Tuesday, May 16, 2023

Starmada Unity Star Trek TNG ship builds

 

Hello faceless space fans!  In this post I share all the ship builds I did for gaming Star Trek TNG using the Starmada Unity system.  Federation and Klingon, and there are quite a lot of them.  It's a monster post.


But First Back on Earth:


This Terrible blog is lucky enough to have some folks who routinely / foolishly read and comment on many posts that I write.  Thank you.  However, this post has a much more narrow focus and target audience that's best illustrated by this compelling Venn Diagram...


If you don't find yourself on this diagram then you can feel free to to skip this post.  I won't hold it against it you.  There's nothing here that will really interest you.  So don't worry about it.

I mean I read ALL your dumb posts about Napoleonic wargames but you know, it's cool and whatever.  

Now we leave earthly concerns behind and get back to space.  Where the real action is. 


Starmanda Unity Star Trek 


When I wanted to start gaming some Star Trek star ship space combat I found some sites on the internet that helped guide the way.  This is meant to be one of those sign posts in the internet to help guide others in the same direction.  To give a starting off point.  It should not be taken as cannon and I should not be mistaken for someone who knows what he is doing.  It's just meant to be helpful.  If you like, you can click the 'Star Trek' label over on the right (if your seeing the webpage version) to see more Star trek posts on how I got here.  Ok, fine, you can just click HERE.  

Designing Star Trek Ships was something of a laborious process.  First I went to several websites to get the specs on these fictional ships most which vary slightly.  Then I had to come up with a clever formula to convert things from universe terms to game stats; for example if a ship had  16 phaser banks then how many phasers should it have in the game?  THEN I went along and categorized every type of warp engine and shield generator to cross reference the power output across different hulls and I"M JUST KIDDING I DID NONE OF THAT. 

What I did do was start with a medium ship and designed that till it 'looked right' and did my best to scale up or down from there depending if the next ship was larger or smaller / more powerful or less powerful / a personal favorite or fleet filler.  Something of an Endless Tinkering but not hard (especially with the dry dock spreadsheet) and in this way whole fleets started to take shape.  


General Guiding  Principles


All ships like to shoot straight ahead, but the Klingons doubled down on that principle.  

Klingon ships are faster and more maneuverable than Federation ships (Klingons have a higher engine) because of above.

All Ships have some Screens that I call 'plot armor.'  This is to represent that the first couple of times a ship gets hit you see the crew stumble around, a panel bursts into sparks, someone says "damage report!" and someone else says "damage to decks 3, 5, and 12 and shields weakening"   but the ship is totally fine and working 100%.  Some ships have more 'plot' than others, probably because they have a sex-ay main character or something. 

I use the optional rules Free Form Turns and Graded Turns.  A ship must move 2 hexes forward between turns (a side slip counts as going forward but after a side slip a ship must move forward) and some ships have tight turns and wide turns abilities.  Small ships also have the Evasive optional rule which I paired down to "-2 to hit/be hit for double the Engine requirement."  

I picture Star Trek kind like Sailing ships of the line (but in Spaaaaaaace) which is cool because the TV show was kinda like Hornblower (but in SPAAAAACE).  So just like the sailing navy and the rating system, Star Ship ship classes across the fleets have their rough equivalents in the enemy.  More on this later.  

These ships are designed that a player would control 6-8 ships in mind.  

There's more to say but one can ramble on.  Everything else is mostly about preferences.  Preferences that are mine and maybe not yours.  that's one of the strengths of the rule set is that there are several dials that can be turned wherever one likes.    For example: I tend to like the simplicity of shields being a protective egg of constant strength around a ship.  It makes the game play faster because when Directional Shields are used then you have to worry about defensive arcs and then players always want to reinforce shields and etc..  

Now lets present the ships from smallest to biggest.

 

FEDERATION OF PLANETS


My complete Federation fleet.
Known as The Grey Menance.
All saucer and rocket thingys.



SABER CLASS

The Saber class is the Federation escort ship.  It's fast, it's maneuverable, and has a smattering of phasers.  But it won't give any ship bigger than it any worries.


DEFIANT CLASS


The Defiant class is technically an escort ship, but it's super up-gunned and up-powered.  That's because it's the hero ship in the DS9 series so it's gotta be cool. It's a tough little ship with lots of guns; when the players realize that the phaser cannons shoot with 3 dice each (because that's what it did on the show) the Federation players smile and the Klingon players say "that ship's gotta go."  



EXCELSIOR CLASS



The Excelsior is the Federation's medium sized ubiquitous work horse.  It's the upgraded version of the Constitution class (the Enterprise in The Original Series was a Constitution class).   Any Federation fleet is gonna have a couple.


