Archive through January 24, 2010

Star Fleet Universe Discussion Board: Star Fleet Armada: Klingon Armada: Q&A: Archive through January 24, 2010
By Phil Shanton (Mxslade) on Tuesday, November 10, 2009 - 07:55 pm: Edit

Sean, there is a Q&A section for Klingon Armada over at the MJ12 forums and it's pretty up to date. (maybe Jean has to put a link at the top of the page for future use).

http://www.mj12games.com/forum/

Here's the direct link:

Errata

http://www.mj12games.com/forum/viewtopic.php?f=2&t=2187

Q&A

http://www.mj12games.com/forum/viewtopic.php?f=2&t=2186

Hope this helps.

By Daniel Kast (Mj12games) on Wednesday, November 11, 2009 - 11:22 am: Edit

AFAIK, drone racks in Klingon Armada have the same number of drones as in FC/SFB; it's just that a rack can only fire once, disgorging (good word, that :) all four of its drones at the same time.

Your interpretation of the limits on launching is correct.

By Sean O'Carroll (Terryoc) on Wednesday, November 11, 2009 - 04:11 pm: Edit

Thanks Daniel.

On another note, I've discovered that while you CAN fly at top speed while firing all weapons in KA, it is not necessarily a good idea. If your ship normally has 6 Thrust points, and travels at speed 6 on Turn 1, and takes engine damage, it can't turn on the Turn 2, but must continue forward for some distance (it needs to expend Thrust to slow down). Since most weapons on SFU ships fire forward, that could leave your crippled ship barrelling towards the enemy line... I think tractor beams could help, but need to work on the tactics for that.

KA is a great game, but it'll take a while to get used to its subtleties... it plays differently to FC/SFB.

By Steve Cole (Stevecole) on Wednesday, November 11, 2009 - 11:37 pm: Edit

I need, in the next 24 hours....

A new Klingon Armada scenario

Two or three Klingon Armada Tactical Notes.

By Sean O'Carroll (Terryoc) on Thursday, November 12, 2009 - 01:18 am: Edit

The Klingon Armada Sabre Dance
Terry O'Carroll, HMAS New South Wales

When the Klingons are fighting against the Federation, the ideal range to fight at is Range 11 or 12. At this range, the disruptor is in its Medium Range bracket (6-12) on the cruisers, so it fires without a penalty to the die roll and can be fired as an overload if desired. The phaser-2s can also be fired at this range. The Federation's photon torpedoes will be at Long range, suffering a -2 penalty to the To-Hit die rolls, unless the optional Proximity Photon rule is in effect. In any case, the Klingons should win the exchange of fire at this range. The Klingon admiral can try to arrange this by coming across the bows of the Federation at a 60-degree angle, showing your FP or FS shields to the enemy, and letting you turn and move away using your superior Thrust.

By Sean O'Carroll (Terryoc) on Thursday, November 12, 2009 - 01:35 am: Edit

The Whites of Their Eyes
Terry O'Carroll, HMAS New South Wales

The Federation is badly out-ranged by both of the two opposing fleets in Klingon Armada, because of the range advantage of the disruptor vs the photon torpedo. However, at Range 5, Federation ships become incredibly deadly. This is Short range for the photon torpedo and the phaser-1. Photons will be firing with a +2 To-Hit die roll modifier, hitting on a 2+. (Go ahead and fire overloads, you'll destroy the target so the Slow Firing rule won't be a problem.) On top of that, your phaser-1s will fire three shots each, because of the Range-Based Rate of Fire rule! But before firing, remember to launch suicide shuttles! They move four hexes per turn, but unlike SFB/FC, Klingon Armada Seekers make their attack from an adjacent hex to the target. Thus, the suicide shuttles will exactly be in range to hit on the same turn as launched. (Be careful of enemy drones, however. Keep your own drone racks ready for defense.) The opposing phaser-2s and phaser-3s will be at Medium range, and less effective. Fire your probes too, all Federation ships have them. While you'll take damage, you should see enemy ships blowing up in wholesale lots.

By Steve Cole (Stevecole) on Thursday, November 12, 2009 - 10:20 am: Edit

If I could have another one by someone else, we'd have that covered.

By Gary Carney (Nerroth) on Sunday, November 22, 2009 - 02:17 am: Edit

Does Klingon Armada have the Juggernaut, or any other monsters, included?

By Terence Sean Terry O'Carroll (Terryoc) on Sunday, November 22, 2009 - 05:08 am: Edit

Gary, Juggy is not in my copy, or in the downloadable PDF of the ships. Nor are other monsters.

