Topic: Klingon Armada Questions

Ok, we played our first three games of Klingon Armada this afternoon.. we played 3 games in a row !!!

First thoughts: great adaptation, great pace of the game... getting three games in one afternoon is unusual. We played two hit and run and one fleet action. Ships involved Federation Battlecruisers, heavy Cruisers and even a Dreadnought, on the Klingon side C7s and D7s.

A couple of quick questions:

Anti drone fire... If a ship is attack by drones during the fighter phase only drones used on anti drone mode can defend the ship, any other weapons can only attack the drones during the regular starship combat phase. This means that if drones are released in the end of phase if they are able to reach the target in one turn they will never be attacked except by drones in anti drone mode. Correct ?

Also in regular starmada this would render anti fighter batteries useless against seekers or strikers cause when they get to 1 hex they attack and go away before the starship combat phase. Is this correct ?


Another question. Dual modes and Slow Firing. If I fire torpedoes on turn 4 on standard mode ) I still cannot fire them on overload ( slow firing ) on turn 5. To fire in overload ( slow firing ) I need to not have fired the weapon in any mode the previous turn and not fire it on the following turn ( also in any mode ). Is this correct?

Thanks... next time we play we'll take pictures...

Regards,
Francisco

Re: Klingon Armada Questions

seldon wrote:

Anti drone fire... If a ship is attack by drones during the fighter phase only drones used on anti drone mode can defend the ship, any other weapons can only attack the drones during the regular starship combat phase. This means that if drones are released in the end of phase if they are able to reach the target in one turn they will never be attacked except by drones in anti drone mode. Correct ?

Correct.

Also in regular starmada this would render anti fighter batteries useless against seekers or strikers cause when they get to 1 hex they attack and go away before the starship combat phase. Is this correct ?

Yes.

Another question. Dual modes and Slow Firing. If I fire torpedoes on turn 4 on standard mode ) I still cannot fire them on overload ( slow firing ) on turn 5. To fire in overload ( slow firing ) I need to not have fired the weapon in any mode the previous turn and not fire it on the following turn ( also in any mode ). Is this correct?

You actually have it backwards -- the slow-firing does not have an effect until the turn AFTER the weapons are fired in overload mode.

Thanks... next time we play we'll take pictures...

Please do!

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

So it is ok to fire in regular mode and then fire in overload mode the next turn, it is just that after that I need to spend one turn reloading, and this is the standard for any weapons that has slow firing in one of the two modes, correct?

Thanks...

Again, two thumbs up for the game...

Francisco

Re: Klingon Armada Questions

seldon wrote:

So it is ok to fire in regular mode and then fire in overload mode the next turn, it is just that after that I need to spend one turn reloading, and this is the standard for any weapons that has slow firing in one of the two modes, correct?

Thanks...

Again, two thumbs up for the game...

Francisco

The weapon did not have slow firing when you fired it, so it can fire next turn.

Re: Klingon Armada Questions

seldon wrote:

So it is ok to fire in regular mode and then fire in overload mode the next turn, it is just that after that I need to spend one turn reloading, and this is the standard for any weapons that has slow firing in one of the two modes, correct?

Correct.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

Hey Dan!

Did you say something about ADB putting up some more Ship SSDs online for Download?

Re: Klingon Armada Questions

BTW, little thing we noticed.

Range Based Rate of Fire trait is not on the Klingon Armada book. We have SAE so not a problem for us, but wouldn't you want to put an errata out there for the people new to the rules starting just with Klingon Armada given that is used by the main phaser weapons?

Also on the ship info page ( pg 35), it says that the new jersey class has 6 torpedoes but can only fire 4 at a time. There is no rule about this, is this a mistake, is this simply fluff that does not affect the starmada version due to the length of the turn or is there something I am missing ?

cheers
Francisco

Re: Klingon Armada Questions

I'm in the process of updating MyShipbuilder for KLA and have a couple of questions.
1) Tractor Beam isn't listed in the Construction Modifiers chart. Would it be correct to calculate it out as a 6 arc weapon? That would result in, SU cost:14, ORAT: 28 & DRAT:0.

2) The official ships appear to use more SU's than their hull size would indicate. Were they designed using Tech levels greater than 0? Or were they designed ignoring the overage?

And a non-design question.
3) When firing the Probe as a weapon, does it have a specific firing arc? Or is it 360º?

Thanks,
Paul

Re: Klingon Armada Questions

seldon wrote:

BTW, little thing we noticed.
Range Based Rate of Fire trait is not on the Klingon Armada book. We have SAE so not a problem for us, but wouldn't you want to put an errata out there for the people new to the rules starting just with Klingon Armada given that is used by the main phaser weapons?

Poo. I thought we'd managed to get by without any errata. (Like that was really going to happen...)

Also on the ship info page ( pg 35), it says that the new jersey class has 6 torpedoes but can only fire 4 at a time. There is no rule about this, is this a mistake, is this simply fluff that does not affect the starmada version due to the length of the turn or is there something I am missing ?

No, this is just "fluff" that does not affect gameplay.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

A couple of comments...

New Jersey Class BC
The only firing 4 photons at once is a carry over from the FC/SFB ship description and I believe in those games the new jersey can only fire 4 photons per turn.   This kept the new jersey from being pretty much a full on dreadnought firepower wise.  In KA you can just assume that its too much detail for that level.

Fast Cruisers
In SFB/FC the cruisers with the Fast designation usually had a wee bit more power available so they could afford to move faster than normal ships with weapons armed.  Im not sure that intent translated well to the new book as the 'fast' cruisers in KA have the same speed as the rest of the cruisers for that race.  Giving them a +1 to speed might reflect the role of these ships better.