AMBASSADOR CLASS

The Ambassador fills the role of the large ship in the Federation fleet.  I actually don't think you see a lot of Ambassadors class ships in the TV series but the concept of there being a ship class in-between the Excelsior and the Galaxy is good for game play.  Plus I just think it looks cool.  


AKIRA CLASS

The Akira is another large ship like the Ambassador class but more modern.  It's faster and basically a torpedo ship.  


GALAXY CLASS


The Galaxy is a capital ship.  It's also my favorite and we already know everything there is to know about it from many episodes of The Next Generation.  I tried to design it as dangerous and tough as it would go out and explore all by itself but not really a full battleship.  


SOVEREIGN CLASS

When the Federation finally got around to making a capital war ship; the Sovereign is the result.  It's got a ton of guns, even more deadly torpedoes, it's fast, and got strong shields.  It's a super-duper-uber ship.  But at a TON of points and the hero ship from the movies so it's a got a lot of space to fill.  




THE KLINGON EMPIRE

My complete Klingon Fleet.
Christmas Trees of Death.




KVORT CLASS (Bird of Prey)

The Kvort is really just a small gunship / raiding vessel.  It's a very iconic Klingon ship so the temptation is there to make it really dangerous but it's just a small thing after all.  




MAKESH CLASS

This is the medium sized Klingon battle cruiser.  I figured that if the Federation replaced the Constitution class with the Excelsior class then the Klingons probably replaced the D7 with something.  They didn't, and I have talked long and eloquently in previous posts about how I dislike the overall look of the D7 so replaced it with this model from Star Trek Renegades.  




VORCHA CLASS


The Large Klingon ship is the Vorcha and it's the fleet's mainstay.  Besides the Bird of Prey this is the type of ship seen most in the TV series.  I love the look of the ship, kinda like an angry crab.  It's got a nice mix of weapons but like all the Klingon ships so far it can't shot behind it.   


VORCHA TORPEDO MODULE


This is just the Vorcha chassis with a head module outfitted for Torpedoes, essentially it changes out the heavy disrupters for extra torpedo launchers and gains a cool looking hammer head shark look that makes all the Klingon ladies growl.  



NEGVHAR CLASS

The Klingon capital ship and big ol' battleship.  While other Klingon Ships are sleek, fast, and maneuverable, when they designed this one they thought "screw all that showing who the best warriors are by using skill and tactics, let's just make a big, slow moving, hard thing."   It's not very fast and can't turn very well but can take a lot of punishment and dish it out too.



NORGH CLASS

The Norgh class is another capital ship. This ship is not in the TV or movies but it's a cool Klingon-ish model and for game play the Klingons needed something approximating the Federation Sovereign class. So it's a Made-Up Made-UP ship.  Aren't they all.




An Exciting Discussion on Cloaking Devices


And other fun stuff: As I mentioned way before, I wanted the fleets to basically have rough equivalencies between them.  For example a Klingon large ship is about the same points as a Federation large ship:  a Klingon Vorcha class at 300 points is about the same as a Federation Ambassador class at 330. 

You will see that across the fleets most of the ships in a given size are roughly within 30 points of each other.  You will also see that every Klingon ship has a cloaking device because they all have it on the TV show and cloaking devices are part of the Klingon "Klingon-ness" and are just fun.  However, none of the Klingon ships actually paid the points for having a cloaking device because cloaking devices are SUPER DAMN EXPENSIVE.  CDs should be expensive because they are powerful.  If included in the point cost each Klingon ship would be really expensive and therefore hard to balance for game play.  So instead I hit upon this clever strategy that I will share with you now.  because it's a blog and it's all about sharing.  And telling me how clever I am in the comments.

First off, the Klingon ships pay for a tractor beam which I just renamed a cloaking device in the SSD so that the loss limits come out right.  Second, I introduce a rule that Klingons CANNOT cloak all their ships at the same time, but can ONLY have a certain number cloaked at once.  I say to players this is because Klingon battle doctrine is not about all the ships being cloaked and doing a mass ambush out of nowhere to an unsuspecting enemy nor is space combat about a big game of hide and go seek; those are things that Romulans would do.  Everyone hates the Romulans.  

Klingon doctrine dictates that honorable combat means that there's always uncloaked ships and its a matter of shifting targets / out smarting the enemy so that the enemy always knows it's under attack but does not know what to do because Klingons are better at combat.  I made all that up but it sounds very Klingon right? 

