Topic: New to SX - Some questions...

Hi everyone,

I'm really itchin' to play my first game tomorrow and after reading the rules and the forum here I still need some clarification on some things.

1)  In the SX Brigade manual the combat ratings don't match the squadron point list and ship display for a couple ships in the German fleet.  Is there a typo here?

2)  Since I will be using BPods, Drones and Bsats (no fighters), I need to wrap my head around on how they are used.  For example, I understand one fighter flight as a "group" of six ships and is denoted using a D6 next to the counter.    Fighters destroyed are easily kept track of by reducing the die pips.

Battlesats - I have 5 Bsats on my ship.  Someone said I can launch three per turn as I have an unlimited supply as long my ship is not destroyed.  I initially thought if I had 5 Bsats on the ship display, I only could launch 5 in total.  Also, if I launch say three in one turn, do I put a D6 (showing 6 pips) beside it exactly like fighters?  If the D6 gets reduced to 0 does that mean all 3 bsats in the group get destroyed?

Similarly...

Drones-  I can launch I think up to 5 in one group.  Isn't it better to launch each one turn by turn to get the D6 pip advantage?  Or does one pip on the D6 represent one pod.  If I launch say 5 pods in 1 turn making a single group, should I show 5 pips on the D6 to track how many are there? 

Bpods - ditto for the above- do I use the D6 for each Bpod "group"?  And for each hit reduce the die pip?

EGAD!  I'm confusing myself more and more as I write this.  I apologize for these ultra newb questions but I just want the game to go smoothly.

Thank you.

Re: New to SX - Some questions...

davydee2000 wrote:

1)  In the SX Brigade manual the combat ratings don't match the squadron point list and ship display for a couple ships in the German fleet.  Is there a typo here?

It's likely a typo-- go with the points on the ship displays.

Battlesats - I have 5 Bsats on my ship.  Someone said I can launch three per turn as I have an unlimited supply as long my ship is not destroyed.  I initially thought if I had 5 Bsats on the ship display, I only could launch 5 in total.  Also, if I launch say three in one turn, do I put a D6 (showing 6 pips) beside it exactly like fighters?  If the D6 gets reduced to 0 does that mean all 3 bsats in the group get destroyed?

You are correct -- bsats are 'use and lose' weapons; once they are launched, you need to cross them off the display.

Drones-  I can launch I think up to 5 in one group.  Isn't it better to launch each one turn by turn to get the D6 pip advantage?  Or does one pip on the D6 represent one pod.  If I launch say 5 pods in 1 turn making a single group, should I show 5 pips on the D6 to track how many are there?

One pip = one pod. So a group/flight of pods will have a maximum of 5 pips on the die.

Bpods - ditto for the above- do I use the D6 for each Bpod "group"?  And for each hit reduce the die pip?

Bpods operate individually, and therefore do not need a die.

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to SX - Some questions...

Okay, now that I've played one 500 pt game...

As I understand the following:

1)  Bsats are like tiny individual "ships.  They are never forced to stay together as one group.  If I launch 3 at once, they can separate and go their separate ways during the fighter phase.  A hit by a ship destroys one immediately without further need for pen roll.  Is this correct?

2)  Drones always stay together as one group (up to ten drones) and able to move up to ten hexes.  A hit by a ship destroys one immediately without further need for pen roll.  Like fighters, a die or dice next to the drone counter aids in keeping track how many are in the group at one time.  After successful to-hit rolls, are the following pen rolls half the target shields rounded up?

3)  Marine pods are similar to drones in that the number launched always stay together.  A hit by a ship destroys one immediately without further need for pen roll.  Like fighters, a die next to the boarding pod counter aids in keeping track how many are in the group at one time.  After successful to-hit rolls, the subsequent pen rolls halve the target shields rounded up.  Is this correct?

And one more question about the random scenario generator table from the SXBrigade manual...

4)  Do you use this a lot for your games?  After each player rolls for their objective, is it to be kept secret from the opponent?  If not, has anyone tried playing with secret objectives?

Re: New to SX - Some questions...

davydee2000 wrote:

4)  Do you use this a lot for your games?  After each player rolls for their objective, is it to be kept secret from the opponent?  If not, has anyone tried playing with secret objectives?

Here in our gaming group, the battles are generated by using a campaign system. They very rarely end up fair odds. There are no generated objectives, they are set by the campaign and situation. I might be trying to blockade a planet but when confronted by twenty enemies, my cruiser is more concerned with not getting killed. That kind of thing. Very few big battles, lots of raids and skirmishes.

Re: New to SX - Some questions...

davydee2000 wrote:

1)  Bsats are like tiny individual "ships.  They are never forced to stay together as one group.  If I launch 3 at once, they can separate and go their separate ways during the fighter phase.  A hit by a ship destroys one immediately without further need for pen roll.  Is this correct?

Yes.

2)  Drones always stay together as one group (up to ten drones) and able to move up to ten hexes.  A hit by a ship destroys one immediately without further need for pen roll.  Like fighters, a die or dice next to the drone counter aids in keeping track how many are in the group at one time.  After successful to-hit rolls, are the following pen rolls half the target shields rounded up?

