... and I get rid of the old admiralty books. Well, too bad, but it's so easy to create our own ships.
marc
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mj12games.com/forum → Posts by madpax
... and I get rid of the old admiralty books. Well, too bad, but it's so easy to create our own ships.
marc
They can send freely the pdf for those who bought the admiralty editions. Coooolll.
Marc
Is there someone willing to play via VASSAL, PBEM, only?
Marc
It seems that fighters act similarly in unity than in admiralty. Can someone reminds me if they behave the same when it comes to combat?
Marc
It worked!
Thanks
Marc
Sorry if this question has already been answered but what do you do on the drydock to define a weapon as a seeker?
Marc
For the diamond, I found the rules today.
But I wonder why both the screens (deflector) and the shield? Is the later metallic armour?
Thanks for the answers of the other questions.
Marc
About material, there is the babylon 5 vault:http://b5warsvault.wikidot.com. But I suppose you know it.
What is the first line above the hull, with the diamond?
Also, I suppose that the warp drive is the hyperdrive.
And what are the rules for science, and security?
Marc
Very interesting
When (and where) the whole range of ships will be released?
They are particularly original. Which material was used to create the ships?
Marc
Well, yeah. But my bases are 20% cooler.
At least!
Marc
Nials pursuing Starfuries, great!!!
BTW, there exists this:http://www.brigademodels.co.uk/Spaceshi … 005a.htmll
Marc
Did this. Thanks, it works!
In the end, I use the drydock to create ships (normal) and I more or less cut and paste the ressilt on another excel sheet. I sligthly improved the reading but very slighty.
Marc
I played Starmada Nova hexless. Simply said, convert each hex in 3, 4 or 5 cm, as you like. Each 60° pivot is easy to translate hex less. Especially if the ships use hexagonal bases. Thoses bases are also convenient to determine weapons arcs.
Use the mast of the ships to measure distance.
Marc
Ok, will try, but my copy is fresh from this week. BTW, it seems you can't cut and paste the display to include the ship in an excel file.
(edit: Tried that and the result is identical)
I noticed that the display sheet is already wrong (two hull sections, etc.)
Marc
I tried the drydock and had some problems. OK, the weapons are sorted in alpha order.
But, after filling the various items, the display result is quite disappointing. I have twice the boxes for the hull and weapons, for example, other lines I don't know why there are here (from #57 to #81)
Also, whatever the weapons I install, the SU used aren't modified.
Marc
Thanks!
That's what happens when fighters armed with Dfs lasers backstab ships with directional defenses.
Marc
I know that a +1 is the same thing as -1 and doubling the value. +2 and you double the base value.
When you obtain a +3 mod when computing AD, what do you do?
I would say add the base value and the -1 value.
Marc
I'mp currently playing a vassal game protraying Star Wars ships. As you can imagine, fighters are very important in that universe.
I don't like the way fighters are treated in Starmada Nova. Too expensive and not very interesting, and worse, I didn't feel they have the granularity I wanted.
So I wondered. I've tried many years ago to simulate them as seeking weapons, but it didn't gave the feel I wanted.
So I adopted a 'flotilla' feeling:
- Each squadron is represented a by a 6-hull ship, each point of hull being a fighter. I can adapt that for bigger fighters.
- The speed is not variable, neither due to losses nor to acceleration.
- The shield (x-wing have a 6+ shield) is treated the same way.
- Weapons are designed with FR arc but due to fighter extreme manevrability, they in fact have TT.
- They are still considered as fighters for movement and as targets.
For example, a tie fighter squadron is hull 6, speed 11, with 6 twin light laser (each Tie has twin light laser) with the following characteristics: Rng 3, Dfs, AD 6 4 3 2 2 1 1 1. CR 20
An interceptor squadrong would have the same characteristics, but with a better speed (12) and Dx2 for weapons because they carry quad light lasers. CR 29
The tie bomber squadron carries many proton torps. They are Gid, Dx2, Exp. FR5 x 6 (they can fire six salvoes fo them) AD 36 25 18 13 9 6 5 3 2 2 1 1 1. CR 68.
We played once with them with a restriction, that no more than one salvo per turn can be fired, but it makes bombers and x-wing not very interesting. We won't be playing that way next time.
It gives the fighters a lot of flexibility in design.
Note that it makes carriers very cheap as the fighter CR is not included with their. It makes carriers very flexible in they fighter complement as you can chose what you want as long as you don't take more fighters than their carrier 'load'.
Marc
I like those rules, it adds some tactical flexibility.
I would have modified one thing. Your rules says shield where it should say armor (the way SFU shields are translated in Starmada).
Marc
IIRC yes, the fire linked is all or none trait.
Marc
Yes, but in the end, you have almost the same ships. They have the same drones, heavy and light weapons. And everything else is (almost) the same.
Marc
The SFU ships with SNE are just that, adaptations. Personnally, I prefered the old SFB ships which were a bit more different from each other than the latest ones. You see the differences between Kzinti and Klingons? I don't.
Marc
the other b5 miniature game whose name escapes me
A Call to Arms?
I would express just one regret, it's the ACTA action system was very interesting. But I fail to see how it would be adapted to SNE.
Marc
With SNE, games usually don't last more than 5 turns. And with the official SFU, games can be over in less than that (the firepower/resilience factor is very high, ships are dying way too easily IMHO), you will feel lucky if you are able to use your marines at least once.
SNE can't reproduce SFB battles, the pace is not the same.
Marc
You can make yours easily.
What I did for mine (I play with my own SFU/STU ships), is to use hull 3, no defense at all (ECM armor and shield), directionnal defense (to take their lower shield into account), enough FR heavy weapons that can be housed, and a very high speed (from 9 to ...12 or 13). It's in essence a gunboat.
Marc
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