Topic: Dreadnoughts!
I cannot wait to absorb this. I came to Starmada after purchasing Grand Fleets. 8) Interesting idea.
Now I have to create a vassal mod for this... :roll:
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mj12games.com/forum → Starmada → Dreadnoughts!
I cannot wait to absorb this. I came to Starmada after purchasing Grand Fleets. 8) Interesting idea.
Now I have to create a vassal mod for this... :roll:
I am not sure I understand this one... but I will be getting it none-the-less.
I am not sure I understand this one... but I will be getting it none-the-less.
From the introduction, by way of an explanation:
WHY DREADNOUGHTS?
An historical supplement for a product billing itself as The Universal Game of Starship Combat may seem like an odd development, to say the least—but upon closer inspection the two are not so different as it first appears. Lacking any true reference, the genre of space combat has latched onto the traditions and terminology of historical navies. More specifically, the age of the “big gun” dreadnought should be familiar to the Starmada player—while fighters play a role in most science fiction settings, they are (for the most part) nowhere near as dominant as aircraft have become in naval combat since World War II.
The intent of this product is threefold:
* First, it reflects the true flexibility of the Starmada game system. With a minimum of adjustments, the game is just as suitable for the Battle of Dogger Bank as for the Battle of Delta Crucis.
In fact, the level of integration is such that historical designs such as HMS Dreadnought or SMS Bayern can be dropped into a more traditional sci-fi setting without modification. Likewise, players who wish to pit their own designs against history's great battleships can do so easily.
* Second, the options presented in this supplement can be lifted from Dreadnoughts, individually or collectively, and used in other settings, enriching the Starmada game even for those who never put the Royal Navy or Kaiserliche Marine through their paces.
* Finally, this supplement serves as an introduction to historical gaming for players who might not otherwise have given it a try. Those familiar with the era should still find something interesting in these pages—a simple (but not simplistic) take on the Great War at sea.
Players intrigued by naval combat during this period may wish to play something more detailed and historically accurate. If so, they are encouraged to seek out Grand Fleets, also available from Majestic Twelve Games.
As soon as cash-flow situations improve, I look to pick this up myself.
If for NO OTHER reason that to, some day, on my kitchen floor, decide for myself what happens if Jellico turns in, rather than away.
Just had a quick look through.
Dan you confirmed to KDLadage on the 14th that Piercing has (as revised) a Mod of x1.4
Dreadnoughts has Piercing +1 having a Mod of x1.5
Hast Thou Changeth thine mind?
While I was looking through it I could not help thinking that we will see dreadnoughts with Teleporters and sayings like "Side Slips Sinks Ships!"
Dual mode fighters and Flottilas! Excuse me I have to go have a lay down.
Paul
Help!
Dual Mode example on page 17, giving me headache!
I cannot get to the totals you give. i.e. Mode (Fighter) I keep getting =390.4 / Mode (Striker) I get =535.3
Giving a Cap Req of 27. Tried Two calculators and the shipyard with calcs altered to those that you give.
I know you like squares Dan but it would have been simpler to take the old calculation for both modes and add half of the lesser to the larger Capacity requirement ( this gives 34).
Paul
I cannot get to the totals you give. i.e. Mode (Fighter) I keep getting =390.4 / Mode (Striker) I get =535.3
Giving a Cap Req of 27. Tried Two calculators and the shipyard with calcs altered to those that you give.
You are correct -- the example is in error. :oops:
(Although the final cap requirement is 28 -- you round 27.03 up to the next integer.)
I know you like squares Dan but it would have been simpler to take the old calculation for both modes and add half of the lesser to the larger Capacity requirement ( this gives 34).
Simpler -- but not as accurate.
Interesting! I was actually just thinking the other day 'I wonder what Starmada would be like if I converted it to a naval game!'
Ok. . .
So I picked up e-copies of S:AE and S:Dreadnoughts so I could check it out. Of course I couldn't go to bed until I'd read all the way through them. . . so its now 2AM. Good thing its Friday.
Can I just say. . . wow! This is awesome. I've had this idea floating around in the back of my head about running Jutland at GenCon next year. This rule set might actually make it possible. Grand Fleets, while I love it, is just too detailed and complicated to teach to a bunch of convention-goers and then run a HUGE battle with. I think I might be able to do it with S:Dreadnoughts.
Also, I'd always assumed I wouldn't be able to go below the light cruiser level even if I did. . . but the destroyer flotilla rules and stats provided might just make it possible to drop to that level. Of course, the flotillas you provide are 4 destroyers each, rather than 12. . . but close enough. Too many destroyers in one flotilla would distort the actual effectivenss of them.