I think Juggy would be utterly brutal in Starmada terms. Even deadlier than in SFB. This is mostly to do with the fact that Starmada ships die more easily than in SFB/FC.

By Todd Warnken (Toddw) on Sunday, November 22, 2009 - 09:27 am: Edit

Gary:

The Juggernaut and Planet Killer are available here: http://www.starfleetgames.com/starmada.shtml

By Gary Carney (Nerroth) on Sunday, November 22, 2009 - 11:56 pm: Edit

Nice!


(I can't quite tell from the card, but does the Juggernaut in this game have the rotating shield and regenerative armour of the versions in SFB and FC?)


Also, does the Prime Trader have optional weapon mounts in this system? (Again, I'm not sure yet how to read the ship cards properly.)


EDIT: After printing out the Juggernaut card, then looking the PDF over again, it seems that some of the information in the Phaser-1 box is cut off, or something. It goes


Quote:

[AB][AB] [ABC][ABC] [ABCDEF][ABCDEF] [ABD][ABD] [ACE][ACE] [BDF][BDF] [CEF][CEF] [D


but cuts off in the middle of the last D.

Is there meant to be more to it than that?

By Gary Carney (Nerroth) on Monday, November 23, 2009 - 12:58 am: Edit

One other thing - the Juggernaut seems to have no transporters. Nor does it have Beta's Shriek missiles, for that matter.

Is this intentional?

(Since there are two cards to a page anyway, it might be neat to have Alpha on one side, and the subtly distinct Beta on the other...)

By Terence Sean Terry O'Carroll (Terryoc) on Monday, November 23, 2009 - 03:12 am: Edit

Gary, on the Juggernaut card, I'd say there are meant to be two phaser-1s [DEF] [DEF] representing the rear-firing phaser-1s, but it looks like they've been cut off.

As for the armour, that kind of detail is really too minor to worry about at Starmada level of detail. The rotating shield and electrostatic armour are collectively represented by the "shields" boxes. In Starmada, the ship's protection, whether it's a Trek-type shield, physical armour, or some other system, is called shields. The Juggernaut has serious protection, with a 5 (the maximum) on the nose and 4 everywhere else. So you'd have to roll a 6 to get past the nose protection and a 5+ on the rest of it...

No, it doesn't have transporters or the Shriek missiles, but I think this is probably deliberate as IIRC the FC version does not have these (could be wrong, I don't have the card in front of me). It does have shuttles however, so it is capable of using boarding pods (shuttles full of Marines in the SFU) and seeker flights (suicide shuttles).

[shameless plug] If you have a copy of the Starmada Admiralty Edition Core Rulebook, available at your friendly local game store, you could use the comprehensive ship design rules to customise the Juggernaut to your heart's content! As Daniel Kast, the creator of Starmada says, "Starmada is made for tinkerin'!" [/shameless plug]

Seriously, it is pretty easy to swap out weapons using the Starmada rules. On J.No, swap out the shuttles for an equivalent size units of drones. The Prime Trader does not have optional weapons mounts, but you can calculate the size of the weapons and swap them for weapons the same size or smaller.

By Gary Carney (Nerroth) on Monday, November 23, 2009 - 03:48 pm: Edit

I'm still waiting to see what my FLGS can sort out, KA-wise.


Though I hear what you are saying (or rather, read what you are typing) I would still prefer to have some kind of official take on how to represent Shriek missiles in KA - as well as how much they may cost as an optional upgrade.

That would be useful not just for Juggernaut Beta (and Gamma and others) but be handy if the CA and CL hulls from CL35 - both of which have Shrieks on their SSDs - are ever ported over to the new system.


(As an aside, I'd like to see Shriek rules, plus the CL and CA, end up in FC one day, too.)

By Terence Sean Terry O'Carroll (Terryoc) on Monday, November 23, 2009 - 05:12 pm: Edit

Shriek rules for FC should be easy enough. Same damage points as SFB, same warhead strength, speed 32, one-shot weapons. Ignore the ECM and ECCM built-in. Replaces two of the shuttle boxes. Hit on shuttle.

Drones (and fighters, which are basically the same thing in Starmada) are rather weak in Starmada. It's done that way to keep the focus on the ships, so any Shriek missiles in KA would likely not be anything like as good as in SFB. That's just how the system works. I don't think we're missing much by leaving the Shrieks out of KA.

By Gary Carney (Nerroth) on Thursday, December 03, 2009 - 06:23 pm: Edit

There's one rule I'm having difficulty tracking down. (Note: I hope there can be room for a page index and table of contents in Romulan Armada!)

