Re: Klingon Armada Questions

I just noticed that the Federation Dreadnought is missing some Phaser-1's.  It should have [GHI][GHI][JKL][JKL] added to the X battery.

Re: Klingon Armada Questions

ToddW wrote:

I just noticed that the Federation Dreadnought is missing some Phaser-1's.  It should have [GHI][GHI][JKL][JKL] added to the X battery.

If these weapons are added to the ship, the cost goes to 620 and the weapon damage chart becomes:

1: XZ
2: XZ
3: XZ
4: X
5: X
6: Y

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

Dan/Cricket,

Is there any chance of getting updated ship sheets with the errata available on PDF in some way?   It would be really handy and for printing out fleets and for getting the ships with all the weapon errata included etc?    Even if its an extra cost item I for one would likely buy it.

Alchemist

Re: Klingon Armada Questions

Ask me again in a little while. I want to make sure we've found all the issues before I start thinking about resolutions.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

I found a couple more ship corrections.

Kzinti Dreadnought
Should have 3 more Phaser-3s in Battery Y. Arcs [ACEF] [ACEF] [ACEF]
The cost goes to 670 and the weapon damage chart becomes:
1: XY
2: XZ
3: XZ
4: YZ
5: Y
6: Y

Tholian Destroyer
Battery Z Disruptor arcs should be [ABC] [ABD] instead of [ABCD] [ABD].
the cost goes to 181 and no change to the weapon damage chart.

Re: Klingon Armada Questions

Hi, Daniel!

Mark Ewbank here.  Enjoyed playing Klingon Armada at Archon.

Some questions:

1.  The back cover of Klingon Armada lists Planet Killer, Prime Trader, and Juggernaut included under Ships - General.  They are not in the book, nor are they in the pdf of ship cards from Steve Jackson Games.  Will they be made available to buyers of Klingon Armada?

2.  Shuttle and drone launches both count against Max Launch rate, correct?

3.  Anti-drones do not count against Max Launch rate, correct?

4.  Drones and shuttles attack from Range 1 as per standard Starmada, correct?  (SFB vs. Starmada question, as drones in SFB must enter the target hex to impact.)

5.  If LOS passes between two hexsides with equal shield ratings, which one is hit?

6.  Faceted shields: when a facing Shield Rating is 0 and the roll is 3+ so that the point deducted must be taken from the facing shield, the point is ignored, so the total Shield Rating and sum of the Faceted Shields may no longer be equal, correct?

7.  Faceted shields:  when a shield hit is taken and the roll is 1-2 and a non-facing Shield Rating is zero (with other non-facing Shield Rating(s) non-zero), can the hit be taken on the zero rated shield (in effect, ignoring the hit)?  For example, a Small Freighter attacked from the Front taking a shield hit with a roll of 2.

8.  What happens when the Shield Track is taken down to zero, but faceted Shield Ratings are still non-zero?  Example:  A Small Freighter takes four hits from the Aft, and the damage rolls are all 4.

Suggestion:  on taking damage on two shield facets when LOS crosses a hexside, I recommend having to take all mandatory across-the-facing facet shield hits on the 'facing' shield chosen by the defender.

Looking forward to blowing up more ships!

-MarkE

Re: Klingon Armada Questions

Mark Ewbank wrote:

1.  The back cover of Klingon Armada lists Planet Killer, Prime Trader, and Juggernaut included under Ships - General.  They are not in the book, nor are they in the pdf of ship cards from Steve Jackson Games.  Will they be made available to buyers of Klingon Armada?

These cards have been completed and provided to ADB. I understand they will be available as free downloads.

2.  Shuttle and drone launches both count against Max Launch rate, correct?

Correct.

3.  Anti-drones do not count against Max Launch rate, correct?

Correct.

4.  Drones and shuttles attack from Range 1 as per standard Starmada, correct?  (SFB vs. Starmada question, as drones in SFB must enter the target hex to impact.)

Correct.

5.  If LOS passes between two hexsides with equal shield ratings, which one is hit?

Defender's choice.

6.  Faceted shields: when a facing Shield Rating is 0 and the roll is 3+ so that the point deducted must be taken from the facing shield, the point is ignored, so the total Shield Rating and sum of the Faceted Shields may no longer be equal, correct?

