The Klingon Armada is here!
Moderators: mjwest, Albiegamer
Would it be okay to set up a ship request thread, similar to the one up for FC in the general discussion board?
It might be a handy place for people to put what cards they'd like to see in future issues of Captain's Log, or wherever else such cards might find a home, while we wait for each Armada book to hit the shelves...
It might be a handy place for people to put what cards they'd like to see in future issues of Captain's Log, or wherever else such cards might find a home, while we wait for each Armada book to hit the shelves...
I played my first game of this a few days ago. I really enjoyed it. I got to run 2 Fed CAs and a CC against 3 D7s handled by a more experienced opponent. We played the game in around an hour, including me learning the rules from zero.
Both of us ended up making mistakes in allocating fire (overkill) and I made a shield facing mistake. I lost the CC but destroyed 2 D7s... I'd have bagged all 3 without loss had I played a "perfect" game.
The Feds play very similar to FedCom... form a tight gun line, close and hose. The Klingons are a little different, however. I think they probably want to make oblique battle passes and look for an opportunity to swing behind the Feds. I'm very impressed with the Klingon ships... the Disruptor becomes much more effective as enemy shielding becomes less effective.
I like the fact that shields can be penetrated without being brought down... you can take "internals" and still have a reasonable shield on a given facing (though it might be brought down all the way, it just depends on the damage rolls).
I really like the fact that a single player can easily handle 5-6 ships even as a beginner. You could stage some truly awesome battles with this system.
Both of us ended up making mistakes in allocating fire (overkill) and I made a shield facing mistake. I lost the CC but destroyed 2 D7s... I'd have bagged all 3 without loss had I played a "perfect" game.
The Feds play very similar to FedCom... form a tight gun line, close and hose. The Klingons are a little different, however. I think they probably want to make oblique battle passes and look for an opportunity to swing behind the Feds. I'm very impressed with the Klingon ships... the Disruptor becomes much more effective as enemy shielding becomes less effective.
I like the fact that shields can be penetrated without being brought down... you can take "internals" and still have a reasonable shield on a given facing (though it might be brought down all the way, it just depends on the damage rolls).
I really like the fact that a single player can easily handle 5-6 ships even as a beginner. You could stage some truly awesome battles with this system.
"In Klingon Empire, drone launches you!"
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Pray the Chaplet of Divine Mercy:
http://www.catholicity.com/prayer/divinemercy.html
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Pray the Chaplet of Divine Mercy:
http://www.catholicity.com/prayer/divinemercy.html
In general I would say that a 1 on 1 duel is a suboptimal use for the system (after all, duels and small squadrons is where FedCom shines), but it would depend on the matchup. A classic Fed CA vs Klin D7 would work. A Fed FFG vs Klin F5 would not, simply because they would blow each other up on a single salvo.Mike wrote:I've never played Starmada, but have been curious about it for a long time.
For those who are experienced (even one game!), would 1 on 1 duels be possible and/or desirable with Klingon Armada?
The way a turn works is like this:
1. You plot your movement (simultaneous)
(if you just write "3", that means 3 forward; if you write "3 S 2 P 1" that means move 3 forward then turn one facing to starboard then move 2 hexes then turn one facing to port and move one hex... there are a few limitations based on your thrust rating but it's pretty easy)
2. Resolve movement (simultaneous... now you get to see what just happened!)
3. Fighters/Drones move (drones use the fighter rules and come in flights)
4. Combat phase (alternate declaring targets and resolving shooting)
5. End phase (damage from this turn takes effect now; plus you do stuff like boarding parties at this point)
So you'll plot your movement in secret, then there's the 'big reveal', then you go back and forth picking a ship to fire and resolving its fire but the shooting is technically simultaneous... damage doesn't take effect until after everybody has fired.
You still have to worry about keeping your strong shields facing the bad guy and keeping your weapons in arc, just like in FedCom. But instead of impulse movement you just plot everybody and then resolve it. So the Chess-like nature of FedCom gives way to anissue of understanding the opponent's intention and reading the tempo of his tactical maneuvers.
I think it definitely shines as a more "big picture" game, dealing with 3 or more ships per side.
"In Klingon Empire, drone launches you!"
----
Pray the Chaplet of Divine Mercy:
http://www.catholicity.com/prayer/divinemercy.html
----
Pray the Chaplet of Divine Mercy:
http://www.catholicity.com/prayer/divinemercy.html
- Steve Cole
- Site Admin
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I need somebody, SOON, to write up a one page "sample game" of Starmada written in a way that somebody who has never read the Starmada rules can grasp how the game works.
Get it to me in a week and I'll print it in Captain's Log. Honor, glory, and a free copy await the successful writer.
Get it to me in a week and I'll print it in Captain's Log. Honor, glory, and a free copy await the successful writer.
The Guy Who Designed Fed Commander


