I am using the newest version of it. I am not sorting the weapons tab alphabetically.
In an unrelated note, is anyone interested in a copy of the drydock that has been laboriously edited so you don't have to sort weapons alphabetically?
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mj12games.com/forum → Posts by MajorTom
I am using the newest version of it. I am not sorting the weapons tab alphabetically.
In an unrelated note, is anyone interested in a copy of the drydock that has been laboriously edited so you don't have to sort weapons alphabetically?
Ok, so I just downloaded the v1.04 drydock and started to make my first ship and it looks like all of the weapon trait lookups are completely broken. The first thing I did is make a list of different weapons to choose from, but when I started to add them to the ship from the dropdowns it was showing the name right, but picking a different row from the weapons tab altogether. I thought maybe I did something to screw up the sheet so I went and got a fresh copy but it's still doing the same thing.
I'm not terrible at Excel so I unprotected it and unhide all the calculation rows and it looks like row Q of the ship tab and all the ones on the weapons tab have the approximate match clause in the vlookup left blank, meaning they find the first thing that's close, instead of the correct one.
I'd like to see a series of supplements that showcase and even enhance the flexibility of the system by introducing a few homebrew settings with very different motiffs. So maybe like a hard sci-fi setting set during a colonial war between Earth and the inner worlds against the belters and the Jovian moons. Maybe you could introduce new rules for limited delta-vee, solar flares as in-game events, intership computer hacking as a new form of attack, etc.
Then you could do a full-on space opera supplement with rules for psionic crews, unobtanium shielding, warp missiles, and other such implausibilities.
One other thing I'd really like is a set campaign system for linking multiple scenerios together into a branching narrative. If there is a single official campaign system you could even run organized events, allow player groups to register to different factions and then the results of the various tournament events help guide the development of the game world.
Ok, so I checked around and I don't see anyone else talking about this, but the drydock doesn't seem to be working for me at all.
When I follow the link in the rulebook it brings everything up fine, but when I try to log in in doesn't seem to go through and when I go to the design section, I can enter things in to the various sections, but when I hit submit, or apply or whatever, it doesn't accept the changes.
I feel like this is something wrong with my browser settings or something since no one else seems to be having these problems, but I've tried it in Chrome, Firefox, and even IE and I have the same trouble. Can anyone think of a reason this might be?
I must not be understanding right. If landing equipment takes the same amount of space, why would anyone bother with them instead of just getting the engines?
I would say it depends on heading. Whichever facet is pointed toward the direction of movement when the ship enteres the minefield/asteroid field (usually front, but not always) is the one that takes the hit.
Of course there is something to be said for the whole "smart" mine thing, making a random hit is a air way to determine it, but I think making the mine always hit the weakest facet is overpowered.
If you wanted to go in that direction how's this. Smart mines always TRY to hit the weakest facet, but they don't always make it, roll a d6 for each hit, on a 1-2 it hits the facet to port of the weakest, 3-4 it hits the weakest, 5-6 it hits to starboard of the weakest. When I do faceted shields, I tend to make one facing very weak (usually rear) then the adjacent two fairly weak. Then the front arc very strong, and the other two fairly strong. This way mine hits have a tendency to actually do some damage, and a potential to get a very easy hit in.
just spitballing though
That is definately a game-changer. My group and I are still fairly new with this game but we recently instituted a new limitation. We all noticed that each session was becoming a "who can design the most insidious weapons" contest, games were getting shorter and shorter and really most were decidied by who got to use their doomsday weapon first. So we all decided that we would put an arbitrary limit of 1 positive weapon or fighter trait and one negative trait. We were all making 800su weapons that ignored shields and did 20-30 damage each hit. SO no matter how much protectiona ship had, if it got hit, it was dead. I am anxious to try it out with the new limit just to see how much it changes, hopefully there will be more room for tactics and manuevering.
I played a game where my opponent had what he called "EMP Charge Cannons" they were Damage 3 continuing weapons. He fired two of them at my flagship and inflicted 26 points of damage on my battleship. Then he smirked and told me not to worry; it only did 6 points of hull. Point for Point I think continuing damage is one of the most powerful traits in the game considering it is only a 1.7 multiplier. Especially if you use it on weapons with more than 1 damage.
