece on average.

Poliorcetes