1

(4 replies, posted in Starmada)

I think I want to play around with them not having it, starting a campaign soon and I think this will put them more on keel with the other super powers. Maybe I'll try to figure out another way point wise to penalize them that's more in line with the other races and FC. Has any one played with the romulans and felt they were under or over powered?

2

(4 replies, posted in Starmada)

Just got Romulan Armada and saw that all the Romulan ships had fragile systems trait. Any specific reason for this? Was this in the AE version (I only had Klingon Armada of AE). If it was just for flavor was wondering how wonky it would be to the point system to remove it, not sure I think it fits Federation Commander's Romulan ship mix IMO

thank!

3

(3 replies, posted in Miniatures)

I love the color scheme as well, reminds me of the ship colors from Homeworld 1 & 2.

4

(35 replies, posted in Game Design)

I really like being able to track individual ships in my games, but also appreciate having the option to track fleets for games that get a bit out of hand ship wise. If I had to choose one it would be individual ships with a ship cap per fleet.

One of the things I played around with in a starmada campaign system, was trying to tie things like supply to already existing rule mechanics in the game. Here's a snippet from one of my homebrew tests
---------------------------------------
Supply:
Fleets need to stay supplied to remain combat effective. Once a ship leaves player controlled space, during the end phase, a supply roll will need to be made for every ship within a fleet. To do this, players will count the number of hexes to the closest piece of friendly territory. This will be the target number. Each ship will then roll aiming to meet or beat that number. So if a ship is 3 hexes away from a friendly hex, every ship in the fleet will need to roll 3 4 5 or 6. This effectively limits fleets to a range of 6 hexes from friendly space. Freighters may be used to modify these rolls, even extending the range beyond 6. However including freighters in a fleet takes coveted warship slots.

Cargo:
Cargo can be used to give bonuses to a fleet operating away from controlled space. This is done by granting a +1 bonus for every 100 cargo in a fleet. This bonus can be applied to any ship before the rolls for supply are made. The Federation Police Cutters cargo does not count for these purposes, and is not calculated as part of its cost.

Unsupplied:
One ships within a fleet fail a supply roll, they gain the unsupplied status. This will need to be notated on the fleet management sheet. Once unsupplied and ships strategic speed is halved (rnd down) & they only have access to half of their consumables (drones, marines, shuttles probes);rounded down. Further more, Tactical engine ratings are reduced by 1. This engine “damage” is not considered damage.

If a ship is unable to supply for a second turn in a row, additional effects take place. All consumables are considered unusable during scenarios, and each weapon gains the “non-piercing” along with another stacking -1 to engine rating.

If a third turn in a row takes place and supply still has failed, then each ship must roll a number of d6's
equal to it's current damage control rating, during the end phase that the roll was failed. A ship must make a 5 or 6 or be removed from play.
--------------------------------
I ended up not tracking individual ships in a fleet, and went to tracking supplies for the entire fleet.

Using much the same mechanic as transporters use in Klingon Armada, it made it easy for the players I had try it to remember the rule. I would love to see a supply system for fleets that kept it simple and easy to resolve. I found my system to work fairly well, but I know it has some serious limitations and would probably switch to something official in a heart beat.

One thing I did to help Klingon Armada with duels, was take a stock ships and half their weapons. This seemed to work pretty well. It emulates the Fleet Scale in Federation Commander, without the headaches.

I play both Starmada and Federation Commander.

If I had to chose one, I would go with Starmada for Trek combat.

Don't get me wrong, FedCom is great, and I will always have a place on my bookshelf for it. My biggest problem was time and players. Even a standard duel between two people who knew what they were doing could still easily run 3 hours, and prepare to take a weekend for anything larger than 2-3 ships per side. As for players, I have a really hard time keeping players interested in the game when it takes so long to explain/play.

Starmada/Klingon Armada allow players to run a 1v1 duel against each other in under an hour. Once you get used to the rules you can run a 1v1 in under 15 minutes depending on optional rules.

Blacklancer99 is right on the fragility of the ships in a duel however, and that might need to be adjusted to suit your needs.

The biggest difference between the two game systems is Starmada allows you to change the game to your liking without breaking any mechanics, while FedCom has no allowances for changing ships or rules.

Good luck and Good hunting!

6

(35 replies, posted in Game Design)

I think this would be amazing, and would love to give any help that I can.

7

(2 replies, posted in Miniatures)

I saw that earlier today as well. I'm excited. I look forward to them being in resin as well. As much as a love the original pewter, I'm ready for the accuracy of more modern methods.

Are they only going to do the big three or are they going to try to do a general phase out of the 2400's for these?

8

(35 replies, posted in Starmada)

Have you gotten the chance to play around with your system some more?

I'm in the process of doing something very similar in scale and scope with my gaming group. We plan on playing fully by PBEM/Vassal/GoogleDocs. Were you using PBEM for turn resolution the entire time?

But before I get into any more rules for our game, I thought it would be nice to try out yours and see how we fare. I definitely like the feel you have going with this system.