I usually set the limit of cloaked ships to be 1/4 of the total Klingon ships in a force.  In effect this means that every Klingon ship CAN cloak but they all can't.  And the player has to decide how to use that, has to think it through for the best advantage, like a WARRIOR.

However Klingons still have to pay some points from somewhere for the CDs or it gets unfair really fast.  To make up the cost I have the Klingon side reduce their fleet total by 100 points or 5% (whichever is higher) for each ship that is able to be cloaked at any given time.  example: if playing an even match game of 2000 points then the Feds get 2000 and the Klingons get 1600 and they can cloak up to 4 ships at once.  it helps that most Klingon ships are a little cheaper than their Federation counterparts so maybe they can squeeze in an extra ship.  In any game where the points are uneven (because one side is attacking or whatever) make the Klingons the aggressor, it fits their personality.


Or if all that becomes a pain or I don't want cloaking devices I can just use the points as is.  



Experimental Victory points:

 
One more thing before I go.  Obviously I really like the Starmada rules though there is one little weakness I have discovered over playing the game a half dozen times: small ships and victory points. 
In the scenarios presented in the rule book, victory is determined by the point value of ships destroyed, like victory when one side scores 600 points.  This means that large ships are really motivated to attack small ships because they are easy victory points; A 555 point Galaxy class can easily take out a 95 point Kvort.  

The small ship is helped by having the Evasive rule, but it creates situations where large ships go hunting for smaller ones which does NOT match my Ships of the Line (in SPAAAAAACE); because in the age of sail, Ships of the Line would not worry about enemy frigates in a battle unless they got annoying.

To fix this I hit upon this clever idea which I will now share with you, because it's a blog and it's all about sharing. That and hearing about how clever I am in the comments.  (Does it sound like an echo in here?  I feel like I am repeating myself).

Instead of using the actual point values of the ships; I assign each ship class to be worth a number of victory points that is roughly related to it's actual point value.  And then the victory condition is some fraction of the total for the whole fleet, like half or so.  These values are:

Saber and Kvort - 0pts
Defiant, Excelsior, and Makesh - 2pts
Ambassador, Akira, Vorcha - 4 points
Galaxy, Neghvar, Korgh - 8 pts
Sovereign - 10 pts.


So lets say a Federation fleet is composed of 1 Saber, 1 Defiant, 2 Excelsior, 2 Akira, and 1 Galaxy which makes the fleet a total of  22 victory points.  The Klingons would score a win if they destroyed (lets say) 12 points worth.  

Since the Saber is worth 0 victory points,  Any shots fired at it are kinda a waste, so the Saber is free to fly around all super fast and try to be annoying.  However, if it's too annoying (that Saber has hit twice with it's proton torpedo, it's gots to go!) or maybe is getting close to completing some other objective; it's still gonna find itself at the center of attention.  It creates a nice dynamic.  When a small ship looses half it's hull or one complete damage track it will warp away.  

Also, if the Galaxy gets blown up that's like 3/4 of the victory points right there, and that just feels right.  Because that was the Enterprise  BLOWN UP!  


Again.


Plot Course for Away from Here. Anywhere.


And there, my internet friends, is how I have tweaked the Starmada system to Star Trek, and my fabulous ship builds that impress all the SevenOfNine types and makes them want to assimilate me. There are worse fates.




and so it is.
Thanks for reading.
Double thanks for leaving a comment.
Triple thanks for writing a comment even if you have no interest in Star Trek or Starmada but that must mean you are also a SUPER NERD!

Wednesday, April 26, 2023

 

Just a catch up so you don't think the blog was dead.  It has been a month or so..

One can't do hobbies ALL the time.

(Actually, one can.  And if one knows how to arrange life so one can please let this one know).

I've just been doing other stuff so not much time for hobbies.  But the time has come to start posting again.  Breaks over!  Back to doing the two things that I do best: making love to the wife and lying about my sexual prowess on the internet.  


Happenings


Back in Mid march I did attend the small local Sci-Fy convention called Avalon; which I will damn with faint praise and say it was 'alright.'  I did have fun but I felt like I had to try at it.  I only had one "really fun game" and the rest were just kinda fun and I have the sneaking suspicion that if I had just stayed home and hosted a game at my place I would of had more gaming fun.  

One thing I did get out of the convention is that black felt covered in glitter
makes a convincing outer space wargame mat.

Pic is from the really fun space game I played.  My ship is on the far right
 and likes to shoot broadsides (almost all guns point to the sides).
The reddish ship in the middle is therefore in a terrible spot to receive my broadside.
Thus; highlighting my tactical genius.