House Rule #3
Anti-Fighter Batteries
Anti-FIghter Batteries may attack any flight that comes within their range DURING THE FIGHTER PHASE. Anti-Fighter Batteries may preempt any action by a flight with an attack of their own (works like combat interception). These attacks are resolved and damage is applied immediately. Individual batteries are fired allocated seperately. For example; a ship with 6 AFB is attacked by a striker flight, the starship player elects to fire 2 AFB at the fighter flight and save the other four for other possible threats later in the phase. AFB may no longer fire at starships, even if they are within range during the fighter phase. In addition, a ship is limited in the number of AFB it may purchase during construction, it may only have no more than 1 AFB per hull point.
This is another rule that has not been extensively tested yet, I realize that this makes AFB's much more powerful, perhaps too powerful, but I just like the idea of flights having to dodge a wall of flak before they can launch torpedoes or strafe or whatever. Very cool image.
House Rule #2
Disengaging from Dogfights
If a flight engaged in a dogfight wishes to, it may disengage from an initiated dogfight by moving up to two hexes away, it may move no further than that nor can it make an attack in that turn. The opposing flight may opt to make a free attack against the disengaging flight with no modifiers if it has not already been activated, but doing so counts as it's action for the turn. If the opposing flight does not make the attack, it may take it's turn as normal when it does become activated.
This one is still in the experimental stage and has not actually been used in play. It is designed so that it is pretty hard to get away from a dogfight (the other flight can simply re-initiate, either immediately or on it's next turn) But it allows some room for other flights or supporting ships to help it out.
Ok, House Rule #1
Firing into a Dogfight.
Any weapon that can engage fighters normally may be fired into an active dogfight. If doing so, resolve attacks normally and for each successful hit, roll a d6, on a roll of 1 or 2, the hit is applied against the friendly flight, resolve impact/damage normally. If a roll of 3 or higher, resolve the hits against the opposing flight.
The reason we decided to use a simple 3+ instead of trying to do it based on the relative numbers is to represent the fact that you ARE aiming at the bad guys, so it should be at least slightly more likely that you wull hit them, even if there are fewer of them.
Ok, with the inherent customizationability(?) of Starmada, it is inevitable that people start making up their own rules or tweaking xisting ones to add additional flavor. This is a good thing in my book, My gaming group already has a few optional rules and most likely we will continue to churn out new ones as the opportunity presents itself. I want to hear what new rules you guys use and get your opinions on mine.
I've always hated gimmicks like that. GW games is notorious for making a new more powerful special rule for each new army or fleet they design so people will run out and buy the new range of models. I like to think that I am a fairly good sport, I don't mind losing at all, but when I lose because of some weird advantage that I could not have taken advantage of, it ticks me off. That's one of the reasons I like Starmada, I can lose a game because my friend found a neat little interaction of weapon traits that works really well and he blew me out of the vacuum with it, but I know that I'm not stuck with the same force next time, I can change and adapt to the new threat and develop my own superweapon. With those other games my ability to evolve is limited to buying new models that have different stats.
I gues I'm just opposed to a rule that only one player can use, and I don't think you can really put a points value on what is essentially a change to the fundamental structure of the game, there are too many variables, that could either be a gross overadvantage, or a complete waste of points.
Whew, rant over, on the other hand, house rules can be very cool and my gaming group has already implemented a few of our own. I am thinking I will start another thread where people can list theirs and comment on everyone else's, maybe put this extra movement rule up there and see what everyone else thinks.
I think the bottom line with speed is this, it is only worthwhile if you outrange the opponent and can keep outside their envelop (no mean feat when you aren't using floating gameboard, too easy to get cornered and either forced out of bounds or pounded into air-streaming wrecks). Now it is nice to have a few points of thrust in reserve for simple manuevering, especially if you are like me and favor big and nasty but limited arc weapons. But even my slowest ships have no trouble using pivots to keep enemies on target.
Busy designing a fleet, trying to keep it limited to 5 or 6 weapons for the whole fleet to give it "faction flavor". It's tough to shoehorn in everything you want into a hull. Tough decisions.
I've noticed that many player-designed ships are very slow, having a thrust of only 3 or 4. Is engine rating really that irrelevant in the engagements people have been playing?
Well, the thing is, the only time you need to emphasize speed over firepower and protection is if you are playing an "escape" type scenario. Otherwise, it all comes down to trading fire at the end, so why bother filling up 1/3 of your ship with engines that won't help you once the beams and missiles start flying.
