1

(18 replies, posted in Starmada)

Yeah you did big_smile

2

(18 replies, posted in Starmada)

In the CSCR battle being played out (VBAM strategic battle system), the Struvans suffered significant damage overall, but still combat effective.  The Saliks were overwhelmed with "directed damage" that crippled the fleet flagship and two of its three squadron escorts.  The Saliks lost four flights of bombers to Struvan interceptors, and one Struvan flight was destroyed by bomber counter-fire - but it was literally the worst rolls possible for the Saliks and best rolls possible for the Struvans (which in fact happened pretty much in all phases of round 1, so I expect the KoS to get ravaged in round 2...)

More to come.

3

(18 replies, posted in Starmada)

INteresting, thanks for the further input.  I'll look over the ships posted in these forums for some ideas on how to balance weapons better.

4

(18 replies, posted in Starmada)

Thanks for that observation.  I hadn't really made that connection before!

-Emiricol

5

(18 replies, posted in Starmada)

Awesome, thanks.  As I posted on the VBAM forum, but maybe more appropriate here, any thoughts on what the Struvans could do to improve their ship designs against the Saliks? Obviously they were way outgunned but how might, for example, higher Energy defense have helped them?

-Emiricol

6

(18 replies, posted in Starmada)

Your point about heavies is a good one, particularly since my tweak doesn't make sense in light of optional rule F.3 which I'm making standard at your earlier suggestion.  Meh.

Thanks!

-Emiricol

7

(18 replies, posted in Starmada)

RiflemanIII wrote:

Problem there: Doesn't the "No Accidental Suicide" Rule make Anti-Fighter batteries (more) useless?

Hmm.  Well, I think it would still apply.  The idea is that fighters die when the enemy shoots them.  So, when fighters attack a ship with AFBs they die on a roll of 1.   But not when Interceptors tangle with Bombers, for example.

8

(18 replies, posted in Starmada)

Thanks!  Based on this, I've made some changes to the default assumptions that I think will make fighters still a viable strategy and necessary, but not so overwhelming.

2.2.12.2 Starmada Changes
Three changes are in play for AtR, which make fighters less overwhelming in Starmada battles.  (CSCR battle changes are detailed elsewhere).

Anti-Ship Swarm Size Limit
The number of fighter flights that could attack a given ship in a turn was equal to 1/2 the target's hull value (rounded up). This keeps the fighter swarm from being really bad.

No Accidental Suicide
Fighters no longer suffer a hit when rolling a “1” during attacks  on enemy fighters.  Fighters are damaged when the enemy shoots them, not when the attacker rolls badly.  However, defending heavy fighters such as bombers do get to return fire immediately thereafter, which does not count as their attack for the turn (e.g. they can still make their bombing run). This represents tailgunners, etc.

Dogfighting
Optional Rule F.3 is in effect in my campaign. This allows defending interceptors to pin down enemy flights such as bombers.  Bombers thus will really need a screen of Interceptors to be effective.  And I love that!  My imagination runs wild at the thought.

Also, you said, "4. All flights started deployed on the board within 1 hex from their carrier. Flights had to start in the A or B arc of the carrier. This was mainly since I couldn't tell the number of launch bays each carrier ship had."

Each ship has launch bays equal to number of flights/2, minus 1.  So a carrier with 4 flights has 4/2-1=1 launch bay.

EDIT: Changed no-suicide rule to be clear it's for fighter/fighter combat, not fighter/starship combat (e.g. Anti-Fighter Batteries still work).

9

(18 replies, posted in Starmada)

Well, I have some people who are going to run out the battle using VBAM's strategic combat system, which will be nice.  But, if anyone runs this using Starmada I would still like to know how it went.

10

(18 replies, posted in Starmada)

This is for my ongoing campaign.  If anyone is interested in running it out in Starmada, please let me know how it goes smile  it'll add flavor to the campaign guide I have in progress. (Please include at least a brief turn summary!)  I'm not sure if the Dake code is correct, I'm using a spreadsheet I got from the VBAM group.  Note that as a 'historical' scenario, I make no claims as to balance.