The ships above are based on the TV show Babylon 5.  People tell me it's pretty good.  I dunno.  I'll go binge watch it right now and let you know.        I'm back.  I didn't watch it.  I'm NEVER gonna watch it.

I was gonna do an AAR like post but two things stopped me.  1) is that I didn't take any good pictures and 2) right after the con I had two weeks off of work (which is where I do most of my blogging).  And who cares now?

I took two weeks off from work not to do anything fun but to address some big house chores with the wife that needed to be done.  Mainly cleaning out the storage shed I mean our Garage.  It's got too much crap in it. It's a 3 car garage so full of stuff we couldn't park a unicycle.  It was drama: summarized here in an one act play of 4 lines of dialog:  

Me: "90% of this stuff is just junk that we can just throw away.  the other 10% is probably worth keeping but it's so mixed into the junk that it'll be easier to just throw it all out."

She: "60% of this junk is actually really great stuff that should be cleaned and donated after we carefully go through it and discuss each item for at least 10 minutes.  20% are precious precious memories that we need to keep FOEVER after we find it.  5% of this is junk and the other 5% I have to think about."

Me: "See this box? we haven't opened it in about 10 years.  there is nothing inside it that we think about or need, and we can just throw it away without even opening it and looking inside." 

She: stares in abject horror.  


Other Happenings


Some other happening have keeping me away from the greatest hobby in the entire world that is miniature war gaming.  But what do you really want to know about my life?  The correct answer is nothing.  It's boring.  I am neither a filthy rich rock star nor a wise cracking ne'er-do-well.  Still, I will present to you some highlights because social media selects only for the positive things.  Additionally, some of you have been my 'online friend' for years now and if I saw you and you asked "what have you been up to?" this is what I would say: 

First I would say that Son #2 had his 5th birthday so we had a party at out house.


My wife goes all out for parties...


He wanted it to be a Board Game theme so we had large versions of games in the back yard and other activities.  Yes he likes board games and it will ONLY BE A MATTER OF TIME before I indoctrinate him into miniature wargaming.  

Giant versions of Sorry and Chutes and Ladders.
Also had Jenga, bowling, tic-tac-toe.
Son#2 enjoying the wrapping from his presents
more than the actual presents.


Second  I would say that it was Easter.  Which when you have little children means taking them to egg hunts and silly spring activities.  Also means some art projects like coloring Easter eggs.


Me and Son#3 at an Easter Egg hunt.


All my eggs had a Pirate theme to them.
Nothing says Easter like theft and violence on the ocean.

What do you do with Easter eggs after you paint them?  


In my family I spend a few nights making a long race track out of cardboard and we have the Annual Easter Egg Race down the stairs.  1st Prize is yet more Easter Candy.  Daughter #1 has won the last 3 years which is kinda cute but now she gets cranky if she starts to lose.  

She won again this year.
Means next year there's sure to be a melt down if she don't.


Thirdly I would say "this and that and t'other" being stuff not really worth mentioning.  Mostly chores, taxes, and family dinners.  There was that one time when the house caught fire in the middle of the night and I carried each family member outside in my arms and then rushed back in to save all of out precious items and then extinguished the fire by running really fast around it sucking all the oxygen out.  Then I rebuild the house and carried everyone back inside and placed back in bed without anyone even waking up... 

but you know;  I don't need to mention it.  


So overall not much time for hobbies and honestly not much motivation either.  


The Edge of Space


However with the heavy inevitability of light particles being lost to a black hole;  miniature painting must to be done.  I swear sometimes I can feel the gravity of the painting desk pulling at me.

So even though not really feeling it, I decided to push on through to the edge of space and finish up all  these Star Trek ships I have lying around.  So that the genre can be complete and ready to go whenever I want it again.  I'm kinda good at making myself paint things that I don't really want to paint.  It's kinda like my super power. 


Federation:


Two Akira class starships join the Federation fleet.  



I tried to make one visually distinct from the other but kinda went overboard.  Now I like one way more than the others.  Just like my children.  

Ship next to a 25mm round just to get an idea of the size.
The Akira is a large ship.


Klingon: 

A few more Klingon ships join the fleet.


These ship classes have been featured on the blog before.

I'm still heavy on the Klingons. Why do I have so many Klingons?  Bc the ships are cooler.

Speaking of cooler ships, here's the second Klingon Battle Ship for my Klingon fleet.



This is a made up ship (but aren't they all?)
What I mean is that it doesn't show up in the TV show anywhere.
It's Klingon-ish.

I'm gonna call it the Norgh class.  Norgh means predator in Klingon.  Or I might of just made it up.  I forget.