I was thinking that for destroyer flotillas with a light cruiser command ship. They would just manuever and fire as one ship but keep seperate sheets, with the following rules:
1. Incoming hits are allocated between command ship and flotilla. 1-3 hits the command ship, 4-6 hits the flotilla.
2. The entire element is limited to the speed of the lowest component (command ship or flotilla).
3. At any point the owning player may scuttle any portion of the element. So if the command ship is slowing down the whole flotilla, it can be scuttled and the flotilla operates independently at that point.
Anyway. . . I'm super excited about this rule set. Can't wait to try it out!!
Edit: I didn't see stats for the German pre-dreads that were at Jutland. Any suggestions on how to create them?
One final thing. . . any chance you will update the shipbuilder with the options from Dreadnoughts? Or maybe copy it and create a slightly different version that just has the DN stuff in it?
HELP! No.2
Dan,
Example on page 11.
I must be having another off day, I cannot resolve the 20" Torpedoes.
Cannot seem to get a SU cost of 6 and then in the ORAT for the torpedoes you start with a figure of 8?
Ammo limit modifier of 2.5?, not 0.6?
The DRAT, I make
6 x 12 / (6-0) x 0.5 = 6
Where did the 52.56 come from?
Sorry to be a pest. Updating the shipyard and I hate it when I cannot match given figures.
Paul
Dreadnoughts! did someone say Dreadnoughts? :shock:
Awesome!!
I have been designing my Starmada ships as naval-dreadnoughts-in-space since first playing the 'Compendium version. I find the ability to turn away and either close, keep the range, or open the range to be vary useful. Many ships with forward firing weapons must maneuver like dog-fighting fighters. If you have a dreadnought type ship with FX and AX main weapons, you can get behind them. Then your ship(s) can blast away while out of their weapon-arcs. This does not always work, but it it makes for an interesting game with much maneuver. 8)
HELP!
...
Sorry to be a pest. Updating the shipyard and I hate it when I cannot match given figures.
Damn.
The instructions on page 11 are correct -- the examples are TOTALLY wrong.
I will post a corrected page shortly.
Dreadnoughts has Piercing +1 having a Mod of x1.5
Hast Thou Changeth thine mind?
Yes.
I think.
In the end, either modifier is fine, since the difference is less than 4% in final Combat Rating. But I will get a definitive answer out there.
OldnGrey wrote:HELP!
...
Sorry to be a pest. Updating the shipyard and I hate it when I cannot match given figures.Damn.
The instructions on page 11 are correct -- the examples are TOTALLY wrong.
I will post a corrected page shortly.
Oh good, Sorry I did not mean it like that.
Finished everything but the Drake Notation for flotillas and the How to pdf update, so with a bit of luck I will be posting Shipyard Version 6 in the morning.
Paul
two things:
1. I believe Dan is planning to post an updated Appendix A that will include things like the weapon mod multipliers. This will be, in the end, the "definitive repository" of the correct values. That should be helpful.
2. It is good to see that my experiment in the "shipyard" sheet concept is going strong.
2. It is good to see that my experiment in the "shipyard" sheet concept is going strong.
Glad you do not mind. It has evolved a bit over the years. I only intended to get it to work with OpenOffice and then came the Starmada sheet, Drake Notation sheet and Small craft/Fighter sheet. Individual tech levels increased number of weapon types to 26. Batteries increased to 5, ablative armor and other bits requested for Starmada X. Partial rewrite for Starmada AE and stats for VBAM. It is a beast that seems to have a life of its own, still, it keeps my mind active and so long as one other person finds it of use, it is worthwhile.
Bet you did not see that coming when you said that I could post an update back then eh? Me neither!
Paul
Mind?
Heck no! Like I said, I had an idea for how to set up the data so that you could have multiple ships in a single workbook without duplication of data (at least not too bad). So... the fact that the idea was grabbed, expanded, and ran with is a darn good thing.
Thanks for keeping the torch lit!
Something that hasn't been talked about, but that I was really happy with, is the scenarios. It was cool that the battles fit almost perfectly with the existing Starmada "generic" scenario types, right down to the Combat Ratings (with one exception -- Cape Sarych was horribly unbalanced in favor of the Russians without the addition of another battlecruiser to the German side).
I plan to get three copies of this book this weekend.
You just keep writing them, Dan. I will keep buying them.
(Oh... and I will have SDG completed, first draft, ready for you to look over within two weeks)
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