1

(6 replies, posted in Starmada Unity)

In Dropfleet Commander the AFB style defenses are abstract.  They basically limit the maximum range of seekers/missiles/drones to the firing ships scan range (6" for UCM,Scourge, 8" for PHR and 12" for Shaltari).  Any further away and the missiles are shot down before they enter range.  Ships also have active PDF which can be used against each incoming volley of missiles/fighters to negate some of the damage.

For the randomization, I was just going to have check off a system box as usual and then once the damage is applied randomize where it goes.  Given the damage limits, the players will have no choice but to mark one off a half weapon damage.  It will let me get the feel of the crippling damage tables from DFC while still being quick and interesting.

2

(6 replies, posted in Starmada Unity)

Well, I mostly did it to represent the dropfleet general active anti missile defenses (pinpoint lasers, counter missiles and jammers) and the seperate point defense turrets (used as anti-fighter systems).  It also allows for reduced defenses if the anti-fighter batteries are lost to damage.

I'm planning on randomizing the system damage and using the hyperdrive system to represent the anti-grav generators (lose them and either bug out or crash into the planet).

3

(6 replies, posted in Starmada Unity)

Now that I've got Unity, it's time to start tinkering.  I'll be running a test game next Thursday using some Dropfleet models, so I'll start there.

First up a couple of UCM (aka normal human) ships.

[size=85]Ucm MOSCOW-class Heavy Cruiser (350)

-Fwd: 6-5-4-3-2-1
-Port: 4-3-2-1
-Stbd: 4-3-2-1
-Aft: 2-1

Hull: 12-11-10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-2-1
Weapons: 19-16-13-10-7-4

UF-6400 Mass Driver (4-8-12) 2×3+/1/2
TR ☐☐☐☐ // (2)

UF-4200 Mass Driver (4-8-12) 3×4+/1/1
GHJ ☐| GIK ☐ // (1)

Shark Missiles (MA 8) 2×4+/1/1
360° ☐☐☐☐☐☐ // (3)

PDF (0-1-1) 2×4+/1/1 (Dfn; Pnp)
360° ☐☐☐☐☐ // (3)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)

Ucm RIO-class Cruiser (265)

-Fwd: 5-4-3-2-1
-Port: 4-3-2-1
-Stbd: 4-3-2-1
-Aft: 2-1

Hull: 10-9-8-7-6-5-4-3-2-1
Engines: 4-4-3-2-1
Weapons: 13-11-8-6-3

UF-6400 Mass Driver (4-8-12) 2×3+/1/2
TR ☐☐ // (1)

UF-4200 Mass Driver (4-8-12) 3×4+/1/1
GHJ ☐| GIK ☐ // (1)

Shark Missiles (MA 8) 2×4+/1/1
360° ☐☐☐☐ // (2)

PDF (0-1-1) 2×4+/1/1 (Dfn; Pnp)
360° ☐☐☐ // (2)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)

Ucm TOULON-class Frigate (80)

Screens: 2-1

Hull: 3-2-1
Engines: 5-3
Weapons: 8-4

UF-2200 Mass Driver (4-8-12) 1×4+/1/1
TR ☐☐☐ // (2)

Shark Missiles (MA 8) 2×4+/1/1
360° ☐ // (1)

PDF (0-1-1) 2×4+/1/1 (Dfn; Pnp)
360° ☐☐ // (1)

Equipment: Anti-Fighter Batteries ☐| Hyperdrive ☐ // (1)
[/size]

4

(2 replies, posted in Starmada)

It's working fine now.  Thanks   smile

5

(2 replies, posted in Starmada)

Has the Nova edition drydock been taken down?  I can't seem to connect to it.  I've got a game on Thursday I was planning on printing out some sheets for.

6

(1 replies, posted in Starmada)

Is anyone else having trouble getting the drydock to work?  I can log in and bring up my ships, but all that comes up is a line of text rather than the design screen.  I'd like to be able to print out some ship sheets, but that option appears to not be working either.  I've tried multiple times on both Safari and Firefox.

Example: Al Malik%Efreet%Destroyer%18%0%5%0%4%5%Marines: 6%%&Missile Launcher%FX1%4%12%Acr, Dx3, Skr%Unnamed%0%6%[None]&Rocket Batteries%PH1, SH1%14%6%Prc%Unnamed%0%6%[None]

7

(2 replies, posted in Starmada)

IMP vs DMG: I equated this to a beam vs shot weapon. Higher IMP was more of a beam striking the hull multiple times, as opposed to a Higher DMG which was a one big impact weapon.

I'd look at this like using a shield vs a shotgun.  If the guy firing is using birdshot you might block some of the pellets but some will probably get through.  If he's firing a solid slug, you either block it (and take no damage assuming a perfect shield) or don't block it.