Ship next to the 25mm round, for an idea of it's size.
it's a big capital ship.


These recent ships wrap up both space fleets for the Federation and Klingons.  I'm officially done painting space ships for awhile.  I would like to do one giant slugfest of a game before I put all these ships into cryogenic storage until needed for the next time.



This Post is High on Adorable Children but Low on Space Ships.  


Don't I know it.  

Thanks for reading.
Double Thanks for writing a comment.

Till next time.

Wednesday, March 8, 2023

Starmada Unity Review

 In this post I review the spacehip combat game Starmada Unity.

When I started to look for rules for my Star Trek games and was asking around the internet for rules the two names you hear most often are "Full Thrust" and "Starmada."  I've settled on Starmada as my go-to.



Starmada Unity Review


Starmada Unity is the latest version of the Starmada rules which apparently have been around for a long time with several different names (Starmada, Starmada Admiralty,. Starmada Nova... there are a lot.).  So I guess to be clear I'm talking about Starmada Unity Version 2 published in 2020.  


The jacket says this is supposed to be definitive version. 

Somethings to know up front:

Starmada is a 'universal' starship combat game in that it has no universe attached to it.  it's a TOOL KIT rule set so that you can build your own ships  and flush out any universe you want.  This fits my needs perfectly because there are no prepackaged Star Trek miniature starship games (or I would of gotten it) and I LOVE to tinker with stuff.  Tool kit rule sets are the best as it basically states 'use this framework to create what you want.'  

Ok I lied, there IS a Starmada Universe presented at the end of the book as an example of what can be done.  The ships examples are useful for seeing various sizes / power levels and the author seems to go out out his way to show different options / traits in use.  But I barely skimmed the universe background fluff as the whole point of me playing Star Trek is that I already know that universe and don't need to learn another.  I don't want to learn about the bleeping aliens from planet bleep that like to bleep in the bleep with the bleep.  

Starmada uses hexes.  it's basically 'a miniature board game (which is says so on the cover) and your awesome miniature ships are just gonna be pretty counters.  As it is with almost every game.  Now most of my miniature wargaming is grid-less / hex-less but I like hexes when it comes to games with starships, airplanes, sailing ships, submarines, battleships, warwagons, mechas. helicopters, and dragons.  You get the idea.
Basically I think hexes just work really well in the starship combat genre.

Starmada recommends using hexes from about 3cm to 5 cm (1.25" to 2") big and a minimum play area of 18 hexes wide and 32 hexes across.  I didn't pay super close attention to that initially which is why I am bringing it up now.  I got my space mat from Cigar Box battle mats; it's a '6x4 plus' (which is 5x6) with 2" hexes on it and it has just enough hexes on it to be 30 hexes wide by 39 hexes long.  Whew!


2" hexes with 1/7000 ships.
Mat from Cigar Box battle mats.



Starmada is really well written and easy to read.  Everything is easy to understand (except for the maths on designing ships but more on that later) and nothing is vague.  I've read a lot of rules books in my time and I get frustrated when things are not clear; so it's nice when a rulebook is clear and concise and deserves to be pointed out.  And big plus is that every concept is in BOLD and there are page number references throughout so you're never really flipping through the book looking for the odd rule.


The layout of Starmada works well: it first goes over the parts of the ship in the Starship Display sheet, then the basic rules for moment, combat, and then goes into TONS of optional rules about how those core rules can be tweaked to taste (to fit the universe you want), then terrain rules and scenarios, and then the Starmada Universe and sample ships. 


Game Play



Like every other starship game (and Age of Sail games for that matter) each starship will need a Starship display sheet, so you can track what happens to it through the game.  here is the basic form:

 
This is the display sheet for an Ambassador class starship for the Federation
You can design ships and generate the display sheets using the spreadsheet.
More on that later.


I'm not gonna go over everything on the sheet (because that's what the rules do and do it well).  But everything you'd expect to be a sheet is there; and once you know where to look and what is what this is all you need to steer you starship to glory!  By it being blown up.  Especially if the ship is called Enterprise because that thing is always being blown up.

There's a spot for how many Hull points the ships has (because when they're gone so is the ship), engine rating, shield rating...  It shows how many weapons the ship has, the weapon firing arcs and all the stats for the weapons.  Everything important that a captain needs to know.  Only thing missing is a map to nearest restroom.  A display sheet with the table to write orders for moves takes about half a sheet of paper.  

The idea is that as the ship takes damage and things break you tick off boxes and systems degrade till they stop working.  I often feel like I have about half my boxes ticked off; I'm halfway through to system failure.


Ambassador class starship; 1/7000


Turn Sequence



Now that we have our ships, it's time to play.  The game turn goes through 5 phases of Orders, Movement, Fighter, Combat, and End (the clean up phase).  In each phase all players are doing something. The Orders phase and the Combat phase are really the right and left ventricles of this game. That is to say the Heart of the game.

ORDERS PHASE:


Everything that a ship does that turn needs to be plotted out during this phase.  You actually write out what the ships movement is, including any special maneuvers you allow.  Usually this is expressed something like '3P2L2' which means 'move 3 hexes forward, turn to port, move 2 hexes forward, slide slip to the left, and go 2 hexes forward.'  The standard movement rules in the core rules are moderately complex; and can get more or less complex depending on what optional rules you use.  I like the Optional rules for Free Form Turns and Graded Turns that make ships act more like sailing ships / airplanes (because that's how they move in Star trek on TV).  

The main thing is a ships movement is confined by how strong it's engine is; ships will have a current engine rating (that will decrease when the ships takes hits to it's engine naturally) and any move can NOT exceed that rating.  Things that drive up the engine requirement are big changes in speed and multiple turns.  What this means is that ships can do big changes in speeds or multiple turns but have hard time doing both at once. 

This is also the most complex part of the game turn because the players have to do MATH.  It's basic math, not long division, but math none the less.  For example: in my games with the options I use the formula for the engine requirement goes: [Difference in speed from previous turn and current turn] + [modifier of number of turns (1 for 1 turn, 3 for 2 turns, 6 for 3 turns)] = Engine requirement.  
If I'm explaining it right then it should sound mildly/moderately complex depending on your IQ and how well the GM explains it.  people tend to 'get it' with a few examples and within a turn or two.

The orders phase is potentially the longest phase; because each ship needs it's orders / movements plotted out.  Depending on how many ships you are moving about this can take awhile.  All players are doing it at the same time so everyone is engaged.  Though if one side has a lot more ships to pilot or one side has a stronger sense of analysis paralysis someone could be left waiting around.    5-7 ships seems to be sweet spot (and again, this will depend on how many optional rules you use to make ship management more or less complex).

It's also a lot of fun as you try to guess how your opponent is gonna move and move your own ships into a better position.


MOVEMENT PHASE;

Now everyone reveals orders and moves the ships.  There are clear rules for what happens when ships end up in the same hex and etc.. It's a great drama as ships move around each other into better or worse positions as everyone anxiously / expectantly sees what all the ships are doing.  It is EXTREMELY satisfying when the enemy ships go where you thought they would and you have out maneuvered them.  Right after you slide your ship behind the enemy's ship and at close range; It is the time to look up, smile, and give the player the double finger guns. 

Galaxy to Negh'Var:
"pew pew pew pew"


FIGHTER PHASE:

I'll tell you that I read this section and thought "Everything here looks like it's in order. Very good.  spit spot. tut tut tut."   and then never read it again.  Star Trek doesn't use fighters (name one Star Trek episode where someone said "launch the fighters!") which is part of the appeal for me.   


COMBAT PHASE:

In this phase ships fire their weapons at each other, and the dice rolling begins.  In the core rules all firing is simultaneous and damage is not applied till the END phase; so it doesn't matter the order and if a ship is blown up it will still get it's chance to fire.  The captain will get the chance to say some cool last words while the ship breaks apart. "I never got to tell her, that I...(boom)"  
Basically each side takes a turn picking a ship and firing EVERYTHING that the ship has/can and then move on the next one.  

Shooting weapons is not complicated;  Each weapon has an arc of fire (the directions it can shoot from the hex the firing ship is in), a short range, medium range, and a max range, a rate of fire (how many dice to roll / how many shots), an Accuracy rating (number needed to hit), and Impact rating (how many dice to overcome the targets shields) and a Damage rating (how many dice/ damage it does).
There's also a bunch of traits that weapons can have as well.
There are a few modifiers that affect to-hit rolls but not a lot.  Mainly it's easier to hit at close range than long range.  

As damage happens to the ship you tick off boxes on the display sheet but don't actually apply it to the end of the turn (there is of course, an option of having it apply immediately).  I like to circle the box during combat and not cross it out till the end of the END phase;  because sometimes you'll need to see the number in the box for later on.

This phase can take awhile depending on how many ships you have and how many weapons they got. naturally to speed things up you can roll weapons that are firing at the same ship together.  It's also a lot of dice rolling as you roll to see if you hit, each hit then rolls to see if it overcomes the shields, and then roll for where the damage goes.  once you know the process it goes fast but the first couple of shots can drag.  