Thanks!

9

(8 replies, posted in Starmada)

I like the idea of having fleet management play a role, but I'm not sure if "forcing" good tactics is the way to go.

I think anti fighter batteries are perhaps the easiest (and most realistic) change you can do without creating a load of new conditionals to remember. I like using combat interception for AFB's, like was mentioned somewhere on the forums a while back.

The lending options are cool, but I think it would warrant separate equipment and a dedicated ship to handle it as to not complicate the rules for all ships. (Yay Scouts!)

I think the inherent penalty to firing at a fleet of ships, is target selection. I could target the giant capital ship to try to disable her by turn 3, but in doing so her lighter units have been freed up to maneuver and attack nearly unmolested.

Realistically two fleets engaging each other without fighter flights on either side really don't need a fleet setup to protect each other. As is the case in our modern wet navy. Cruisers and Destroyers tagging along with an Aircraft Carrier are there to protect the carrier from aircraft and missiles, without those threats they lose their some of their effectiveness as the carrier can engage other ships as well if not better than any of our cruiser/DDG's can. There are countermeasure systems built into ships that can help other vessels, but for the most part the are built and deployed for self protection versus aircraft/missile threats. Phalanxs and Sea Sparrows being the exception to that, which in this case represents AFB's.

I did a one off game with some homebrewed KA,RA style ships a while back.

I used one of the many good ship builders found in the files section and used the existing ships in those products as a baseline. Using the same exact weapons that are found on the official ships ensures your ship will feel very similar.

Most of the ship creation spreadsheets I've used have faceted shields as an option, and a alot of them already have KA,RA items included (tractor, plasma etc).

For your needs, I'd look at using the MJ12 Shipbuilder for starters. It's very good. Once you have mastered getting what you want out of that, you can move to the sheets with a few more options.

MJ12 Shipbuilder
http://www.mj12games.com/forum/viewtopic.php?f=41&t=2555

Myshipbuilder 8 (one I primarily use now)
http://www.mj12games.com/forum/viewtopic.php?f=41&t=2655

Hope that helps, good hunting!

11

(9 replies, posted in Starmada)

Very nice! I those would go together very well with a basic campaign system. I would love to see some peoples ideas for events in game that would provide modifiers to that roll (ie Death Star blew up homeworld last turn, now every one in the fleet is sad).

Would love to see this in a product some day. *cough* Sovereign Stars *cough*

12

(24 replies, posted in Starmada)

cricket wrote:
Marauder wrote:

For custom fighter flights with a Defense score greater than 0, do you role one die per hit (to destroy them) or one die per hit multiplied by the IMP attribute of the weapon?  The basic rules (Section 5.3) are quite clear that IMP and DMG are wasted on fighters - just wanted to see if that still applied with Section F.1 in play.

You never roll more than one IMP die vs. fighters.

Does that apply to Flotillas as well? I had been loosing entire flotillas to high IMP weapons and was wondering if I was doing it right.

13

(24 replies, posted in Starmada)

I've had similar experiences with it.

My gaming group and I built several ships and fought them against each other, only one of us had fighters in our design.

Two of the other players built using Starship Exclusive, one of which built a Super Anti-Ship Go Boom gun. He was only able to fit it on his ship because of the reduction granted.

When he went up again't the ship with fighters he was screwed, but when he went up against ships without, he was nearly unsinkable.

I like the idea of the trait, but I think maybe the reduction is too severe, and of little purpose against non fighter wielding ships.

14

(2 replies, posted in Game Design)

Has anyone tried working the current SovStars into a PBEM game? I'm seriously thinking about trying this out within the next week and would love some input.

My biggest question is in regards to the map.

Is there a version of the map hex "tiles" that are put together to form a pre-formed map?

If not, what would be the best way to make one with the tiles available on the forms?

Thanks!

15

(5 replies, posted in Starmada)

I've played with the Juggy in FC several times, and have seen the Jug played in Starmada once.

I believe the Starmada Juggernaut is quite a bit more potent than it is in SFB/FC.

The rotating shield was more of a curse than a boon in my opinion, and removing it made the ship a far tougher cookie to crack. Also taking note the difference in phaser fire power in Starmada, the already ample phaser suite the Jug had is pushed strongly into the ohmygod territory. The phaser 4's in SFB/FC were awesome, but difficult to maximize their usage throughout the impulses while also keeping power for movement and the rotating shield. In Starmada, these considerations are minimized with only one firing and movement segment giving a Juggy captain a lot more room to err.

In fighting one in Armada, I think with equal ship values, you would have to maximize it's truly horrible mobility.

It's firing arcs are good, but I think getting a ship into the EF area would be of prime importance. Getting into close range will be suicide for most ships Battlecruiser and below. The Juggernaut will be able to bring round abouts 48 dice for concentrated phaser fire into her forward arc.

With her low speed, suicide shuttles gain some importance here. I'd think about launching a compliment and following them in 4-5 hexes back to at least draw some fire. Drone armed ships should do the same, if anything hoping he'll use some of his phasers to take them down, or maybe getting some lucky weapon hits.

