Re: Klingon Armada, 1st thoughts

alchemist wrote:

...and I wish there was a PDF available for printing ship sheets.  In hindsight I should have ordered the loose page version of the book for easier photocopying although nothing beats printing the ships you need from a PDF.

Ask, and ye shall receive...

http://e23.sjgames.com/item.html?id=ADB6101-S

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada, 1st thoughts

cricket wrote:
alchemist wrote:

...and I wish there was a PDF available for printing ship sheets.  In hindsight I should have ordered the loose page version of the book for easier photocopying although nothing beats printing the ships you need from a PDF.

Ask, and ye shall receive...

http://e23.sjgames.com/item.html?id=ADB6101-S

Sweet!  Order placed, and PDF acquired!

/hdan

Re: Klingon Armada, 1st thoughts

I played a game (my first Starmada game as well as my first KA game) this weekend, doing what amounts to an "Admiral Graf Spee" game.  I took a D7 (who was raiding across the Neutral Zone) up against two Fed Frigates (who were the closest ships that could respond in time).  I admit that I went a little easy on my opponents (my kid and wife) since neither of them had read any of the rules, and I totally forgot about the Range-based RoF (which would have made a BIG difference), but we had a great time.  In the end, I succumbed to a dual Photon Torpedo strike  at close range.  Not a pretty sight. smile

Anyhow, one of the questions that came up was this:  What about warp drive?  Or are ships assumed to be travelling at warp already?  (I thought I recalled from somewhere that phasers can't be fired while at warp, but I might be mixing that up with something else....)

Re: Klingon Armada, 1st thoughts

I believe in the SFU ships are considered to be travelling at warp. They are able to leave combat by dropping out of warp -- sort of the opposite of the Starmada "hyperdrive".

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada, 1st thoughts

Nope, that is the FASA trek universe you are thinking of. In the SFU going faster than 32 is Warp IIRC.

Re: Klingon Armada, 1st thoughts

Actually, all combat in SFB takes place at warp.  Warp speed is anything "speed 1" or greater and speeds of less than one (rounded up to one) are sublight.  I believe in SFB the cubed root of the number of hexes you move in a turn is your Warp Speed Factor (so speed 27 is warp 3).  Not that it makes any difference to the game but this certainly contradicts Star Trek TMP (which came after SFB) and Treks after that where they go to warp to get to or get out of a fight but fight at sublight speeds.  Not sure any of that translates at all to Klingon Armada directly but not sure it needs to.

Re: Klingon Armada, 1st thoughts

And there are several ways to disengage, one is as Dan says by sublight.  That is, dropping your warp engines and becoming signal silent so no one can find you.  Another is disengagement by acceleration by going really fast away from the battle and declaring that next turn you will go really, really faster.  This is the equivalent of warp speed disengagement or hyperdrive.  Never used either, myself, in almost 20 years of SFB playing but I never have played in a campaign, which is where most of those fluff rules likely become important.

Re: Klingon Armada, 1st thoughts

Interesting stuff.  In my case, my wife and I often play as if we were in a campaign, so a damaged ship is likely to try to escape.  Since KA ships have no separate warp drive stats, I guess the "drop out of warp escape" would be the equivalent of forfeiting the piece, but preventing a "campaign kill"?

Probably simpler to repeat to myself, "it's just a game, I should really just relax."  smile

One more subtle thing that struck me while playing - at first I thought that the 1 and 2 strength shield factors on the frigates were almost a cruel joke, but not only did they wind up blocking a few shots, but I finally realized that their main purpose is to soak up 1/3 of the hits that could be going to more important systems.

Time to get more ships prepped and fight some bigger battles.  (I'm using a combination of scratch-built and Studio Bergstrom ships, which are roughly 1:7600 scale - coincidentally about the same scale my "1 inch wooden disk" based Feds.)

Thanks guys.

Re: Klingon Armada, 1st thoughts

kjncindy wrote:

Actually, all combat in SFB takes place at warp.  Warp speed is anything "speed 1" or greater and speeds of less than one (rounded up to one) are sublight.  I believe in SFB the cubed root of the number of hexes you move in a turn is your Warp Speed Factor (so speed 27 is warp 3).  Not that it makes any difference to the game but this certainly contradicts Star Trek TMP (which came after SFB) and Treks after that where they go to warp to get to or get out of a fight but fight at sublight speeds.  Not sure any of that translates at all to Klingon Armada directly but not sure it needs to.

ISTR the TOS episode with the combat computer wired into the Enterprise and shot the crap out of Fed vessels in what were supposed to be exercises...every time it started it's attack sequence by accelerating to some Warp Factor. Been too long since I watched the episode though to remember the specifics, so I guess I lose a point of geek street cred for today.  :oops:
Erik

Re: Klingon Armada, 1st thoughts

Only Warlock wrote:

Nope, that is the FASA trek universe you are thinking of. In the SFU going faster than 32 is Warp IIRC.