-Emiricol


[size=150]BATTLE OF BARNARD'S STAR[/size]
BACKGROUND
The Salik Empire has deployed a portion of its invasion force at Sirius to conduct a reconnaissance-in-force mission against the Kingdom of Struve at Barnard's Star.  The Salik intention is simply to find out what is in the system and (operating under a fog of war) either engage the enemy and blockade the system, or else retreat to regroup in Sirius for a more massive invasion later.

SCENARIOS:
Deep Space Scenario (14 rounds)
Pursuit Scenario (6 rounds, regardless of who is fleeing)
Defensive Scenario (if Struvans are pursued to the planet) (20 rounds)

If any Salik Empire forces escape the system, the Salik Empire will learn the remaining known Struvan forces, as well as critical intelligence about the size and layout of the Barnard's Star system for when they invade in force.

SURPRISE:
Neither force is under any Surprise penalties.  The Struvans are on high alert, and Salik dispersion from jumping into the system was minimal.

===============================================

FORCES:
The Salik Empire is sending in two squadrons of warships, their scout contingent, and two supply ships.

The Struvans have initially two fleets, with a third that may come in as reinforcements after 2d10 rounds, having been sent to the system by coincidence at this time.  If things go badly, they can fall back to the system's inhabited world, the largest in their Kingdom, which is defended by a massive carrier space station.

* SALIK FORCES:
Imperial Fleet, Squadron 4
- Srakkani JT
- Zunag CV
- 8 x Khegan Ravasin heavy fighter (Heavy, Bomber)
- Telekag DD
- Miskael FG
Imperial Fleet, Squadron 5
- Srakkani JT
- Zunag CV
- 8 x Khegan Ravasin heavy fighter (Heavy, Bomber)
- Telekag DD
- Miskael FG
Imperial Scout Corps
- Strokazakh DDS (Scout 1)
- Strokazakh DDS (Scout 1)
Elements of Supply Corps, Squadron 1
- Sethans CRS
- Sethans CRS

* Each squadron of the Imperial Fleet can only jump out of system if the Srakkani JT for that squadron has not been destroyed and the ships are within 12 hexes of it.

STRUVAN FORCES:
Brecheck Fleet
- Wept Fro CVL (Ellybell)
- 4 x Stalnish Medium Fighter (Interceptor)
- Alcoa CL (Ellywick)
- Alcoa CL (Errbiddle)
- Alcoa CL (Errnig)
Mindaras Fleet
- Wept Fro CVL (Roonpest)
- 4 x Stalnish Medium Fighter (Interceptor)
- Alcoa CL (Schepmil)
- Alcoa CL (Wayjon)
- Alcoa CL (Wimwicket)

STRUVAN REINFORCEMENTS: (after 2d10 rounds)
Lakash Fleet
- Wept Fro CVL (Berenwicket)
- 4 x Stalnish Medium Fighter (Interceptor)
- Alcoa CL (Boddymil)
- Alcoa CL (Carale)
- Alcoa CL (Dalbell)

STRUVAN FIXED DEFENSES:
- Sanrish CVS (Fudkin)
- 16 x Stalnish Medium Fighter (Interceptor)

===============================================

SALIK VESSELS

Srakkani Class    (3)
Hull: 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: K: 2 1 | E: 3 2 1 | B: 2 1
[a] Mintakha Ion Laser [4/8/12, 4+, 2/2/2]
AB
1[HQ], 2[Ea], 3[H], 4[S], 5[H], 6[Q]
VBAM Stats
Cost: 8 Maint: 2/2 DV: 8 AS: 6 AF: 0 CR: 6 CC: 2

Zunag Class    (3)
Hull: 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: K: 2 1 | E: 3 2 1 | B: 2 1
[a] Mintakha Ion Laser [4/8/12, 4+, 2/2/2]
AB, AB
[b ] Braega Scatterpoint Blaster [2/4/6, 4+, 3/1/1, Variable DMG]
ABC, ABD
1[HQ], 2[EQ], 3[Ha], 4[Sb], 5[H], 6[Q]
VBAM Stats
Cost: 8 Maint: 5/2 DV: 7 AS: 8 AF: 2 CR: 6 CC: 2