Yes.

3)  Marine pods are similar to drones in that the number launched always stay together.  A hit by a ship destroys one immediately without further need for pen roll.  Like fighters, a die next to the boarding pod counter aids in keeping track how many are in the group at one time.  After successful to-hit rolls, the subsequent pen rolls halve the target shields rounded up.  Is this correct?

Yes.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to SX - Some questions...

Thanks.

Just a couple more questions. :oops:

1)  ON DECLARING TARGETS:  When I had to declare my targets, I chose one ship at a time then I declared the targets for ALL of my weapons for that ship before I rolled any dice.  We had to be extra careful about ships with many weapons and different targets.  Is this correct?

2)  A silly question.  The rulebook suggests a 30 x 40 hex battlemat.  Well, I'm getting a 27 x 37 one.  Would the lack of 3 hexes for length and width weaken the game at all (for lack of maneuvering room)?

Thanks again.

cheers

Re: New to SX - Some questions...

davydee2000 wrote:

1)  ON DECLARING TARGETS:  When I had to declare my targets, I chose one ship at a time then I declared the targets for ALL of my weapons for that ship before I rolled any dice.  We had to be extra careful about ships with many weapons and different targets.  Is this correct?

This is correct.

2)  A silly question.  The rulebook suggests a 30 x 40 hex battlemat.  Well, I'm getting a 27 x 37 one.  Would the lack of 3 hexes for length and width weaken the game at all (for lack of maneuvering room)?

Not at all. 27x37 sounds big enough to me. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: New to SX - Some questions...

davydee2000 wrote:

2)  A silly question.  The rulebook suggests a 30 x 40 hex battlemat.  Well, I'm getting a 27 x 37 one.  Would the lack of 3 hexes for length and width weaken the game at all (for lack of maneuvering room)?

Yeah, that being the case, I think I'd scrap the hexes completely and start playing Full Thrust.
:wink:
Kevin

Re: New to SX - Some questions...

underling wrote:

Yeah, that being the case, I think I'd scrap the hexes completely and start playing Full Thrust.
:wink:
Kevin

I actually am going to be running Starmada with Full Thrust's movement rules on a gridless field.

As I see it, the main advantage of Full Thrust is that it's gridless and has two great movement systems to pick from. The main advantage of Starmada is it's versatility.

By combining the best of elements from each system you simultaneously avoid the weaknesses of each one.

Re: New to SX - Some questions...

RedShark92 wrote:

As I see it, the main advantage of Full Thrust is that it's gridless and has two great movement systems to pick from. The main advantage of Starmada is it's versatility.

By combining the best of elements from each system you simultaneously avoid the weaknesses of each one.

Starmada? Weakness?

Someone pile up the wood and get the stake!  We've gt a heathen in our midst!

<faint>

Re: New to SX - Some questions...

jimbeau wrote:

Starmada? Weakness?

Well, since you asked...

I find the movement system to be pretty much unplayable (which is why I'm porting in FTs). smile

Re: New to SX - Some questions...

What, specifically do you not like.

and how does the vector movement system not work for you , if you don't like "cinematic"

Re: New to SX - Some questions...

jimbeau wrote:

What, specifically do you not like.

and how does the vector movement system not work for you , if you don't like "cinematic"

OK, first let me say that "unplayable" is a bit harsh - I don't really think it's that bad and was just having some fun after the whole burning at the stake thing. smile

I don't like the Cinematic move at all. A Space combat movement system doesn't need to be overly realistic but should deal with at least the absolute basics of frictionless movement...

As to the Vector - it's better but if I'm going to use a Vector then FT's can't be beaten for striking a perfect balance between realism and ease of usage in play.

Plus I'm one of those people who "recoil in horror" from hexes so anything that makes it possible to play gridless is a step in the right direction.

Re: New to SX - Some questions...

I recoil in horror from trying to gauge clock-facings for every friggin' damn turn.... to each, his own, I suppose.

Also, any game that has ship-to-ship space combat in it is already wildly unrealistic, and anyway, what's so bad about abstracting movement orders really?

Not trying to start a fight, BTW. Just saying wink

Re: New to SX - Some questions...

RedShark92 wrote:

Plus I'm one of those people who "recoil in horror" from hexes so anything that makes it possible to play gridless is a step in the right direction.


Auuugh! I recoil in horror from anyone who recoils in horror at hexes big_smile

Anyway, I don't care how you play, as long as you have fun!

Re: New to SX - Some questions...

I'm with RedShark on this one.
We use FT movement and ships but Sx everything else. We've never found the gauges to be an issue and as we play a lot of non-starship wargames as well where scenary and visual appearance are of a higher importance we prefer an open tabletop rather than a hexed one.


As Jimbeau says though, whatever works for you. The game is more important.

Re: New to SX - Some questions...

I can't play without a hex map. Reason being I haven't got any really good rulers or miniatures, only counters and hex maps.