Topic: ADB Starmada News CAPTAIN'S LOG #44
According to ADB coming out this month in the CAPTAIN'S LOG #44 "Starmada: Four new ships and a preview of the new edition of the rules."
New edition of the rules???
Or is it just another printing?
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mj12games.com/forum → Starmada → ADB Starmada News CAPTAIN'S LOG #44
According to ADB coming out this month in the CAPTAIN'S LOG #44 "Starmada: Four new ships and a preview of the new edition of the rules."
New edition of the rules???
Or is it just another printing?
I sure hope it is just another printing.
My understanding from Steve Cole is that it is a new edition of the Starmada rules. It is possible it is only for the SFU stuff. But I am not 100% sure.
http://www.mj12games.com/forum/viewtopic.php?f=11&t=3565
I recall Steve Cole giving this an oblique mention somewhere - he said DK was concerned that ADB might have stock left over if there was a new edition - but ADB does print on demand, so they would not have significant stock.
Funny, after my last game, my friend told me what could be enhanced Starmada. Before that, he told me that hexes were constraining in space, so I designed the hex-less rules.
Then after a second game, we discussed about some more changes. After a lot of thinking, I ended up in a mix of SFO and Starmada (with a bit of ACTA):
- No more writing, it's time consuming.
- Initiative it determined at the begining of the turn, moves are alternates and the init winner is moving after the loser. Shooting is still 'simultaneous'. Note that I added the Combat information center (found on the shipyard excel sheet), enabling me to design command ship. This CIC adds a bonus to the init.
- Movement is alike SFO with the possibility to add special actions (borrowed from ACTA, like doing another turn, moving silently, acting like a screen, etc.
- Shooting is not different. And BTW, ships design is identical to Starmada, but currently, I'm redesigning SFU ships for my own use. Weapons will be treated differently (less powerful, less range) in order to allow more maneuvers and less 'I come into range and I blast the other side (or I'm blasted by the other side). Also, I get rid of the facet thing. Makes the ships much too vulnerable. And I reduced drastically the ship types number as I don't see the usefulness of having three or four types of a cruiser (heavy cruiser, command cruiser, new heavy cruiser, etc.) if they are more or less the same things (same weaponry, same shields, same size, same everything or so.).
Marc
Saw some ship cards for Klingon D7 & Federation CA in new format today. Without having seen the rules, none of it made any sense... but it all looked really cool, in a totally-baffling-but-cool kind of way. :mrgreen:
After a lot of thinking, I ended up in a mix of SFO and Starmada (with a bit of ACTA): [...]
Would you please post all these rules? Also the one for hexless movement. I'm very interested.
Thx
Daniel
Saw some ship cards for Klingon D7 & Federation CA in new format today. Without having seen the rules, none of it made any sense... but it all looked really cool, in a totally-baffling-but-cool kind of way. :mrgreen:
Well, what I ended up with battle with SFU ships in Starmada is that they ended very quickly due to a combination to lack of maneuver, faceted shields and extremly powerful weapons at fairly good range.
Marc
Well, what I ended up with battle with SFU ships in Starmada is that they ended very quickly due to a combination to lack of maneuver, faceted shields and extremly powerful weapons at fairly good range.
Marc,
I felt pretty much the same way about Klingon Armada. Ended up house ruling the shields, keeping them faceted because that feels most star treky to me, but allowing reinforcement to keep the ships alive a little longer. Then reducing the number of weapons on certain ships got the game to play the way I wanted it to.
I have bought all SFU Starmada books and I used them as a basis to make my own ships as I was not totally pleased with them. Aside the usual problem as cited above, I feel I don't need to have loads of variant for the same hull. For example, is there really a difference between CA, NCA, CC, CF (well a bit, but having a slightly faster ship with less weapons is not really enticing), etc...
Also, I wanted to have more racial distinctions between fleets. I know those books were adapted from FC ships, but I don't feel a rationale behind how they were designed. So, here is how I designed them:
- First, all ships have hyperdrive. After all, all ships are able to move at warp speed, but AFAIK, they can't fight at that speed. It just allow them to move great distance (and that's already good).
- Second, each fleet has its own ship trait. Federation has fire control (mode advanced technologically), klingon has overthrusters (more nimble ships), hydran has point defense (a side effect of their gatling phaser, although they still have them for offensive oe anti-fighter purpose), Kzinti has AFB (a side effect of numerous ph 3 and anti-drones), romulan has cloaking device (obvious), gorn has armor plating (I decided they should have sturdy ships), tholian has web generators, lyran has ESG (obvious too), neo-tholian has... well, I don't really remember. When andromedans should appear, I feel they should have regeneration (power absorbers... IIRC).
- Third, each race should have no more than 2 or three weapon systems (at least on a ship), just to avoid having some races being much too alike, like kzinti and klingon... Fed has photons, ph 1 and ph 3 (no more drone), Klin has disruptor, ph 2 and some drone, kzinti has disruptor (but not a lot), ph 1, ph 3 and a lot (a LOT) of drones, hydran has either hellbore either fusion and stinger, and ph 2 and ph G, lyran has disruptor and ph 1, Romulan has different weapon suites according to the serie (hawk, eagle and kestrel), gorn has plasma G (even the biggest ships), phaser 1 and 3, etc.
- Fourth, when designing ships, I try to avoid going above the SU (usually, I go past no more than 10 or 20 SU) whilst keeping the same technology level (all races has the same value.
- Fifth, I let down the facet thing and use the regular armor. It makes the ships more resistant even if it doesn't look 'star trek'. Although you could reasonnably imagine that the crew is equalizing the shields during the fight.
- Last thing, I redesigned the weapons and some equipments. I reduced the range of almost all of them, removed the range based rof of phasers, and modified them here and there. For example, ph 2 becomes anti fighter, ph G Has a ROF of 2 and the repeating trait, photon is less powerful but becomes piercing (more damage over a single FC turn over disruptor so should be able to pierce shield more easily. Disruptor and fusion have been reduced in power but are now range based IMP. All plasma has been reduced in power but become range based DMG. Hellbore is also reduced and become piercing to simulate its ability to find the weakest shield.
I slowed the drones and reduced the power (hence the price) of stinger which are now grouped ijn three instead of one fighter per unit.
Web generator... I feel the rules, although closed to the original FC rules, are too complicated. I allow them only to reduce the effectivness of enemy weapons. ESG are treated as very powerful anti fighter batteries with area effect (they affect everything adjacent as in the original FC rules).
Here are the overall lines of how I see the SFU ships.
Marc
Wow. Between this and your "view on Starmada" thread, you've got a pretty good system brewing here. As of late I am starting to embrace hexless movement so I may give your rules a whirl this weekend. I feel like a bit of a jerk, though, I never even entertain the Distant Galaxies races. Between, Fed, Kling, Rom, Gorn, Kzin I'm fairly swamped in options.
Its weird that there's a new Starmada coming out and A Call to Arms: Star Fleet system on its way. When it rains, it pours...which is good.
I thought about it yesterday and decicded to modify the hellbore (I edited the previous message) to make it piercing instead. I feel it simulates well the hellbore effect.
Marc
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