Klingon Birds of Prey 1/7000



One especially clever aspect of taking damage is the idea of the Loss Limit.  This only applies to the Weapon track of a ship, but it ensures that as a ships weapons take damage, that damage will be spread out all over the ship's available weapons and special equipment.  For a totally made up example: Say a ship has 10 piss shooter guns, 1 cannon of devastation to make your mom cry, and 1 cloaking device.  When the weapons systems take damage; obviously the piss shooters will be the first to go (it's the player of the ship taking damage that decides what are lost) but the piss shooters probably have a loss limit of 5.  Which means after 5 are crossed off the next losses have to be from somewhere else...so do you lose the cannon or the cloaking device?  Losing weapons can be full of fun choices.  



END PHASE: 

Lastly it's the end phase and it's basically the clean up phase. Players apply damage to their ships, check for victory per the scenario, etc..  Then the game turn starts over again in the orders phase


Optional Rules

When I say that Starmada is a tool kit rule set I mean it's a COMPLETE tool kit.  At least half of the book are optional rules that players can add to modify the game to their tastes.  It's all about the universe you are trying to portray.  It will be too long winded of me to go over many of them here, but let's look at options for starship shields as a quick example as it's common in Starship settings.
You could of course have no shields, and ships just take damage when they're hit.
You can have shields that protect the ship like a bubble around it.  Weapon fire can still overcome the shields (depending on the weapon's Impact rating and traits) but the shields are stable and always there (until the ship takes damage to it's shield track)
You can have shields that protect the ship like a bubble but stop everything thrown at them, but degrade over time until they are gone, like hit boxes.  (the game calls these Screens).
You could have a mix of the two.
Instead of the shields being a bubble around the ship in uniform strength, the shields can be Directional and have sperate rating for Forward, Port, Starboard, and Aft.  And you get idea.

Basically there are optional rules for EVERYTHING.  I think this is strength as you can craft the game to play how you want it, to fit the TV world that you know.  

Galaxy class 1/7000


Ship Construction:


There is about 5 pages on how the maths of the ship construction work.  SKIP IT.  SKIP IT unless you like maths and more maths.  You can't do this stuff unless you really know math and have one of those hefty calculators they make you buy in high school to do graphing.   I guess it can be nice to know how some traits load into others but the book could of do a better job of saying "Doing this math by hand is impossible, go get the spreadsheet."  
In the player resource section there is more about the spreadsheet, where to get it, and directions on how to use it. The spreadsheet is free and updated.  


Spreadsheet being used for Ship Construction.
An Excelsior class Starship.


I will admit that I was skeptical about all this because it started to sound like work and effort.  "why do I need a spreadsheet?  I just want wanna make whooshing noises while moving ships and saying  'Make it so, Number One!' A spreadsheet sounds too serious."  

But I was wrong, because actually the spreadsheet makes ship construction so. damn. easy.  All the math is just done for you and it lets you make ships that break the rules if you really want to.  Plus as I mentioned before, the display tab will print you out a nice looking Starship Display sheet to use for gaming.  

There is a small learning curve for using the spreadsheet.  But I guarantee that if an ape like me can learn to use it then you can to. It's really a simple tool and again directions are included in the book.

Ship design follows the well known principle that a ship's hull size will determine how much 'space' it has to hold weapons, engines, coffee machines, yogurt shops, special gear.. etc.   There's a nifty mechanism in the Tech Levels you can assign (the ship above has none).  But if you increase the tech level of say weapons then all weapons will cost less hull space and therefore free up more room for MORE weapons or what not.  That represents ships that are superior in tech and therefore could have more stuff in them than a similarly sized ship from a less advanced society.  Ships will be assigned a Combat Rating  which is the estimate of how effective a ship is in the game and works like a point value.  

The spreadsheet is also where you design the weapons under the weapons tab.  You really can design any weapon that you can think of, just by the stats and traits available.  Once a weapon is inputted into the spreadsheet under the weapons tab, it shows up in the drop down menu in the ship tabs. 

I can't stress enough how easy it is.  And you can make anything you like. 


Excelsior class Starships 1/7000


The only thing really missing from the rules is power allocation; which seems to be a staple on other games.  Starmada assumes the ship has full power all the time.  I actually like this because it's a feature that I do not want.  The game is more about maneuver than it is about good ship management.  The captain doesn't tell his crew to stop using the dishwashers so there's power for the air conditioning.