(Inverted) Range-Based traits: Damage was a pretty easy explanation, and Impact sort of followed suit (ie Laser beam that loses energy as range increases). What about examples for the others though? Especially the inverted ones; what gains power as range increases?

A great example of this one would be the Hauptman effect missiles from "Path of the Fury" by David Weber.  These missiles use a special drive that causes extreme acceleration (and massive amounts of G force and radiation).  So at 'close' range they can maneuver and evade fire, but don't do as much damage.  At long range they cause far more damage (due to kinetic effect) since they are traveling a good fraction of light speed by the time they hit.

8

(4 replies, posted in Starmada)

We only allow three weapon traits and no more than one can be a damage modifier.  We also don't allow expendable (as such).  I never thought of using the engine overload rules to go out in a blaze of glory.  I'll have to look into that.

The complaint seemed to be that after a certain point ships didn't need to bother with point defense because they were being overkilled by such a large margin.  My counter point was that all of that overkill was wasted points on my side of the equation, since I could have spread fire over more of his fleet and not lost so many hits to overkill.

9

(4 replies, posted in Starmada)

I'm looking for opinions on the overpowering nature of mass seekers.  I was running a fleet on thursday (based on the Battlefleet gothic Orks) that had a significant portion of its firepower tied up in Torpedo volleys.  The design I was using combined: FF arc, 15 hex range, volatile, catastrophic and seeker.  The escorts fired three dice worth and the terror ship fired 6 dice worth. 

It seemed that the combination of huge numbers of seekers (at one point a 30 mass cruiser was looking at 60+ incoming) and the -3 to hit penalty for the catastrophic ability made it rather pointless for my opponent to even waste his firepower on the torpedos (he shot at my ships instead). 

Has anyone else found seekers (especially with the mods that make them harder to hit) overpowering?

10

(18 replies, posted in Starmada)

I've always liked the Babylon 5 universe and its proliferation of ship classifications.  The best example is the Earth Alliance Omega destroyer, which out masses the Earth Alliance Nova Dreadnought (something you don't see too often).  Some of the other races have similar flips in the traditional (by this I mean WW1-WWII) order.  Given that such flips have happened in the past it makes for a neat little insiders joke.

Most of the ships I design vary in size by their assigned roles and I don't worry about size (hull or SU) vs. name.  It also varies by tech level obviously.  My Narn Battleships have the same hull as my BFG light cruisers, for instance.  In my group we usually simply designate each ship as being of a certain points value (After the Tyranid Kraken 60hull/40Armor 200point regenerating ship incident anyway)

11

(31 replies, posted in Starmada)

I agree.  My spinal mounts are usually given slw, Dx3 and either proximity or piercing with a FR arc.  I used to use catastrophic, but my rolls seemed to always be below the 3.5 average.

12

(31 replies, posted in Starmada)

Hi Lucas,

We've been playing with simultaneous combat for quite a while.  What we've been doing is to place all fired seekers when we declare (ship) targets.  We then go through every ships combat fire.  After all of this we resolve seekers that fired the turn before.  This gives every ship the option to fire at seekers before they hit.

I will have to admit that we almost never fire at just fired seekers though.

13

(25 replies, posted in Starmada)

I've been continuing my testing of fighter flights as small ships.  The main problem is that you need a ship sheet for each flight.  This becomes a problem in larger battles.

What do you guys think about a new trait (let's call it reliable systems) that causes threshold checks to automatically be -1.  What would such a trait cost?  It would have to be greater than x1 modifier (since there are two chances to get a -2 and only one chance to get a 0).

14

(25 replies, posted in Starmada)

In my opinion fighters are not very effective.  They combine two hits with a pretty terrible gun and come out to 25 pts each.  If your opponent brought ECM or Stealth you shouldn't even bother deploying them.

I've been trying various methods to make them more effective.  So far I've come up with either making them a small ship with hull equal to fighter numbers, short range weapons and a high thrust value (10-12) or making them a seeker type weapon and just abstracting things.  The seeker method has the advantage of being simple and cost effective.  The ship method has the advantage of being closer to how fighters worked in previous versions of the game, but the disadvantage of the "flight" being slowed by damage.  If flotilla rules are reintroduced at some point that would be ideal.