Telekag Class    (30)
Hull: 5 4 3 2 1
Engines: 2 1
Shields: K: 3 2 1 | E: 5 4 3 2 1 | B: 3 2 1
[a] Draken Heavy X-Ray Laser [6/12/18, 5+, 2/2/2, Halves Shields, Re-Rolls Penetration Dice]
A, B
1[HQ], 2[Ea], 3[H], 4[S], 5[H], 6[S]
VBAM Stats
Cost: 7 Maint: 3/4 DV: 5 AS: 7 AF: 0 CR: 4 CC: 2

Miskael Class    (7)
Hull: 4 3 2 1
Engines: 10 9 8 7 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Braega Scatterpoint Blaster [2/4/6, 4+, 3/1/1, Variable DMG]
ABC, ABD
1[HE], 2[2E], 3[HS], 4[EQ], 5[Ha], 6[E]
VBAM Stats
Cost: 5 Maint: 1/2 DV: 4 AS: 6 AF: 1 CR: 4 CC: 2

Strokazakh Class    (7)
Hull: 5 4 3 2 1
Engines: 4 3 2 1
Shields: K: 1 | E: 2 1 | B: 1
[a] Defender Cannon [4/8/12, 5+, 1/1/1]
AB
1[HQ], 2[Ea], 3[H], 4[E], 5[H], 6[S]
VBAM Stats
Cost: 5 Maint: 2/2 DV: 4 AS: 3 AF: 0 CR: 4 CC: 3

Sethans Class    (18)
Hull: 8 7 6 5 4 3 2 1
Engines: 2 1
Shields: K: 0 | E: 0 | B: 0
[a] Defender Cannon [4/8/12, 5+, 1/1/1]
ABC, ABD
1[H], 2[E], 3[H], 4[Q], 5[H], 6[a]
VBAM Stats
Cost: 5 Maint: 2/2 DV: 5 AS: 3 AF: 0 CR: 6 CC: 2

===============================================

STRUVAN VESSELS

Wept Fro Class    (13)
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: K: 1 | E: 1 | B: 1
[a] Mira Autocannon [4/8/12, 4+, 2/1/1]
AB
1[HQ], 2[EQ], 3[Ha], 4[E], 5[H], 6[S]
VBAM Stats
Cost: 5 Maint: 2/2 DV: 5 AS: 4 AF: 0 CR: 6 CC: 2

Alcoa Class    (35)
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: K: 2 1 | E: 1 | B: 1
[a] Mira Autocannon Mk II [4/8/12, 4+, 2/1/2, Range-Based DMG]
AB
[b ] Tango Missile System [5/10/15, 4+, 2/1/1, Expendable, Extra Crew Casualties]
AB
1[HQ], 2[Ea], 3[Hb], 4[E], 5[H], 6[S]
VBAM Stats
Cost: 6 Maint: 3/4 DV: 6 AS: 5 AF: 0 CR: 6 CC: 2

Sanrish    (64)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 2 1
Shields: K: 5 4 3 2 1 | E: 2 1 | B: 3 2 1
[a] Mira Autocannon Mk II [4/8/12, 3+, 2/1/2, Range-Based DMG]
ABC, ABD, EF
[b ] Penna Fire-Forget Rockets [3/6/9, 4+, 2/1/1, Extra Crew Casualties]
AB, CE, DF
[b ] Tango Missile [5/10/15, 4+, 2/1/1]
ABC, ABD
1[HQ], 2[Sa], 3[Qb], 4[Hc], 5[Q], 6[Q]
VBAM Stats
Cost: 14 Maint: 8/2 DV: 15 AS: 10 AF: 3 CR: 10 CC: 3

11

(3 replies, posted in Starmada)

I too came from Starfire (3rd edition though) and now use Starmada and VBAM.  You should be easily able to convert from Starfire designs to Starmada ones if you focus on recreating the *role* of the ship rather than trying to convert mechanics point for point.