Of course, that is only for regular Starmada games, if you are attaching a campaign game of some kind then there might very well be a reason to make a fast ship over a heavily-armed one. Because then you can complete objectives beyond the destruction of the enemy. But in a pitched battle where the only way to win is to destroy the enemy, it is better to be slow and nasty because at one point it will be a stand-up fight.
Well then, these designs worked fairly well together until my opponents learned the tricks, now I need to redesign the whole fleet to make it more flexible. Any thoughts or advice would be greatly appreciated.
Type: APOLLO-class UNION BATTLESHIP (862)
Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1
Shields: [TL0] 5 5 5 5 4 4 4 3 3 3 2 2 2 1 1 1
Weapons: [TL0] 1:[V] 2:[W] 3:[W] 4:[X] 5:[X] 6:[]
Battery V: 150gW Anti-Ship Laser, 6/12/18, 1/3+/2/2, Increased Hits; Increased Impact; Starship Exclusive
[G] [G]
Battery W: 40cm Mass Driver Cannons, 6/12/18, 1/3+/2/3, Extra Hull Damage; Starship Exclusive; Piercing +2
[G] [G] [G]
Battery X: 20mm Close-in Railguns, 3/6/9, 1/3+/1/1,
[ABCD] [ABCD] [ABCD] [ABCD]
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control; Anti-Fighter Batteries (3)
Fighters: [TL0]
Type: ARGYLE-class UNION LIGHT CARRIER (729)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 1 1 1
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1
Weapons: [TL0] 1:[V] 2:[W] 3:[W] 4:[X] 5:[X] 6:[]
Battery V: 6kT Fragmentation Bomb, 4/8/12, 1/3+/1/1, Area Effect; Increased Hits
[AB]
Battery W: 30mm Multi-Barrel Railguns, 3/6/9, 3/3+/1/1,
[ABCD] [ABCD]
Battery X: 20mm Close-in Railguns, 3/6/9, 1/3+/1/1,
[CDEF] [CDEF] [CDEF]
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control; Carrier (457)
Fighters: [TL0]
3xF-2 Wildcat, 6/12/1, (Fighter/4+/Interceptor)
3xA-3 Tomahawk, 6/8/2, (Fighter/4+/Bomber/Piercing)
1xFA-4 Shrike, 4/14/3, (Fighter/3+)
Type: AJAX-class UNION HEAVY CRUISER (342)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 1 1 1
Faceted: [TL0] 20 18 16 14 12 10 8 6 4 2
Facets: (4,4,4,3,3,2)
Weapons: [TL0] 1:[VX] 2:[V] 3:[W] 4:[W] 5:[W] 6:[X]
Battery V: 25cm Mass Driver Cannons, 6/12/18, 1/3+/2/2, Extra Hull Damage; Starship Exclusive; Piercing +1
[AB] [AB]
Battery W: 8cm Multi-Purpose Railguns, 4/8/12, 1/3+/1/1,
[ABCD] [ABCD] [ABCD] [ABCD]
Battery X: 20mm Close-in Railguns, 3/6/9, 1/3+/1/1,
[EF] [EF]
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control
Fighters: [TL0]
Type: EXETER-class UNION LIGHT CRUISER (228)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1
Faceted: [TL0] 15 14 12 10 8 6 4 2
Facets: (4,3,3,2,2,1)
Weapons: [TL0] 1:[V] 2:[V] 3:[V] 4:[W] 5:[W] 6:[W]
Battery V: 6kT Fragmentation Bomb, 4/8/12, 1/3+/1/1, Area Effect; Increased Hits
[AB] [AB] [AB]
Battery W: 30mm Multi-Barrel Railguns, 3/6/9, 3/3+/1/1,
[ABCD] [ABCD] [ABCD]
Battery X: , , ///,
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control
Fighters: [TL0]
This was my star player up until my last game.
