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To create a properties sheet with the stats already on it is easy. In vassal, edit the unit, add a properties sheet and use the Label Only line in the properties sheet. Enter the stats for Drones, or plasma types. You can do several lines of this, if you need to. I just whipped this up quickly in Vassal to show you what it would look like when you called up the properties sheet.
Hey, these look awesome! Once I get time to play again (I am swamped right now), I'd love to try out your vassal version.
I like them all -- but is 1.5 enough? Especially for weapon damage...
Those are beautiful! Keep it!
I think pre-dreadnought (including RJW) would be interesting -- but WW2 would be far more popular. The pre-dreadnought would be easier to do with the existing rules, so might be a faster turn-around. But if you have rules modifications ready to go for GA, then WW2 is the obvious expansion.
Same goes for GF2, as well.
thedugan wrote:I'm thinking a full color 3D illustration for the book, Black(gray, white - maybe faction-based coloring) Silhouettes for the counters.
I like the paint jobs but it's a close call... and I think more players would prefer the clean black silhouette.
I was surprised by the action cards and can see how they might frustrate players. Still, I will definitely play it that way initially. I might also try an initiative system, if I don't like the cards.
I've read the rules (that didn't take very long!) -- it's light fare but has enough meat on those bones for it to be fun. Can't wait to play! And to think I just received my copy of Pacific Crossroads last week.
Well, if I can convince Dan, there will be a Vassal mod.
Dammit, Dan! I have enough games to play right now.
I skimmed through the demo rules and will definitely pick this up...
Well, having failed to cover your ass, I hope you aren't expecting me to kiss it. :?
Seriously, I should have rechecked the rules because now I recall being able to fire all Probes at once.
They are one shot weapons but treated as Flights for determining whether you have enough launch space available to send them out. It prevents a ship from sending out all its Drones, Suicide Shuttles and probes in the same turn.
I think in an earlier edition there was Armored Batteries that ignored rolls of 5. Not sure why it was dropped or if it would make a comeback. In my experience playing I would rather lose an engine than a weapon, so it would have to be worth more than Armor Plating. Or, it could be worth the same but ignore rolls of 6 (saving a weapon but not a hull).
For the record -- I only helped edit the rules. Blacklancer deserves all the credit! As editor, though, I share any blame.
I love nodal space strategy games, so I may take a shot at creating a nodal map to be used with the vassal mod. :!:
As for victory -- as the man says, the only really victory is total victory. However, I can see a campaign like this reaching a point where surrender can be honorable. A string of victories would lead to an avalanche of economic points for the victor and leave the loser sitting around while his systems are picked off... Not really fun for either side.
Cheers!
Hi, Zeropoint!
Let me know if you and Brazouck aren't able to play. I would be happy to introduce anyone to playing via Vassal -- it would have to be a small game, one to three ships per side.
Brazouck will give you a good fight!
Kevin
I've been over the rules, and there is no Lowjack attached. 8-)
You're selling me...
Lancer, do you mean that these "fields" would remain after being fired? If so, I see that as a problem. Mines can be destroyed, so it is less of a problem...
Mines take up space. It would make most sense if it was a weapon with ammo (that fired in the regular phase). I have thought about this before, too. I think it would be a welcome addition. (The U.S. has minelets deliverable from artillery shells and aircraft.)
However, most Starmada games don't last that many turns, so with the right points, I agree, you wouldn't need to have ammunition limits on it. 8-)
Modify the terrain table!
I am in the campaign with Blacklancer99 and I have serious objections to the terrain table. It is heavily skewed in favor of terrain. For the next campaign, I have already suggested that we have two rolls. In the current campaign, we have fought 5 battles and not had a game without terrain...
The current table is this.
Die Terrain
1 None
2 Asteroids (1d6d6)
3 Black Hole (roll for size, 6 = no terrain)
4 Dust Cloud
5 Nebula
6 Planet (roll for size, 6 = no terrain)
I think this should be modified to this.
Roll 1d6:
1-4 = No terrain
5-6 = Roll on the terrain table
Terrain table 1d6:
1 None
2 Asteroids (1d6d6)
3 Black Hole (roll for size, 6 = no terrain)
4 Dust Cloud
5 Nebula
6 Planet (roll for size, 6 = no terrain)
Sergeant Crunch wrote:Doesn't look like there is anything to download yet. Though to be honest, I'm more interested in figuring out how to use Vassal.
We can help! Let me know what puzzles you.
PSYCO829 wrote:A good way to get around it might be make a rule that says anti fighter batteries fire before the fighters attack. That way anti fighter batteries aren't useless vs strikers and seekers, and don't start shooting down fighters when it could be "too little too late".
I like that rule, especially if we make anti-fighter batteries more expensive in SUs.
Blacklancer and I have not explicitly limited Flight speeds in spite of reducing max weapon range to 12. As it turns out, he fields flights with a speed of 8 and I have fielded strikers with a speed of 12. His flights are far more terrifying given their firepower and their ability to hang around after the first attack. But, I agree, that one way to skew things would be to create flights capable of attacking ships without any chance of shooting back and make that your main weapon.
Perhaps Blacklancer and I are too honorable for such pursuits. :mrgreen:
I'm up for another, if you like. Sorry I haven't gotten back to you. My email is flaking the past couple of days.
Did we talk about this before? Or was I talking to myself?
Regardless, along somewhat similar lines, I have considered an Arcing Weapon Trait which would result in a weapon attacking its target and one random same hex or adjacent target. Arcing +2 would affect 2 random same hex or adjacent targets. Arcing +3 would be the cap, I think.
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