My understanding is that combat takes place at low warp speeds.

The reason for that is that it isn't possible for ships to keep a warp field powerful enough for high speeds/long distance travel stable while maneuvering in combat.

Under the SFB rules when a ship disengages by acceleration it is basically running away in a straight line while it builds up a stable high power warp field.  Once that field is up (i.e. the ship meets certain rule requirements) it transitions into long distance warp and is removed from the board.

Re: Klingon Armada, 1st thoughts

hdan wrote:

One more subtle thing that struck me while playing - at first I thought that the 1 and 2 strength shield factors on the frigates were almost a cruel joke, but not only did they wind up blocking a few shots, but I finally realized that their main purpose is to soak up 1/3 of the hits that could be going to more important systems.

Never underestimate the usefulness of even 1 shield point -- especially if you're playing against me... I have an uncanny ability to roll 1's at the worst possible time.

Time to get more ships prepped and fight some bigger battles.  (I'm using a combination of scratch-built and Studio Bergstrom ships, which are roughly 1:7600 scale - coincidentally about the same scale my "1 inch wooden disk" based Feds.)

You can't just throw that out there without more details and/or pictures -- what 1" wooden disk based Feds?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada, 1st thoughts

GamingGlenn actually had evil ships with nothing but level one shields and armor plating, since piercing had no effect if they are level one, the points on it are wasted. You would not believe how many ones you can roll til you play against this.

Re: Klingon Armada, 1st thoughts

cricket wrote:

You can't just throw that out there without more details and/or pictures -- what 1" wooden disk based Feds?

LOL - I found one of those "bags of wooden disks" at a local craft store.  There were some almost 1" disks that (because I'm a colossal nerd) made me think of the saucer section of a Fed ship.  So, a few cut down/sanded wooden dowels, some extra viking shields (for use as the top curve/bridge area) and bits of mat board later, and I had a Constitution class and two little "Saladin" type Frigates.  They're semi-painted at the moment, but still need some lettering.

Here is a quick snapshot from my cellphone (can't find my real camera).  The ships are mounted on 1" fender washers with another wooden disk glued over the hole.  You'll probably recognize the game mat. smile

Re: Klingon Armada, 1st thoughts

hdan wrote:

How do you upload a picture to this forum?

When you are composing your message, you should see a box below the text area with two tabs: one for "options" and one for "upload attachment". Click on the second one.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada, 1st thoughts

cricket wrote:

When you are composing your message, you should see a box below the text area with two tabs: one for "options" and one for "upload attachment". Click on the second one.

Thanks - edited and uploaded.

Re: Klingon Armada, 1st thoughts

it's not as cool as miniatures... but with some borrowed ship art, the first Klingon Armada Vassal game is underway.

Re: Klingon Armada, 1st thoughts

AIEEE!  it Must be SFB, as there are drone salvos lumbering back and forth. (sigh)

Re: Klingon Armada, 1st thoughts

MadSeason wrote:

it's not as cool as miniatures... but with some borrowed ship art, the first Klingon Armada Vassal game is underway.

We're just "kicking the tires" on the KA stuff, taking the two iconic opponents for a spin. It will be interesting to see how the Trek ships play in squadron/fleet sized games, after all that is the whole point of KA. So far we've managed to blast a fair amount of crap out of each other without even getting too close yet. It may look like SFB, but lumbering drones aside, it is certainly moving as fast as I would expect from a Starmada game.
Erik

Re: Klingon Armada, 1st thoughts

hdan wrote:
cricket wrote:

You can't just throw that out there without more details and/or pictures -- what 1" wooden disk based Feds?

LOL - I found one of those "bags of wooden disks" at a local craft store.  There were some almost 1" disks that (because I'm a colossal nerd) made me think of the saucer section of a Fed ship.  So, a few cut down/sanded wooden dowels, some extra viking shields (for use as the top curve/bridge area) and bits of mat board later, and I had a Constitution class and two little "Saladin" type Frigates.  They're semi-painted at the moment, but still need some lettering.

Here is a quick snapshot from my cellphone (can't find my real camera).  The ships are mounted on 1" fender washers with another wooden disk glued over the hole.  You'll probably recognize the game mat. smile

Love these simple models they look good on the map and presumably u can make a shedload without taking out a mortgage.

Sometimes improvised stuff works really well.  `0 years back i made a thunderhawk for my (then 11) nephews 40k marines from a lot of carboard boxes etc.. he loved it to bits (literally)

Re: Klingon Armada, 1st thoughts

JefA wrote:

Love these simple models they look good on the map and presumably u can make a shedload without taking out a mortgage.