Where are the details for Range-Based ROF weapons to be found?


The only indication I can find is on page 24, which directs one to the Admiralty Edition book, as opposed to KA itself...

By Terence Sean Terry O'Carroll (Terryoc) on Thursday, December 03, 2009 - 06:40 pm: Edit

I think that was left out in error.

Range based ROF:

At Long range, ROF is 1 x the weapons normal ROF.
At Medium range, ROF is 2 x the weapons normal ROF.
At Short range, ROF is 3 x the weapons normal ROF.

So a phaser with a normal ROF of 1 (the value printed in the ROF box) at long range has a ROF of 1, but at short range has a ROF of 3. The Juggernaut's phaser-4s fire 3 times at long range, 6 times at medium, and 9 times at short range...

By John Erwin Hacker (Godzillaking) on Thursday, December 03, 2009 - 09:28 pm: Edit

Ok this is going to soundly TERRIBLY NOOBISH coming from me so here it goes:

What is KLINGON ARMADA and is it an extension of either the SFB or FEDCOM game systems ?

Any help would be greatly appreciated :) :) :)

"THE GODZILLAKING"

By Terence Sean Terry O'Carroll (Terryoc) on Thursday, December 03, 2009 - 11:05 pm: Edit

OK...

Starmada is a space combat game that's been around for more than 10 years. It's designed to be "The Universal Game of Starship Combat" and it's designed to be able to simulate pretty much any science fiction universe. Star Wars, Trek, Bab 5, whatever.

There have been unofficial adaptations of Trek for Starmada floating around for a while. Klingon Armada is Starmada adapted to the Star Fleet Universe. It is the first official, authorised, licensed version of Trek for Starmada.

It's not an extension of SFB or Federation Commander. It is Starmada, using the Star Fleet Universe database for its ship designs. As you probably know, there's a lot of different games in the Star Fleet Universe that all use the same background, but have different rules. SFB, Federation and Empire, Federation Commander, Prime Directive, Star Fleet Battle Force. They all use data that comes from the source tapes, but each game has a different take on the base data depending on what kind of game it is. Klingon Armada ships are recognisably ships from the Star Fleet Universe, but it's still Starmada.

It does feel very different to SFB/FC; it feels more like wet-navy combat than air combat. It is a fun game IMO.

By Gary Carney (Nerroth) on Friday, December 04, 2009 - 02:26 pm: Edit

Thanks for that, Terry - hopefully that can be added to a future re-printing, or something.


Actually, one other thing I'm not sure about: how is it that the Juggernaut goes through the translation and ends up with a cheaper Combat Rating (629) than the Kzinti DN (658)?

That seems like quite a drop in relative combat performance... or, at least, in how their respective levels of performance are measured for scenario purposes.

By Daniel Kast (Mj12games) on Friday, December 04, 2009 - 02:32 pm: Edit

There were several capabilities of the Juggernaut that would increase its effectiveness in SFB/FC that I had to leave out when translating to Klingon Armada... there wasn't enough room in the book to include the additional rules.

Although it was not intentional, the fact that the Juggernaut was left out of the book and is now only available online means that it can be updated (and its combat effectiveness improved) as new rules are added via Romulan Armada and (hopefully) future products.

By Gary Carney (Nerroth) on Friday, December 04, 2009 - 02:48 pm: Edit

Speaking of Romulan Armada:

Is that work intended to have the same kind of entry point into the system factor that Romulan Border has relative to Klingon Border (i.e. will it have the essential Starmada rules printed within) - or will it be considered an add-on to KLA itself?

By Daniel Kast (Mj12games) on Friday, December 04, 2009 - 03:09 pm: Edit

My understanding (to be confirmed by SVC) is that Romulan Armada will also be a stand-alone product in the vein of KA.

By Terence Sean Terry O'Carroll (Terryoc) on Friday, December 04, 2009 - 05:40 pm: Edit

Makes sense. Klingon Armada is the analogue to Klingon Border which is a stand-alone entry product, and so is Romulan Border.

By Sevya Edmiston (Sevya) on Sunday, January 24, 2010 - 12:21 am: Edit

I got a hold of Klingon Armada about a week ago and loved it. I just got the Starmada Core Rulebook this week. The question I have is this: is there any chance the conversion formula from Federation Commander will be shared with the players? The ship design system is so easy to work with, I'd love to be able to convert my favorite SFB or FC ships myself.

Sevya

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation