1

(8 replies, posted in News)

Any update on this stuff? Definitely interested in the AE compilation.

I asked a similar question a few months ago:

http://www.mj12games.com/forum/viewtopic.php?f=2&t=11910

Hmmm, I got my PDFs from Wargames Vault (same this as RPGnow) and I don't see the 2012 PDF.

There's some interest in playing SAE again in my group again. I just wanted to check if I have the latest and greatest rulebook and annex.

Rulebook - last uploaded to Wargame Vault on 2011-11-28 (Revision 1.0—January 2008 in PDF)
Annex - last uploaded to Wargame Vault on 2011-11-28 (Revision 0.1—August 2009 in PDF)

Any errata beyond that?

Also, I have the four SFB books (printed), are those the latest?. I see the Klingon/Alien errata threads, are those for Nova or AE? Any updates/errata for Romulan/Distant?

Finally, are there any special rules in the four SFB books that aren't in the Annex?

5

(4 replies, posted in Starmada)

The Annex was just a compilation of all the rules which were in the SAE supplements that were released after the main rulebook. With no Nova supplements out there's no need for an annex yet. As to which special rules are in Nova, there should be an Appendix A floating around that lists them all. At least that's what cricket did for SAE.

Some movement, altitude and terrain rules for Starmada so you can use your Aeronef models:

Nefmada

I wrote them for AE but they should work with X or Nova. The only thing that might need modding is forests, just do the same thing those editions do with asteroid fields.

I'm thinking of ways to get LIs in here too. I think that would involve some ground movement and terrain rules, as well as special weapon abilities like Bomb (attacks in your hex and below you) and others that allow you to ignore the range restriction when firing at things at a different altitude.

7

(5 replies, posted in News)

Tis a gouda land...

8

(35 replies, posted in Game Design)

I'd prefer tracking the actual ships. It's more micromanagement but I like the added "realism" from the extra detail.

9

(35 replies, posted in Game Design)

I'd definitely be interested as well.

10

(9 replies, posted in Starmada)

Very abstract, but it makes sense without imposing withdrawal movement rules and other similar effects. We'll definitely have to give this a try sometime, especially in a campaign (on that note, where did the Sovereign Stars forum and demo rules go?).

11

(3 replies, posted in Discussion)

<IMG src="http://wallbase1.net/thumbs/high-resolution/thumb-225572.jpg">http://wallbase1.net/thumbs/high-resolution/thumb-225572.jpg</IMG>

12

(3 replies, posted in Discussion)

I got a copy of Romulan Armada and got my cousin Alien Armada.

A very mj12 Christmakwanzikah.

13

(24 replies, posted in Starmada)

The more I've played against weapons with the trait the more I tend to agree. I'm probably going to propose house-ruling it out.

14

(6 replies, posted in Starmada)

On a similar note does this mean that weapons with inv. range XXX have an easier time hitting/impacting/damaging ships with stealth?

15

(14 replies, posted in News)

No to detract from your latest brilliant idea cricket... tongue But will these see some attention in 2011?

cricket wrote:

* Starmada Brigade: Updated for the Admiralty Edition.

* The Sovereign Stars: Third edition of our strategic space conquest game.

* ARES: Revised edition.

16

(6 replies, posted in Game Design)

1) Pre-plot movement for Invader #5,376.
2) Disregard pre-plotted movement and move left.
3) Pre-plot movement for Invader #5,377.
4) Disregard pre-plotted movement and move left...

Thanks cricket.

What would you rate the mods for accurate/inaccurate? 1.3/.7?

I've read it through and played it a few times now and have a few questions on adding some further options.

I don't like that the game doesn't scale (ie you have to play a 300 VP game). Can the rolls for CP scale for bigger VP games? by rolling an extra 1d6 for every 150 VPs? What would be a good solution for the first turn CP roll? All d6s become d3s?

I'm a big fan of Starmada's customization, being unable to change the to-hit roll in QL bugs me. Can the ORAT formula be modified to allow for 3+ and 4+ to hit by changing the 2 to 4 and 3 respectively? Strike would confer a +1 to hit.

I think the game suffers from the lack of an overwatch mechanic. Any suggestions on how to implement something like that? I was thinking of an overwatch order that lets a unit fire on an enemy moving within range and LoS of it.

19

(2 replies, posted in Quantum Legions)

What happens when the APC goes boom with infantry inside of it?

20

(9 replies, posted in Starmada)

My friend Matt and I played a couple of games with the one in the Annex, slightly modified though (Starmada fleet composition was assigned to each piece in SS). It made for some interesting games (one-sided engages/trying to preserve ones ships for future games/etc.)

Haven't given the one of the forum a whirl yet, as we've been distracted with other games.

21

(9 replies, posted in Starmada)

You can always try the Sovereign Stars draft rules, those have what you want:

http://mj12games.com/forum/viewtopic.php?f=8&t=2292

It's also in the back of IS/Rules Annex. I'm sure cricket would appreciate feedback on them.

22

(9 replies, posted in Starmada)

The second edition of VBAM has been in the works for almost two years now, I'd wait for that or Sovereign Stars before jumping in.

I own VBAM but couldn't seem to parse the rulebook. By this I mean I couldn't get a clear idea of a sequence of play. The book talks about a lot of this you CAN do but I found it very difficult to figure out what I NEED to do to play a game.

23

(6 replies, posted in News)

Just got mine. Looking forward to reading through it.

Edit: Quick question, can infantry not enter difficult terrain because of their low speed value?

24

(105 replies, posted in Game Design)

I am reminded of Total Annihilation. Great stuff!

25

(3 replies, posted in Starmada)

EHD causes an an additional hull hit no matter what the damage roll is. Essentially you're guaranteed to have a number of hull hits equal to the DMG dice thrown plus the result of those dice (50% chance of another hull hit). So, on average, Hull Hits = DMG Dice * (0.5 + 1):

#DMG Die    Hull Hits
   1          1.5
   2          3
   3          4.5
   4          6
   5          7.5

Catastrophic DMG dice have to come up odd (a hull hit) in order to trigger the special ability. Once that happens you're rolling a d6, where the average value is 3.5. So, on average, Hull Hits = DMG Dice * 0.5 * 3.5:

#DMG Die    Hull Hits
   1          1.75
   2          3.5
   3          5.25
   4          7
   5          8.75

Then, just for comparison sake, here's what it looks like with neither:

#DMG Die    Hull Hits
   1          0.5
   2          1
   3          1.5
   4          2
   5          2.5

EHD is 3 times better than normal, so a mod of 3.0. Catastrophic is about 17% better than EHD. So, 3.0 * 1.17 = 3.5, the catastrophic modifier.