Example one: (From Dockyard)
NAME:
Centauri ALTARIAN-class Destroyer  (179)
ARMOR[_][_] [_] [_]
HULL    [_][_][_] [_][_][_] [_][_]
THRUST    [5][4][3][2][1]       WEAPONS    [_][1][2][3][4]
ECM    [2][1][1][1][1]    SHIELDS    [_][_][_][_][_]
Hyperdrive
WEAPONS    ARCS    RANGE    ATTACK DICE    -4         -6         -8    -10
3× Matter Cannon    [FX1][AA3]    4-8-12    12    8    6    4    3    2    2    1    1    1    0    0
4× Twin Array (Pnp)    [TT2][FX2]    1-2-3    24    17    12    8    6    4    3    2    2    1    1    1
1× Sentri Fighters (Acr/Skr/Slw)    [TT]    6-12-18    4    3    2    1    1    1    1    0    0    0    0    0

Example 2: (also from Dockyard)
NAME:
Centauri SENTRI-class Fighters  (36)
ARMOR           
HULL    [_][_]    [_][_]    [_][_]
THRUST    [12][8][6][4][3]       WEAPONS    [_][1][2][3][4]
ECM    [_][_][_][_][_]    SHIELDS    [_][_][_][_][_]
Stealth (2)
WEAPONS    ARCS    RANGE    ATTACK DICE    -4         -6         -8    -10
6× Ultra-light Particle Beam    [FR]    1-2-3      12    8    6    4    3    2    2    1    1    1    0    0

15

(5 replies, posted in Starmada)

I usually go with whatever universe I'm converting from considers standard.  This can get really confusing however for those with more fixed ideas of size and nomenclature.  Babylon 5 is one of the best examples, with Omega destroyers being bigger then both Nova Dreadnoughts and Hyperion Heavy Cruisers. 

I agree that a points based system allows more verbal comparison with others designs.  Thus my Primus Battlecruiser (From B5 at 15 hull and 510 points) can be compared to my Ork Terror Class Kroozer (From BFG at 44 hull points and 515 points) and both would be rated a Battlecruiser by sgibson's system.  I'm not sure that the name is really needed though.  I could just say that my ~500 point ship is there.

16

(5 replies, posted in Starmada)

Interesting.  As written, It sounds rather close to the system used in Battlefleet Gothic.

17

(18 replies, posted in Starmada)

Here is an example from one of my designs.  The Frazi fighters have 6 dice on attack and 4 dice on defense.  The Centauri Sentri fighter has 4 dice on offense and 6 dice on defense.  Range is based on the fighter type.

--------------------------------------------------------------------------------------------------------------------------
Narn BINTAK-class Dreadnought  (787)
ARMOR    [_][_][_][_][_] [_][_][_][_][_] [_][_][_][_][_]
HULL        [_][_][_][_][_] [_][_][_][_][_] [_][_][_][_][_]
                [_][_][_][_]     [_][_][_][_]     [_][_][_]
THRUST    [4][3][2][1][1]       WEAPONS    [_][1][2][3][4]
ECM    [2][1][1][1][1]               SHIELDS    [_][_][_][_][_]
Hyperdrive
WEAPONS                                   ARCS     RANGE    ATTACK DICE            -4         -6         -8          -10
1× Maggun (Cts)                            [FR]    2-4-6            20    14    10    7    5    4    3    2    1    1    1    0
5× Heavy Laser                   [FX1][FF3]    6-12-18    40    28    20    14    10    7    5    4    3    2    1    1
3× Light Pulse (Acr/Pnp)            [TT]    1-2-3            18    13    9    6    5    3    2    2    1    1    1    0
1× E-mines (Bls/Prx/Vlt)            [FH]    6-12-18    4    3    2    1    1    1    1    0    0    0    0    0
3× Fighter Bays (Acr/Skr/Slw)    [TT]    5-10-15    18    13    9    6    5    3    2    2    1    1    1    0
» Combat Air Patrol (Pnp)                2-4-6            12    8    6    4    3    2    2    1    1    1    0    0

18

(28 replies, posted in Starmada)

My 2 cents smile .  I don't particularly like fixed fleet restrictions (there are enough other games that restrict what you can take).  The only point I could see them at would be in a tournament setting and I would expect any tournament organizer to set such restrictions themselves.

Phroggelator: Looking at ship design from a standpoint of current wet navy building trends is only one way of looking at things.  What about a case where a single fixed volume system (a drive or power plant) necessitates larger ships?  Multiple science fiction universes work on such a system and it forces certain design considerations.  The best example would be David Weber's Mutineer's Moon series (+Armageddon Inheritance and Heirs of Empire) where moon size battle planetoids are the ship design of choice and smaller ships are used only as parasites on the larger ships or as in-system ships.  The system in question in this case is the core tap (power source) and faster then light drive (a variation on an old traveller stutter drive).

Another area or discussion would be organic or partially organic ships.  Would there be a ship yard requirement for a ship that grows itself?  In such a case wouldn't it be likely for one or two sizes or species of ship to be prevalent?

What about species whose societal structure necessitates larger ships?  Races like the Borg from Startrek or the K'kree from Traveller.

19

(18 replies, posted in Starmada)

That does sound fun doesn't it :twisted: .