Type: WOLVERINE-class UNION DESTROYER (128)
Hull: 5 4 3 2 1
Engines: [TL0] 4 4 3 2 1
Faceted: [TL0] 15 12 9 6 3
Facets: (4,3,3,2,2,1)
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VW] 4:[V] 5:[W] 6:[W]
Battery V: 24cm Plasma Torpedo Generators, 4/8/-, 1/4+/2/4, Piercing +3; Starship Exclusive; Carronade
[G] [G] [G]
Battery W: 20mm Close-in Railguns, 3/6/9, 1/3+/1/1,
[ABCD] [ABCD] [ABCD] [ABCD]
Battery X: , , ///,
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control
Fighters: [TL0]
Type: HERMES-class UNION FRIGATE (96)
Hull: 4 3 2 1
Engines: [TL0] 4 3 2 1
Faceted: [TL0] 14 11 7 4
Facets: (3,3,3,2,2,1)
Weapons: [TL0] 1:[VW] 2:[VW] 3:[V] 4:[W] 5:[W] 6:[W]
Battery V: 30mm Multi-Barrel Railguns, 3/6/9, 3/3+/1/1,
[AB] [AB]
Battery W: 8cm Multi-Purpose Railguns, 4/8/12, 1/3+/1/1,
[ABCD] [ABCD] [ABCD]
Battery X: , , ///,
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control
Fighters: [TL0]
Here is a fairly comprehensive list of my last range of ships...
Type: SPARROW-class UNION CORVETTE (69)
Hull: 3 2 1
Engines: [TL0] 4 3 2
Faceted: [TL0] 10 7 4
Facets: (4,2,2,1,1,0)
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[W] 6:[W]
Battery V: 30mm Multi-Barrel Railguns, 3/6/9, 3/3+/1/1,
[AB] [AB]
Battery W: 20mm Close-in Railguns, 3/6/9, 1/3+/1/1,
[ABCD] [ABCD] [EF]
Battery X: , , ///,
Battery Y: , , ///,
Battery Z: , , ///,
Special: [TL0] Countermeasures; Fire Control
Fighters: [TL0]
Well, it's been a while since my last post but I have managed to play a few games here and there. I just played a 1500pt game the other night with my friend. I have been refining my fleet steadily and found a design for a cloaking torpedo destroyer that worked VERY well (I'll put it up in the admiralty basin under Prototypes). It worked so well in fact that I became enamored with it and designed the rest of my fleet as a sort of destroyer delivery device. I absolutely crushed by buddy with them last time and felt unreasonably confidant this last time around, but darnit, he went and adapted to it and slaughtered me. He had 3 or 4 ships with multiple damage-3 continuing damage weapons and completely gutted my fleet in the first two turns. I had a size 12 cruiser and he inflicted 23 points of damage in one shot with them. That's just not right.
Needless to say I am in the midst of rethinking my design philosophy. Bottom line, less reliance on one tactic, I need to make sure that every part of my fleet is a threat in it's own right, and not just a damage sink to distract the opponent from my real winners.
as always, I would love to hear what everyone else thinks.
http://www.mj12games.com/forum/viewtopic.php?f=30&t=2462
Happy Gaming
Well, I've started working on my specialist vs generalist question. I played a vassal game with a friend last night representing a hull 15 battleship duel. I made a shield 5 engine 4 delivery device for 10 very powerful range 12 cannons, he had a shield 4 engine 3 ship with 2 range 30 cannons and a host of range 15 secondary guns. Both of us took a page from Admiral Nelson's handbook "Never mind the manouvers, just go straight at 'em." and even though I had to take a turn of unanswered fire (we played on a smallish map) I closed with him and we began trading broadsides, by turn three we were both stationary at 3 hexes range and blasting away. This is exactly where I wanted to be and I have to question his logic in staying with me despite his reach advantage. To be fair, due to abysmal rolls for me and relatively good rolls for him, he did actual manage to hold his own for several turns. But by turn 6 the catastrophic damage he was taking finally became decisive when I at last managed to roll more than 2 3+ hits with 8 chances, he couldn't get away fast enough and I spent the last turn firing up his blindspot as he tried to get out of range.
I can't really call it a clear-cut victory because of the bad choices he made. Although I did make sure I was fully in frame over skype so he could see my victory dance (we've been friends for years) But while we were rehashing the battle afterwards he started making some astute observations and it reinforced to me the greatest thing about this game, in my opinion. That each ship is a unique tool and you have to have a concept in mind for every one. If you design a long range ship, make sure you play it with an eye to keeping it at range and fully utilizing its strengths. That is way I started this thread. There is so much potential for different styles and tactics, I just wanted to know what everyone else did. So keep posting because I want to hear want you have to say on the matter.
Have fun
mj12games.com/forum → Posts by MajorTom
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