I've got a player wanting to fly one in an upcoming game, I'll let you know how it goes.

16

(8 replies, posted in Starmada)

How I understand it is that the Launch & Recovery, and independent fighter rules are both optional.

If you use those rules, then fighters will not start on the board. If you don't use them then they will start on the board, as a carrier without a launch limit could launch them all in 1 turn anyways.

If you are playing with Seekers or Strikers, you have to Launch & recovery.

When playing without launch & recovery rules, I think of having the fighters on the board at the start of the game some what like a Combat Air Patrol, or that they are all on a higher level of readiness due to being in a war-zone.

17

(2 replies, posted in Starmada)

DOH! Thank you tongue

Now I feel a bit stupid.

18

(2 replies, posted in Starmada)

Quick question regarding tractor beams in Klingon Armada.

On pg 33 under tractor beams, it lists the range for tractor beams as being 6 when using them in anti-fighter mode. Does that range carry over to using them against starships? If so do range mods apply?

All I see for ship vs. ship tractoring is that they "lock on" when you roll a 5 or 6, but doesn't specify any ranges.

I had one of my players read this as he can use it at any range, of which doesn't make any sense to me.

Thanks!

19

(9 replies, posted in Starmada)

Very nice, I like your ideas. I'm playing this weekend with a couple of friends, and one of them is a huge Motie fan so I'm sure he'll want to try it out. I'll play it against some normal shield ships to get a feel for it.

Thanks for the advice!

20

(9 replies, posted in Starmada)

Just reread The Mote in God's Eye the other day, and thought it'd be fun to try to figure out how to make a workable a balanced Field in Starmada.

For people who aren't aware, http://en.wikipedia.org/wiki/Langston_Field

My first thought, have a ships Field rating be equal to the amount of energy it can store before it collapses, while being able to radiate energy at the end of each turn equal to damage control dice(being that it's based off of hull size, it depicts the size of the field pretty well, the larger the physical size of the field the more energy can be radiated into space).

For ex.

Hull size 9 ship with a 16 strength Langston Field would be able to "store" 16 points of damage before collapsing, while being able to radiate 3 points of energy per turn (End Phase). Once a ships Field collapses all the stored energy is then applied all at once.

You could even set it up with "criticals" same as on the hull track to represent burn throughs.

Being that the standard shield system AE negates damage, and this one would be absorbing it, I'm not quite sure how to work damage allocation. For example, would the Field negate any hits, or would it take it all. Ex a 2/2/2 weapon hits a ship equipped with a Langston Field with both dice, does it take the maximum of 8 damage? 

And once damage did get through on one of the "critical" boxes, how would a shield hit be resolved?

I could see this as being overly powerful, or horribly nerfed.

Any thoughts?

21

(7 replies, posted in Starmada)

I'm into almost any type of space combat based game and have tried many. I've played everything from Starfleet Battles, Federation Commander, Full Thrust, Battlestations, Attack Vector: Tactical and several others.

Starmada is my go to game that lets me play a deep system, while getting friends to actually play with me because of it's ease to learn. I recommend it. I'd put the learning curve at a 3 out of 10, with SFB sitting at a 9 for comparison.

Hope it helps!

22

(10 replies, posted in Starmada)

I loved the Ringworld books, been a while though. The puppeteers were great.

I think I've convinced him of the merits of Pivoting so hopefully that'll work, if not we have 4 different movement rules options to play with.

BTW How would you make a General Products hull in Starmada?

23

(10 replies, posted in Starmada)

It is a bit. His main beef with pivoting is that he has to do it every turn and that it lowers his maneuverability by a lot. Which I think is the point. I offered him Overthrusters to help counter that, but he's pretty dead set and stubborn about he should move backwards without consequences.

I'm just going to him the designer said it was a dumb idea and move on tongue j/k

I guess I could switch to Naval style movement for him, that would replicate Star Trek a bit more (which he is an epic fanboy), but I love the standard set.

24

(9 replies, posted in Starmada)

Thanks Dan! I've got two folks who are actually willing to try it with me this weekend. Wish me luck  big_smile

25

(10 replies, posted in Starmada)

What he did was start at previous speed 2, then reversed to -1. We figured it would take 2 thrust to get to zero then another 2 to get to -1 as it is doubled thrust requirement. His ship only had 4 Engine. He then continued to reverse and 2 per turn as i approached from over 20 hexes away.

I was hesitant to floor it and completely overshoot him as it would have taken too long to decelerate and turn around. His one weapon (RNG 18, ROF 5,ACC 3+,IMP 2, DMG 3, HGI) made it to where he could keep me in his arc without much trouble. Needless to say, by the time I was actually able to get anywhere near him, I was hamburger.

I definitely open to my tactics needing some revising, but I also felt the reverse in standard movement was alittle cheeky. I still think pivots are a nice substitution though. Anyone use pivots for that? (180 degree shoot backwards fun)