The Endless Tinker

If there is one drawback to all this freedom, it's that a game of Starmada can take awhile to set up.  Depending on how fussy you are, one can spend a lot of time designing ships to get them right.  There's also a lot of options to shift though.  For me this was part of the fun, but it's also the fun of mild frustration as you take on a creative project like designing your own universe even within the well defined and extensive framework that the game provides.  Such as:
What should the stats for a phaser weapon be? 
How many hull points should ship class X be?
If  ship class X has suchandsuch hull points then how many should ship class Y have? 
If I want a ship to be able to do whateverthing, how many engines should it have?

There's a lot of opportunity for endless tinkering and a project could never feel finished.  But maybe that's not a bad thing?  


Endings

I hope that this review of Starmada Unity will be useful to someone.  I obviously think very highly of it, and I only purchased it on a lark.  "if I'm gonna do space ships might as well check out these rules...."  glad I did.  

If you're looking a for a rule set where you can create/copy your favorite IP then Starmada would warrant looking at closely. 

Thanks for Reading.
Till next time.



Wednesday, March 1, 2023

Asteroids Terrain

 Every Ass should have a Roid.

No, not those kind of Roids.  And I don't mean hemorrhoids.

I mean Asteroids.  

(This blog is the epitome of classy humor) 


Asteroid Space Terrain


Being new to space gaming I find I am in need of some space terrain; all the  gorgeous terrain that I have is no good for space as space doesn't have woods, trees, hills, etc...  

I know space is basically empty so an empty table would be appropriate but where's the fun in that? 
There's not a lot of space terrain options really, and asteroids are the obvious choice.

I made some rocks in space.  

Asteroids.


I looked at some pictures on line of some real asteroids and thought they looked kinda boring.  Mostly they looked like coffee beans with craters.  I wanted something little more dynamic and craggy.  

The idea of this one is that a little piece is floating above the main hunk.







Asteroids could probably be any color you like, but I like gray.
Gray is my favorite color.
It matches my outlook on life.


with some ships for size comparison. 
I wanted hulking asteroids that would like they would actually damage the ship,
not little pebbles that would bounce off the shields.


Construction Process

Because don't you want to know? While looking online for guidance I didn't find many 'make your own asteroids terrain' tutorials.  maybe it's a boring topic?  Maybe it's that damn easy so no one bothers.

I didn't want to buy any, because as I said, I wanted hulking-menacing-dinosaur killing- looking asteroids and I wanted the bases to be the same as the ships.  So that everything matches and looks good. Unlike my wardrobe.  I don't think any of my socks match.  

There are however; lots of tutorials for making terrain with rocky faces and cliffs that use bark chips.  And my over caffeinated brain put these two ideas together; Asteroids are just big rocks in space.  The side yards of my house are full of bark chips free for the taking.  (because I already paid for them).


One day while playing in the backyard with the children,
before the floods of Noah hit California, I picked up these.

I picked up chips of various sizes that looked interesting.  Either due to shape or texture or perhaps it had a compelling back story of love and adventure.

Treatment: before starting the work I took the chips and washed off the dirt and stuff in the tub.  And then for an extra measure I let them soak in a bowl full of bleach for 10 mins.  Just to kill anything that might be growing on them.  Then dumped it all back in the tub and took out the chips to dry and left the rest for the wife to clean the next day. 

Selection: I laid out my space mat to check the size.  I waned big and hulking but not so hulking that an asteroid would spill out over a hex too much.

hexes are two inches so tried to find ones that fit well enough.
Klingon ship in there as well.

Build: I selected 5 to start.  First I drilled a hole in the bottom for the flight peg.

This is a boring picture.
But it proves that I have power tools.

Then using a hot glue gun I stuck some smaller pieces to the bigger pieces to try and make it look dangerous, and then stuck them on the flight bases.


I drilled some small holes and stuck some small pieces on wires, the idea that I could make some look like they were floating right above.  This proved fiddly and I only did it with two.


  




 that's basically it.  pretty simple and easy actually.  And I have lots of materials to make more if necessary.  Pretty cheap too as I just picked the things off the ground.  The hardest part about the whole thing was being outside with the kids (shudder).


5 bases to start.  Don't know how many space rocks I'll want.

Painting: I won't bore you with painting.  Primed everything black and dry brushed dark grey, medium grey, and white.



I think they came out pretty decent.  It'll be nice to have a little Line of Sight blocking terrain for space.the idea is that they can be group together in a cluster or out on their own.  In the future I might try making some bigger ones that use 2 or more flight bases and take up more hexes


Rock on, Rock Out of here


Time to move on.  You're a boulder person than me if you've even read this far.  Don't take it for granite.  And if you haven't thought hard about makin asteroid terrain, well igneous is bliss. 

Thanks for reading.
Double Thanks for writing a comment.
Till next time.