Sometimes improvised stuff works really well.  `0 years back i made a thunderhawk for my (then 11) nephews 40k marines from a lot of carboard boxes etc.. he loved it to bits (literally)

Thanks.  Next time I make one, I'll probably make up some "top detail disks" with numbers and maybe some faint panel lines to glue on top of the wooden disks.  It will complicate the priming/assembly steps slightly, but should greatly improve the look.  I'm pretty happy with the results, and the craft project was fun (which is what it's all about), though of course I still lust after the real ADB minis. smile

Now to figure out how to build some other classes of ship...

Re: Klingon Armada, 1st thoughts

MadSeason wrote:

it's not as cool as miniatures... but with some borrowed ship art, the first Klingon Armada Vassal game is underway.

Another testimonial for the points system...the D-7 won, but was reduced to 1 hull and had just about everything else shot to ribbons. I think some additional damage was done when the Klingon boarding parties were forced to stand-down with the destruction of the Constitution before they could transport  lol
Now it's my turn to take the Constitution for a spin and see how she handles.
Cheers,
Erik

Re: Klingon Armada, 1st thoughts

Anyone willing and/or able to do a couple hundred word writeup on their experience so far with Klingon Armada? The turnaround time on this will have to be fairly quick...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada, 1st thoughts

Sure:

We recently played an 8-player Convention game of "Starmada: Klingon Armada" at this year's Millennium Con XII show in Round Rock Texas.

This was a classic Klingon VS Federation fight with the sides as followed:

United Federation of Planets:
1x DN
2x CA
4x CL
3x FF

Klingon Star Empire
1x C8 DN
1x C7 Heavy Battlecruiser
2x D6 Cruisers
2x F5 Frigates
6x E4 Escorts

The terrain was a large centrally located Planetoid (covering 7 hexes) and a halo of large asteroids surrounding it (13 Asteroids in total.

All players were new to the Starmada system.

Turn 1:
Federation fleet pack in together en-masse and creep forward at low speed, getting used to the orders system.
Klingon Empire, using a much looser definition of "Fleet" scatter into two shoals of ships with E4 Escorts leaping ahead at high speed, eager to engage the enemy. One Klingon D6 fires a Drone Salvo targeting Fed FF.

Turn 2: Fleets close and the larger "East" pack of Klingon ships spreads out as the DN inexplicably noses into orbit around the planetoid. Ships almost in rage of each other at leading edges.

Turn 3: 2x Klingon E4 escorts close to maximum weapon range and are greeted by a hail of Phaser I and Photon Torpedo fire from the mass of Fed ships packed together. They barely survive, crippled and dump their Drones in the end phase after doing a few points of damage to one of the Light cruisers. Drones launched in Turn 1 hit planet.

Turn 4: Lead edge of Klingon Force (4x E4, 2x D6) engage Federation Phalanx. Bad things happen to the damaged E4s and one of the D6s are ripped apart in return to some medium damage spread across several Federation ships. 6 Salvos of Drone launched.

Turn 5: Klingons feed piecemeal into the Federation Grinder. Second D6 lost, F5 Blown away, E4 heavily damaged, Feds lose one FF, more damage spread across the two Fed CAs. C8 Dread fires at long range adding damage to a Fed CA. Feds shoot down virtually all drones. More Drone Launches.

Turn 6: Klingons finally "get the lead out" and arc the C8 in tight orbit around the planet and engage the flank of the Fed fleet and blow away 2x Fed FFs and Damages a Fed CL. The two Klingon remaining E4 Escorts overfly the Fed gun line and pull a fast turn to come in behind the more heavily damaged Fed CA and rip him with Disruptor and Phaser fire, blowing away Shields, Hull, 2xx Photons and some Phasers.

At this point we ran out of time.

A Clear Victory to the Federation.

Notes from the game:

Players easily understood the mechanics of play after the first turn.
The Players who previously played Star Fleet Battles dramatically overestimated the lethality of unmolested drones.
Drone primary use appears to be in soaking up Federation Phaser fire.
EVERYONE forgot to use Tractors and Transporters.
Federation players group up in a gun line because they are Federation, not because it is Star Fleet Battles (lol).
There was a number of great comments like "WOW The Damage Allocation even feels like a Mizia system" and "It sure feels like Star Fleet Battles only...Faster!:

They appeared to really like the pre-plotted movement and everyone indicated that they had a great time.

-Mike Wikan

Re: Klingon Armada, 1st thoughts

Also: All of them ran off looking for copies of the game at the dealers.

Re: Klingon Armada, 1st thoughts

Pictures?