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Serious potential, especially if tied to a random terrain or event table. I do like the idea of fleet morale and like the "sudden death" break point. Historically, many naval engagements ended this way.
You might also make this a downloadable pdf.
Is there any plans to provide any type of prize support for Starmada Tourneys?
So is Romulan Armada a miniatures game or a board game?
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So we played the scenario Refiner's fire this past Tuesday in Savannah. You can find the FC version of the scenario here...
http://www.starfleetgames.com/federatio … efiner.pdf
We ended up with all three Coalition cruisers junked and the Gorn BC crippled. Of course our seeking plamas were wayyy too effective.
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We will be running a Carrier Fight this coming Tuesday at the Game Club. Rigelians vs Terrans. I'll post an AAR and pics by Wednesday.
You never go wrong having seeking weapons on the board, they give you opponent something else to complicate his tactical plan.
But if time your approach right, you can have your seekers hitting about the same time as you make your first pass with your recharged plasma bolts.
Hi all,
Do seeking Plama Torpedoes from Romulan Armada do the same damage as plasma bolt ie. 2IMP, 3DMG for each hit?
Thanks,
Pics and descriptions of using Klingon Armada to play a couple of SFB/FC scenarios.
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I think that the 3+ to hit is way too generous given the range bands. Most other heavy weapons are 4+ in normal mode and 5+ or even 6+ at longer ranges.
I would argue a base of 4+ with doubled range modifiers would be more appropriate based on the show and the game. The weapon is intended to be SHORT ranged.
The seeking plasmas aren't the problem, those seem to have been translated pretty well. Its the "Bolt" that seems a great departure.
BTW, the K5R is the Romulan description of the KF5R from SFB...its rated as a destroyer.
oh, hmmm ahhh.
Geee thanks!
I play Kziniti as my primary race, and I really think that the drones in KA/RA need to be dialed up a bit. They only hit on a 5+ which is a far cry from the auto hit in SFB. I would argue for at least a 4+ to put them on par with plasma torps. Drones are also vulnerable to a great deal more damage than plasma torpedoes are.
Thoughts?
So I just finished getting hammered by an K5R using plama bolts to crater my federation FF. Now both ships are close in points, but the K5R definitely has a firepower edge with its plasma bolt. The ability to hit any target at 12 hexes on a 4+ makes this weapon even better than phasers even accounting for the the Range Based ROF.
I don't remember the plasma bolt from SFB being nearly that effective. It was a short ranged (6 hexes or so) weapon that gave a plasma armed ship a chance to hit something without being nailed by a wild weasel.
So the Arturans do see unbalanced in your opinion as well?
I would certainly repair all shields after each round and allow all ships to do DC with the Kang getting 10 free turns between scenarios.
Any thoughts on adding in Datalink?
Printing ships out now for playtest!
I did find my old Starfire Two rules with the Paurl Harbor raid and attendent rules. The anchored ships are down from 5 to 7 turns. This seems like a alot to me, but maybe I could tweek it.
Here is a great site for those oft needed Counters of such things as drones, fighters, and general markers. Very easy to use and capable of making a variety of items.
http://zho.berka.com/rules/war/ship_counter.shtml
Share your work with the group, we may be inspired!
Does anyone have any suggestions for simulating ships at anchor for a "Pearl Harbor" type scenario?
I would vote a big YES on P/F's and Fighters!
Me and my buds will give it a whirl and let you know!
OK. Thanks!
Thanks so much Marc! I have been a Starfire fan as long as you have and I can't wait to try these ships out!
I can't get the files to open, any suggestions? Can you post them as a PDF?
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