Alchemist

Re: Klingon Armada Questions

I tried computing the size of a shuttle and came up with 4 instead of 3:

Seeker: 16 x 4 x 4 / 6 / 4 = 10.7
Boarding Pod: 18 x 4 x 4 / 6 / 6 = 8

10.7 + (8 x 0.5) = 14.7

14.7^0.5 = 3.834 rounds up to 4.

Did I figure it correctly.

Re: Klingon Armada Questions

Awaiting my copy in the post, looks like it should be a good laugh.

A shuttle at 4! Good grief! Must be one of those shuttle pods that hang around construction yards and goes about yards. Standing room only. I'm sorry cap'n, I canna find the engines.
Half the SU of  a standard fighter, has to be made by Ferengi lol

Re: Klingon Armada Questions

ToddW wrote:

Did I figure it correctly.

Yes, you did... IF shuttles were considered normal "dual-mode" fighters. They are not -- they may select one of two modes at the time of launch, so they are different. I arbitrarily set the value at 3 'cause I can. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

bekosh wrote:

1) Tractor Beam isn't listed in the Construction Modifiers chart. Would it be correct to calculate it out as a 6 arc weapon?

Yes.

2) The official ships appear to use more SU's than their hull size would indicate. Were they designed using Tech levels greater than 0? Or were they designed ignoring the overage?

They were designed to match their capabilities in SFB/FC.

3) When firing the Probe as a weapon, does it have a specific firing arc? Or is it 360º?

They have an ABCDEF firing arc.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

cricket wrote:
ToddW wrote:

Did I figure it correctly.

Yes, you did... IF shuttles were considered normal "dual-mode" fighters. They are not -- they may select one of two modes at the time of launch, so they are different. I arbitrarily set the value at 3 'cause I can. smile

Thanks for the quick reply.

Re: Klingon Armada Questions

Dan,
Tractor Beams on page 33.
[Tractor beams may be used as "weapons" to deflect and/or disable fighter flights]
Does not elaborate on how. Is it a whole flight that is disabled? For how long?
Is a flight "hit" by a tractor beam deflected by one hex?

It goes on to say that the tractor beam is treated as a weapon, traits include Fighter Exclusive but in the next paragraph states that it can be used against starships!
So, not fighter exclusive?

Paul

Re: Klingon Armada Questions

Maybe the best way is to think of them as dual mode weapons:
Mode 1 only works on fighters and works like a normal weapon
Mode 2 only works on starships and gives you a chance to move them around.

Re: Klingon Armada Questions

OldnGrey wrote:

Dan,
Tractor Beams on page 33.
[Tractor beams may be used as "weapons" to deflect and/or disable fighter flights]
Does not elaborate on how. Is it a whole flight that is disabled? For how long?
Is a flight "hit" by a tractor beam deflected by one hex?

No. The "deflect and/or disable" bit is just fluff -- when used against fighters, tractor beams are a weapon like any other. When fired at a fighter flight, one fighter is destroyed with each hit.

It goes on to say that the tractor beam is treated as a weapon, traits include Fighter Exclusive but in the next paragraph states that it can be used against starships!
So, not fighter exclusive?

I had hoped the paragraph was pretty clear in its description that tractors used against starships do not operate as weapons -- hence the "fighter-exclusive" trait.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

Ok, thanks dan (pruffreading for newbies).
Damn fluff gets everywhere! lol

Paul

Re: Klingon Armada Questions

Howdy all, my first post here!!

On to the question..

Coming from a loooooong Star Fleet Battles background, so that might taint my understanding, but, reading Klingon Armada, drones (strikers/fighters) are launched in the end phase, after movement. So, if launching w/in the speed (8) of the drones, there is no effective defence (except screens/shields)? Since starship weapons aren't fired until after the drones (strikers/fighters) have moved and fired? Am I reading this correctly?

Re: Klingon Armada Questions

Finknottle wrote:

Coming from a loooooong Star Fleet Battles background, so that might taint my understanding, but, reading Klingon Armada, drones (strikers/fighters) are launched in the end phase, after movement. So, if launching w/in the speed (8) of the drones, there is no effective defence (except screens/shields)? Since starship weapons aren't fired until after the drones (strikers/fighters) have moved and fired? Am I reading this correctly?

Welcome, and yes, you are reading it correctly. The only (active) defense against drones fired from within a range of 8 is your own drones, fired in anti-drone mode -- and even that is a new concept for Starmada.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

Faceted Shield Question
I know that for the impact roll if the line of sight crosses between two hexsides you use the lower of the relevant facet ratings.  But if you must damage the facing shield facet how is that handled?

Re: Klingon Armada Questions

Jeff wrote:

I know that for the impact roll if the line of sight crosses between two hexsides you use the lower of the relevant facet ratings.  But if you must damage the facing shield facet how is that handled?

The choice is up to the defending player. (That's not in the rulebook -- I just made it up. smile)

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

cricket wrote:
Jeff wrote:

I know that for the impact roll if the line of sight crosses between two hexsides you use the lower of the relevant facet ratings.  But if you must damage the facing shield facet how is that handled?

The choice is up to the defending player. (That's not in the rulebook -- I just made it up. smile)

Just to clarify.  Are you indicating that:
a) the defender could spread the required shield hits to both of the facing shield facets if desired (or apply it to just one as he desires), or
b) the defender must pick one of the two shield facets and apply the required hits on only that shield facet?

Thanks,
Jeff

Re: Klingon Armada Questions

Jeff wrote:

Just to clarify.  Are you indicating that:
a) the defender could spread the required shield hits to both of the facing shield facets if desired (or apply it to just one as he desires), or
b) the defender must pick one of the two shield facets and apply the required hits on only that shield facet?

I'd go with (a).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com