Topic: New to SX - question on damage control

Hi, just got hold of Starmada X and quite like what I've seen so far. I was a Traveller fan and played a lot of that back in the 80's. I loved (still do) the High Guard ship construction and when I got back into wargaming I did consider writing some rules to covnert HG to miniatures. However, I then found Full Thrust and liked the similarities to modern day battleships. I still really like FT but wanted a bit more detail in the ships and combat hence thought I'd try SX.

We've played one game so far to test out the mechanics. We used FT vector movement (not a fan of hexes) and I've had a first pass at converting the FT ships from Fleetbook1 to SX as we like the FT universe.

We didn't play with damage control parties but I have since read the rules for them and am wondering, don't they make it kind of difficult to kill ships off. On a large ship, say hull 14, every turn you get to throw 14 dice (assuming all the hull is intact) which will fix various systems. I can see you needing to knock out every weapon system twice and keep shooting out the engines and shields until all the hull points are destroyed. Is this how it plays out? In FT it becomes steadily harder to repair systems. One because the 'to fix' roll is harder ans two because you have fewer parties working on the fixes. Obviously the number of dice you throw in SX will reduce as the hull take damage but it does seem a bit too easy to fix damage.

Any views before we try it out next game? Are there any house rules people often play for this?
thanks. big_smile

Re: New to SX - question on damage control

Starhound wrote:

We didn't play with damage control parties but I have since read the rules for them and am wondering, don't they make it kind of difficult to kill ships off.

I don't think it makes ships difficult to kill off... In the end, it still takes the same number of hull hits to destroy a ship, and note that the number of damage control parties is reduced as the hull hits mount.

The only type of repair that makes a ship more resilient is to the shields; but as shields cannot be repaired to full strength, it only delays the inevitable.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to SX - question on damage control

I'll let you know how we get on after the next game.

We particularly liked the screen allocation. It helps add to the tactics of how to best defend your ship.

Re: New to SX - question on damage control

One for the errata, I guess:

Section G.1 does not make it clear, but crew casualties should also reduce the number of damage control parties available.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to SX - question on damage control

Even after rolling, say, 14 dice, you still only pick one system to repair, correct?

Re: New to SX - question on damage control

one system per die.....

Re: New to SX - question on damage control

To make things faster when we have larger fleets (12+ units per side) we've adopted this house rule where you are allowed to repair only ONE system per turn, even if you get different results. For instance, a ship with 5 hull pts left rolls 5 dice, but the player can pick only ONE system among the results of the 5 dice.

While the ability to repair systems is great, it is not as efficient as one might think. You cannot repair hull and crew for starters, and you cannot repair shields at their original level. That is a good thing because when you are confronted by a shield-5 ship who keeps on getting hit forever yet no hits come through, if you finally knock that shield point you can finally bring the bugger down. When that happens I call it the "floodgate opener". Weapons can be repaired but they'll be far less effective, and on the 2nd hit they're destroyed for good.