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I'll answer my own questions. Yes, me. Yes. No. A little. Streamlining is great. Directional defenses a plus, as is "shield boxes before hull boxes." These changes buy a little time to strategize before going boom. Thumbs up!
Has anyone picked up the Starfleet Nova editions? Do they rock the box? Do they ruffle your feathers? Do they do anything physical to you at all? If I don't hear anything soon I'm going to break my golden rule and buy a pdf copy (when they come out).
Love,
Adam
Should have, but couldn't. The Klingons were able to stay out of the AB arc most of the time, which was helpful. We were doing movement with Brian's Rule. Maybe that skewed things.
madpax wrote:Great to see someone use one's designs!
What ships did you used?
I'm suprised to see that you had to remove photon tubes. I used the correct number (with some rare exceptions) as displayed on the FC ship sheets.
As I designed them, they are less powerful than the ones from the official books. Less range, inferior DMG, no overload (I forgot to say that I never remember to decide if I overload my weapons or not, and if I rememebr and they impact, the result is usually ugly), they just have the piercing trait.
Marc
A Fed CA and 2 FFs vs a Kling D6 and 2 E5s in an asteroid field. Feds won by three hull boxes. I cut the photon count in half for all these fed ships and it played well as ships were getting in close to each other. With double range modifiers and piercing, can hardly miss at close range against level 2 shields.
And, hey, thanks for putting up the Roms!
I had a great battle with your ship designs last night. The extra pivot for the Klingons is a nice touch and not using the faceted shields made things go quicker and easier. The only change I made was to reduce the number of photon torpedos on some of the Fed ships. I don't play with huge fleets, just small squadrons, so when a ship is destroyed with one volley of photons its a major bummer. All in all, the battle was close and lasted about 8 turns. Very nice.
So, thanks again, your designs will hold me over until the new Starmada rules come out.
The kids are going to bed early tonight! Thanks, Marc.
Thanks for putting these up. Please, post some Klingons when you can.
Marauder wrote:Do you have any sample ship SSD's you can post?
I second this.
Wow. Between this and your "view on Starmada" thread, you've got a pretty good system brewing here. As of late I am starting to embrace hexless movement so I may give your rules a whirl this weekend. I feel like a bit of a jerk, though, I never even entertain the Distant Galaxies races. Between, Fed, Kling, Rom, Gorn, Kzin I'm fairly swamped in options.
Its weird that there's a new Starmada coming out and A Call to Arms: Star Fleet system on its way. When it rains, it pours...which is good.
madpax wrote:Well, what I ended up with battle with SFU ships in Starmada is that they ended very quickly due to a combination to lack of maneuver, faceted shields and extremly powerful weapons at fairly good range.
Marc,
I felt pretty much the same way about Klingon Armada. Ended up house ruling the shields, keeping them faceted because that feels most star treky to me, but allowing reinforcement to keep the ships alive a little longer. Then reducing the number of weapons on certain ships got the game to play the way I wanted it to.
Just played. Kang kaboomed a Command Cruiser and a Fast Cruiser, but by then shields were almost nothing and the Comet Battlecruiser put him to bed in round 3.
Fun scenario, though, (even solo). I'm going to implement some damage control for Kang (every other turn, unless that makes things too easy) and see if I can't make it to round 6.
The mini-campaign idea is awesome. Just fast enough to play after the kids go to bed and before I have to.
If you ever make those silhouette SSDs please make them available for other players. That would be awesome.
Sorry, I guess I've been trolling the boards for so long I forget what isn't common knowledge. Klingon Armada and Romulan Armada both have the same core set of rules, but RA gives rules for Cloaks and Plasma torps. Both KA and RA have the rules for drones, shuttles, probes and tractor beams.
Starmada: Admiralty Edition has some great extra rules you can add to your game like mines, evasive action, emergency thrust, damage control...good stuff. There is also a basic movement system which can be good for new players, non-gamers and doofs like me.
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