And VBAM can pretty easily handle all the Starfire strategic stuff and background materials, even Akelda Dawn.  But I am not aware of any existing conversions already done up, sorry.

-Emiricol

12

(9 replies, posted in Starmada)

Hi, I am curious which are the most generally effective firing arcs for the most common configurations?  Rule of thumb kind of information.  I appreciate the help.

Regards,

-Emiricol

13

(12 replies, posted in Starmada)

jygro wrote:

Please post any cool battles you happen to have.  I'd love to see the results of this probable war.

I keep telling myself that I will pick up the Stars Divided book, but I never ever do it...

-Bren

Stars Divided is seriously cool.  I read a writeup of a couple guys who ran through that campaign and it was very exciting, lots of cool battles, high strategy and low tactics smile A Starmada dream.

-Emiricol

14

(12 replies, posted in Starmada)

To my amazement, the difference in results in VBAM stats is slight to moderate - basically, the new guys (Salik Empire) can do the about the same thing as the terrans, for the same price, just in a smaller ship.

Their biggest advantages, now that I have everything statted out finally, are in fighters (the difference between -2 fighters and -6 fighters is pretty significant with my system!) and the Salik government form which allows more income during peace time (and thus bigger standing pre-contact fleets).

Their disadvantages seem to be the space and cost used for Tender functions, and the cost due to special equipment gadgetry the Salik are using that don't directly translate to space combat ability (like security teams on literally every ship class).  Also, the terrans have some mothball ships that they can activate, while the Salik have only their (really big) active duty fleet.

And since the Salik will likely declare hostilities immediately and war shortly thereafter, the terrans and struvans will have a bump in economy that can in total simply outpace the Salik economy.  Much depends on timing, which way the Salik attack first, what I decide the impact of such a new race has on terran/struvan relations, etc.  We'll see smile

Thankfully it won't be a matter of "his entire navy jumps in and engages your entire navy".

15

(12 replies, posted in Starmada)

murtalianconfederacy wrote:

Good, then my good deed for Saturday was done then...:)

Thats high-tech for your Aloft! campaign though, isn't it?

I'm glad you noticed smile  Yes, the race I'm finalizing the setup for right now is a bit more technically advanced than the current races, and slightly bigger than the Earth Alliance, too.   Even worse, they ended up being a VERY aggressive, slightly xenophobic nation.  Huzzah.

I think if the Terrans and Struvans can ally militarily they will be a good match for the new guys.  Anyone's guess still if the Struvans can hold out against the new guys long enough to make that happen, though.

I am considering posting any battles as Starmada scenarios for public consumption smile Maybe with a "historical outcome" narrative like they used to do for Starfire campaign books.

-Emiricol

16

(12 replies, posted in Starmada)

It was interesting.  A very flexible scout!

EDIT: The particular non-player empire is +0 Weapons/Shields and -1 Engines/Special Equipment, by the way.  I'll be using your design idea for my next neophyte space empire though!

17

(12 replies, posted in Starmada)

I use the default size for Hyperdrive engines, but in the game they don't actually move the vessel - they emit a field that allows the vessel to interact with an anomaly, which in turn acts as a wormhole.  Expensive nav-buoys that must keep station with the anomaly can be emplaced at both ends, which communicate with one another and allow more ships to use the jump lane, and faster.  Upgrading these nav-buoys can cost a space empire as much as the GDP of an entire homeworld, so smaller empires just kind of make due.

Ordinarily, you need this jump engine to move each individual ship, but one of the races I am working on has mastered the ability for one ship to suck other ships through the wormhole ("jump lane") with them.

I *think* I've decided that a jump tug can transport a number of ships equal to its Tender rating, with a total combined hull size of twice the tug's own hull.  Thus, the role has gone from mere taxi to being the command vessel of a squadron.

In the setting's source material, these jump tugs will now be staffed with the most loyal servicemen, and heavily guarded with marine squads, basically to prevent any rebellion from being able to spread quickly smile

Thanks for any help, let me know what you think!

-Emiricol

PS - I am using Starmada for battles and Victory by Any Means for the strategic campaign.