1

(4 replies, posted in Starmada)

I think since we're going to be doing a campaign and there are maintenance costs associated with ships it's going to be a self correcting problem.   I was thinking of trying minefields, but in order for them to work they'll need to be deployed in depth, and ship's will have to be set up for "sniping" at long ranges.    We'll see how it goes.

2

(4 replies, posted in Starmada)

So, my local gaming club has been really starting to get into Starmada.    Yesterday I had a chance to really play test some of the nastier designs players are going to be using in the campaign at the local store.    The design that really impressed me, was one of the players came up with seeker flights that were 8 strong, speed 15, rof 3, repeating, starship exclusive.    On one ship he scored 62 hits from one flight, on another 54.    He and I already figured the main counter to these are going to be fighters that can intercept them, but I'm looking for other options on how to handle seekers.  He also had repeating on the guns on his starships, but those were less of a problem as he had limited shots and they only fired every other turn.

Thoughts?

3

(10 replies, posted in Starmada)

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.

Actually, given that you can add defense to fighters it's not as potent as we'd like.  Though we're using a similar rule.   We've found that by allowing them used as an "interrupt" they can mitigate some of the damage of incoming fighter attacks, but never completely stop it.   

The main house rule we're using here, is we ditched starmada's movement system completely.   We're using a hexless vectored thrust system.   The majority of the players down at my local store preferred Full Thrust's movement, but didn't like the rest of the rules much.    Starmada seems to be catching on rather quickly with that minor adaption.