Topic: Alternate intiative

I played my first game of nova starmada the other day. Our group is 3 players, which makes some games a bit awkward. I felt the existing starmada initiative was in that category, plus I'm not keen on the predictable move/fire system after the roll off.

As an alternative I was thinking of the following, which retains the basic gist of the existing system, whilst fitting better with multi player and being less predictable, you will never be sure when you move or fire a ship, only the odds.

1)For each ship on a side at the start of move or combat place a marker for that side in a cup.
2)to see who has to move or fire next pull a chit from the cup, that side moves or fires a ship next. Do not put the chit back.

So if one side has 5 ships left and the other 3 there will be 8 chits in the cup, 5 for side 1 and 3 for side 2. This means that to start with side 1 is most likely to have to move a ship, it is also more likely he will get 2 moves in a row to start with. Equally he will start the combat phase with a better chance of being first to fire. The odds keep changing though, if side 1 gets the 2 first moves they will now have 3 chits each and a 50/50 of being next.

At the start of a given turn the smaller fleets will have an edge in move order, but larger fleets an edge in combat order. Though nothing is guaranteed.

Re: Alternate intiative

I like this very much. The only concern I have (which might not be an issue once some playtesting is done) is that one or two battlewagons can game the system by surrounding themselves with a dozen or so cheap escorts. The number of chits in the cup will go up, increasing their chances of moving last and firing first.

A possible solution is to have the OPPONENT choose which ship moves or fires.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Alternate intiative

Perhaps Uncle_Joe could comment as I added a requested card deck to the Nova Vassal module for random initiative.

Re: Alternate intiative

Of course, I had a brain fart back there, as the same concern applies to the existing Starmada initiative system.

I still think the "opponent chooses" idea is worth exploring.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Alternate intiative

How about using the Combat Rating of each ship. The ships during the Movement Phase will move from highest to lowest Combat Rating order and then during the Combat Phase when firing, lowest to highest.

Re: Alternate intiative

That's a really interesting idea, and opens up the opportunity for commanders or special traits to raise/lower a ship's CR for initiative purposes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Alternate intiative

I had considered initiative modifiers as well, with the chits in a cup idea, but at a fleet level.  I was thinking something based on the Aux systems - flag bridge, C&C etc. The fleets flag ship (or maybe the whole fleet) has it's C&C compared with the enemies. For every 100 points difference the side with the higher value can place that many extra chits in the cup, of either color.

So I have 8 ships, he has 6 ships. So there are 8 of my chits, and 6 of his.

I have a flag ship with 300 C&C, where as he only has 200. I can therefore place 1 extra chit in the cup, either his or mine. I'd probably place his during movement, so he is more likely to have to move first, and mine during Combat so I am more likely to fire first.

Re: Alternate intiative

Flux Cobalt wrote:

How about using the Combat Rating of each ship. The ships during the Movement Phase will move from highest to lowest Combat Rating order and then during the Combat Phase when firing, lowest to highest.

I can give more details about this in a few days if you like.