Topic: First Game

Having printed out the sample ships and laminated them today (having you're own laminator is a good thing) I was itching for a game.  My wife was working on her homework so a solo game it was to be.  I decided that since there just happens to be two ships in the sample set that just happen to be the same CRAT I'd use those.  Hmm, what two ships that are supposed to be an even match do I have miniatures for...ooh ooh a D7 and a Constitution-class, the classic pair up. (queue the background fight music)

So I got the minis (a random D7 and the Constitution, laid out my FedCom hex boards (waiting for the HotzMat to arrive) on the coffee table and got down to business.  The game only lasted 3 turns, The Constitution landed a solid hit in the first turn at long range, the second turn saw some manuever and a fairly even exchange of damage, and the last turn could've gone either way.  The combat phase ended up destroying the D7, and had the damage rolls on the Constitution landed a few more odd numbers she'd have been destroyed.  As it was, the Constitution would would be spending a good amount of time at the nearest Starbase undergoing repairs.

So, the combat mechanic worked smoothly for me.  Playing solo destroyed the whole purpose of plotted movement, but it worked.  Overall I can't wait to play against another person.

Re: First Game

Sergeant Crunch wrote:

Having printed out the sample ships and laminated them today (having you're own laminator is a good thing) I was itching for a game.  My wife was working on her homework so a solo game it was to be.  I decided that since there just happens to be two ships in the sample set that just happen to be the same CRAT I'd use those.  Hmm, what two ships that are supposed to be an even match do I have miniatures for...ooh ooh a D7 and a Constitution-class, the classic pair up. (queue the background fight music)

So I got the minis (a random D7 and the Constitution, laid out my FedCom hex boards (waiting for the HotzMat to arrive) on the coffee table and got down to business.  The game only lasted 3 turns, The Constitution landed a solid hit in the first turn at long range, the second turn saw some manuever and a fairly even exchange of damage, and the last turn could've gone either way.  The combat phase ended up destroying the D7, and had the damage rolls on the Constitution landed a few more odd numbers she'd have been destroyed.  As it was, the Constitution would would be spending a good amount of time at the nearest Starbase undergoing repairs.

So, the combat mechanic worked smoothly for me.  Playing solo destroyed the whole purpose of plotted movement, but it worked.  Overall I can't wait to play against another person.

Sounds just like the two single ship D7/Constitution fights MadSeason and I played! Mutually assured mauling  lol
One thing that I would like to see in a future S:AE product is a set of solo rules tailored to the system. I tinkered with the older solo  rules (from the Compendium I think) for a while, but got too busy to do much thinking about them. I'm not sure even where one would begin such an endeavor, but I think it would be useful for testing designs, and killing time between games against live opponents.
Anyway, glad to hear you had a good time with your first spin around the block.
Cheers,
Erik

Re: First Game

Federaton Commander has a set of Robot rules here they are

http://www.starfleetgames.com/federation/Commanders%20Circle/documents/FedCommRobot5.pdf

Re: First Game

Meh, I'd rather teach my wife and kids to play Starmada.  I bought it because I wasn't happy with FedCom.

Re: First Game

No I ment to convert the Fed Com robot rules to Starmada.

Re: First Game

Ah, sorry, I misunderstood you.

Re: First Game

When I was playing solo starmada, I would use some random VP rules and play both sides of the game.  For movement, I would assign a playing card to each ship and then use that to determine ship movement order.  Then, fighters would be done with a die roll to determine who would go first and all ship fire at the same time.

Worked pretty well
-Bren
PS. For the random fleet rules, try the formula 2d6 x 10 +30 as a percent (you get between 50-150% with the average being 100%).