This is something I think I was doing incorrectly when running the games at Archon. The number on the shield rating track and the total of all shield facets should always be equal. So, if the shield rating is 0, all indicated shield damage must be allocated by the defending player.

7.  Faceted shields:  when a shield hit is taken and the roll is 1-2 and a non-facing Shield Rating is zero (with other non-facing Shield Rating(s) non-zero), can the hit be taken on the zero rated shield (in effect, ignoring the hit)?  For example, a Small Freighter attacked from the Front taking a shield hit with a roll of 2.

No. You must lose a point from a non-zero facet.

8.  What happens when the Shield Track is taken down to zero, but faceted Shield Ratings are still non-zero?  Example:  A Small Freighter takes four hits from the Aft, and the damage rolls are all 4.

This should not happen. See above.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

Just wanted to say that Blacklancer99 and I played two games of Federation CA vs. Klingon D7, switching sides. In game 1, the D7 (captained by Blacklancer) won with just one hull point remaining. In game 2, the two ships obliterated each other.

In both games, I would say Drones had a major role to play. Well, in game 2, the Klingon Probes caused major damage, too! This will pain Trekkie purists to hear. It pains me a little, too. Phasers, disruptors and Photons should have been more decisive, with Drones and Probes (and suicide shuttles) decidedly minor. This is not a criticism of Klingon Armada, since it is a port of another game, the design decisions of which it has faithfully copied.

From my background with the universe, going back 20 years to SFB and Federation and Empire, I was surprised to see the D7 carries 3 drones and the Kzinti CA only 5. To keep the flavor purer, it might be interesting to drop the Drones from Federation ships, decrease the drones on Klingon ships. I would also say we should change Probes to ammo weapons (i.e., the D7 has 5 Probes but it can only fire 1 per turn). Suicide shuttle launches might be limited, too. Can the Constitution-class launch 3 shuttles at one time?

Re: Klingon Armada Questions

MadSeason wrote:

In both games, I would say Drones had a major role to play. Well, in game 2, the Klingon Probes caused major damage, too! This will pain Trekkie purists to hear. It pains me a little, too. Phasers, disruptors and Photons should have been more decisive, with Drones and Probes (and suicide shuttles) decidedly minor.

In the games we played (at DieCon and then at Archon) drones themselves weren't always decisive -- but how the Feds dealt with the drone threat from the Klingons determined whether they won or lost... I don't remember a single probe being used, and shuttles proved to be a nuisance at best.

From my background with the universe, going back 20 years to SFB and Federation and Empire, I was surprised to see the D7 carries 3 drones and the Kzinti CA only 5.

The Kzin NCA actually has 6 drone racks... 4 drones and 2 anti-drones. In KA, however, no distinction is made between the two. The D7 has 2 drones and 1 anti-drone.

The number and types of weapons and equipment on each ship are based on their current appearance in Federation Commander. Since I am not intimately familiar with the SFU, I can't comment on whether they have changed over the years.

I would also say we should change Probes to ammo weapons (i.e., the D7 has 5 Probes but it can only fire 1 per turn). Suicide shuttle launches might be limited, too. Can the Constitution-class launch 3 shuttles at one time?

As a size 10 ship, the Fed CA can launch up to 3 "flights" each turn (per rule F.4). As each shuttle is a separate flight, then the answer is "yes".

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

Okay, thanks, Dan. Honestly, my memory of SFB is not such that I remember whether the D7 had drones or not. Seems like the Klingons had a couple, the Feds had none, and the Kzinti had LOTS. But I might be delirious. I have never played Federation Commander, so no comment...  smile

The last comment about launching 3 suicide shuttles in one turn was about the Fed Com rules. I knew it was allowable in SAE.

I'm looking forward to future supplements!

Re: Klingon Armada Questions

MadSeason wrote:

The last comment about launching 3 suicide shuttles in one turn was about the Fed Com rules. I knew it was allowable in SAE.

Oh, I gotcha.