We normally use a restriction of no more then three traits per weapon.  Only one of these may be ranged based, only one can be damage based and scatter counts as both ranged and damage based for this restriction.

The only thing I've been tempted to use expendable on is fighters.  We tried out the actual fighter rules twice and they were a complete waste of points.  So instead we've been trying out seekers as a work around.  I've been using a variable number of dice per flight (to match the fluff of the fighters in question) and the Accurate, Seeker and Slow weapon traits.  That way people can try to shoot them down but they have some staying power.  I use slow to represent flights making their attack run and returning for refueling/rearming.

20

(18 replies, posted in Starmada)

Pneumonica wrote:

Depends on your reading, I suppose. Each fighter and seeker marker technically counts as an individual vessel. Also, it only counts as being in your own hex if it's face-up and targeting you. So, one point of issue is that if the opponent's combat phase is after yours, you won't get the chance. On the other hand, if you're flying massive vessels, being hit by a street-sweeper Proximity weapon might not matter to you much, especially compared to multiple Attack Dice of Seekers.

On page 16 the Rulebook says "All fighter counters in the same hex are considered a single target". 

Looking through the seeker rules on pg 25, there is no mention on how proximity weapons effect seeker markers.  A close reading of the seeker targeting rules shows that you target separate markers not a grouping of them.  It also says that they count as close range shots (not range one, where proximity would trigger against the firing ship). 

BeowulfJB wrote:

My friends & I here in Jacksonville have all given "Fragile Systems" to all of our ships. There are several reasons we do this.
First, it makes the ship less expensive so it can have more hull and armor and hull delaying the threshold checks.
Second, it takes the guess-work out of making the damage/crippled rolls.

True enough, but it makes munitions (such as marines) far more likely to die before they can be used.  I actually like the opposite extreme (reinforced systems) more.  But that's more of a personal preference.

21

(18 replies, posted in Starmada)

That's Strange.  I've just been using the starmada drydock to set up ships (and convert over some admiralty ships).  Any idea what might be causing the discrepancy?

Pneumonica: Is that how proximity weapons work on seekers?  I thought that you'd hit yourself with each one since they count as in your own hex. Also would each counter be considered a separate target?  We've been using the idea that all seekers and all fighters in a hex count as a single target for proximity weapons.

Madpax: I agree that most of my ships were fairly useless by the end of the battle from system damage.  We've been playing it that you only take the systems checks once even if you heal back past that point several times.  Is this the correct way to play it or should I have been adding on threshold checks each time?

22

(18 replies, posted in Starmada)

I agree and that is how we've dealt with them in previous versions of Starmada.  For reference I included one of my ships below.  The problem seemed to be that he couldn't focus enough fire power on a particular ship to knock it out with one punch.  I think that the fact that he had a lot of seeking weapons contributed to this.

Without regeneration the same ship comes to 274 points, so I am spending a 25% premium on the ability to recover a third (on average) of removed hull/armor boxes a turn.  It just seemed to be particularly effective in this battle.  I could put a 4+ shield on the ship for 361 and I think it would be more effective in most cases. 

Tyranid VOID FIEND-class Starship  (387)
ARMOR           
HULL    [_][_][_][_][_]  [_][_][_][_][_]  [_][_][_][_][_]
        [_][_][_][_][_]  [_][_][_][_][_]  [_][_][_][_][_]
        [_]                   [_]
THRUST    [6][4][3][2][2]       WEAPONS    [_][1][2][3][4]
ECM    [_][_][_][_][_]    SHIELDS    [_][_][_][_][_]
Regeneration
Marines
[_][_][_][_][_] [_][_][_][_][_]
3× Pyroacid Launchers    [FX3][PH3][SH3]    4-8-12    24    17    12    8    6    4    3    2    2    1    1    1
2× Bioplasma Spines (Vlt)    [FX]                             2-4-6    8    6    4    3    2    1    1    1    1    0    0    0

23

(18 replies, posted in Starmada)

Since getting Nova edition several weeks ago my local gaming group has played several games.  So far we've been very impressed with how balanced the ruleset (a points calculation) seems to be.

Last night however I ran a fleet of large hull ships (30+) with regeneration.  The ships had no shields or ecm so they were easy to hit, but my opponent found that he couldn't really focus enough fire on one ship to kill it before it healed up.  We were running about 2200 points per side and I think I lost about 800 in exchange for tabling my opponent.  Has anyone else found regeneration to be overpowered?

24

(1 replies, posted in Starmada)

I was wondering if anyone has made Starmada conversions for the Dystopian Wars ships (from Spartan Games)? 

I've tried playing the rules several times and I've found that while I like the movement system (provisionally) the combat system is confusing, inconsistent and unsatisfying.  I've been considering converting the ships to starmada style damage sheets and using a combination of the DW movement and activation system and starmada combat rules.  Any thoughts?