The answer is "no" and "maybe" -- ships in FC can launch one shuttle per impulse. So they can't launch three at one time, but the duration of an impulse is clearly much shorter than a Starmada turn.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

I have to (respectfully) disagree about shuttles. In the playtest game at Archon (fun, btw), the last remaining Klingon ship, highly damaged, faced a flight of suicide shuttles (6 of em?)  and an undamaged Fed defender. The shuttles would have turned the tide, if we hadn't run out of time. (So says Admiral Sour Grapes.)

Anyway, I don't think there'd be anything wrong with providing players guidelines for scaling down the importance of drones. They did tend to dominate the play-tests at Diecon and Archon and will cheese off folks who are coming at this from the angle of wanting an experience more like the tv/movies. You're looking at maybe three additional pages of material: a page of sage advice, and a few sample drone-free versions, say two different Feds and two Klingons.)

Re: Klingon Armada Questions

falstaffe wrote:

I have to (respectfully) disagree about shuttles. In the playtest game at Archon (fun, btw), the last remaining Klingon ship, highly damaged, faced a flight of suicide shuttles (6 of em?)  and an undamaged Fed defender. The shuttles would have turned the tide, if we hadn't run out of time. (So says Admiral Sour Grapes.)

Maybe, maybe not. But that was the only time in however many games where shuttles were even used.

Anyway, I don't think there'd be anything wrong with providing players guidelines for scaling down the importance of drones. They did tend to dominate the play-tests at Diecon and Archon and will cheese off folks who are coming at this from the angle of wanting an experience more like the tv/movies. You're looking at maybe three additional pages of material: a page of sage advice, and a few sample drone-free versions, say two different Feds and two Klingons.)

Couple things:

1) The point is to mimic the "experience" of the Star Fleet Universe, not TV/movies. If I were to do the movies, I'd probably use FASA as the starting point, rather than SFB/FC.

2) Drones/fighters are disproportionately influential in any game of Starmada, not just in Klingon Armada. As has been discussed elsewhere, I am not by any means convinced that they are unbalanced, and I believe there are many ways of countering them... but if you don't have some kind of plan, I admit they will dominate the game.

Considering these points, I'm not sure I agree there is any reason to dilute and/or eliminate drones.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

I just wanted to be clear I wasn;t suggesting official rules changes. I just meant my comments for players who might want to downplay some of these "odd" weapons, they could remove the drones (or make them all anti-drones), remove the suicide shuttle rule, make probes a single weapon with ammo 5, etc. I thought it might make it feel more Trek-like to your average trekkie. I wasn't saying let's change the official rules.

Re: Klingon Armada Questions

I think the probe rule change MadSeaon proposed has merit. We both used our probes as expendable weapons (to good effect) . Treating a Probe "launcher" as a ROF weapon with (x) shots would severely limit its usefulness, but I think that now they are a tad too useful.  I never liked drones on every Trek ship, but I understand that it was part of ADB's game therefore part of KA, and I don't think they upset things as far as gameplay goes. In our two games they were definitely useful, but not outrageously so.
Erik

Re: Klingon Armada Questions

When an asteroid field or mine is hitting a ship, how you determine which shield facet is "facing" the asteroid field or mine?  This is required for determining the impact roll required and which facet has to be hit if a 3 or more is rolled when damaging a shield facet.

Thanks,
Jeff

Re: Klingon Armada Questions

Jeff wrote:

When an asteroid field or mine is hitting a ship, how you determine which shield facet is "facing" the asteroid field or mine?  This is required for determining the impact roll required and which facet has to be hit if a 3 or more is rolled when damaging a shield facet.

It's determined by the direction from which the ship moved into the asteroid/mine hex.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Klingon Armada Questions

On Drones in SFB:

MadSeason wrote:

Seems like the Klingons had a couple, the Feds had none, and the Kzinti had LOTS

...some of the Feds in later versions and some of the Don Miller ships had Drones in significant numbers, but "Normal" ships were more or less along those lines, yeah...

cricket wrote:

... but if you don't have some kind of plan, I admit they will dominate the game.

It was the same in Star Fleet Battles. The Marine that I played against LOVED playing Kzinti against me - i hated the paperwork required to deal with them, and he was a Rules Lawyer, so I rarely won.

If you allow Drones, be ready to deal with them!