- Steve Cole
- Site Admin
- Posts: 3846
- Joined: Wed Oct 11, 2006 5:24 pm
I told Daniel K earlier that space was reserved for two pages of Starmada ships (which could be four ships) in CL40. (The issue is due to ship on 16 November, so I need stuff by 10 Nov and sooner would be better.) If you guys can decide what you want I can email Daniel the FC card and he can whip it up.
The Guy Who Designed Fed Commander


Requete: Thanks for the reply. I think I understand it a lot better now.
Another question, if I may...
About how many hexes do typical cruisers move per turn? I think I remember somewhere seeing that ships are given a movement allowance. I guess that would totally change things from Federation Commander. In FedCom a ship can use a lot of energy for movement and little left for other interesting things.
And, are there "turn modes" in Starmada?
Another question, if I may...
About how many hexes do typical cruisers move per turn? I think I remember somewhere seeing that ships are given a movement allowance. I guess that would totally change things from Federation Commander. In FedCom a ship can use a lot of energy for movement and little left for other interesting things.
And, are there "turn modes" in Starmada?
Mike
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Sandpaper gets the job done, but makes for a lot of friction.
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Sandpaper gets the job done, but makes for a lot of friction.
I'm not totally familiar with Starmada/Klingon Armada, but from what I understand, you don't have to choose between movement and fire in KA. All ships can fire all weapons every turn*. There are no turn modes. Ships have movement points but turning costs movement points, so a ship with more movement points can turn more often (I think... not sure on this one, you may be limited in the number of turns you can do in one movement phase.)
*Some weapons may have a "slow-firing" special rule, IIRC overloaded photon torpedoes cannot be fired every turn.
*Some weapons may have a "slow-firing" special rule, IIRC overloaded photon torpedoes cannot be fired every turn.
"Captain" Terry O'Carroll, fourteen papers published including six best of issue
"Man, Terry, you are like a loophole seeking missle!" - Mike West

"Man, Terry, you are like a loophole seeking missle!" - Mike West

- Savedfromwhat
- Commander
- Posts: 659
- Joined: Thu Aug 23, 2007 4:38 pm
Terry there is an option for using movement points but the main system is an inertia movement system where each ship receives a Thrust Rating and your movement orders (all movement is preplotted unless using the sequential movement option) must be equal to or below that requirement, for example to make a single turn port or starboard the SPEED from this turn or your previous turn (whichever is greater) is your Thrust requirement, if this exceeds your Thrust rating your movement orders are not valid.
So for example your ship has a thrust requirement of 6 and last turn you moved four hexes. This turn you want to move 3 hexes straight turn to port and move 3 more hexes for a total move of 6 hexes. You would compare this turns move with last turns to see which "speed" is greater last turn was 4 this turn is 6 so 6 is your Thrust Requirement, as your ship has a Thrust Rating of 6 you are just at your thrust limit and these are legal orders.
The movement is complicated at first but once you play it even once it becomes much simpler.
So for example your ship has a thrust requirement of 6 and last turn you moved four hexes. This turn you want to move 3 hexes straight turn to port and move 3 more hexes for a total move of 6 hexes. You would compare this turns move with last turns to see which "speed" is greater last turn was 4 this turn is 6 so 6 is your Thrust Requirement, as your ship has a Thrust Rating of 6 you are just at your thrust limit and these are legal orders.
The movement is complicated at first but once you play it even once it becomes much simpler.
- mj12games
- Lieutenant JG
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A functional understanding of Starmada can be achieved by reading the basic rules, posted online here:
http://www.mj12games.com/starmada/SAEdemo.pdf
http://www.mj12games.com/starmada/SAEdemo.pdf
Cruisers typically fall in the 5-6 range for Thrust Rating. This means among other things that if you want to significantly change your heading you will have to move at this speed or less (you can only turn one hex side if you moved within the Thrust rating last turn and this turn; turning two hex sides in one direction is even more stringent). Though you can adjust your heading (turn starboard and later turn back port, or vice versa) fairly easily even at fast speeds.Mike wrote:Requete: Thanks for the reply. I think I understand it a lot better now.
Another question, if I may...
About how many hexes do typical cruisers move per turn? I think I remember somewhere seeing that ships are given a movement allowance. I guess that would totally change things from Federation Commander. In FedCom a ship can use a lot of energy for movement and little left for other interesting things.
And, are there "turn modes" in Starmada?
"In Klingon Empire, drone launches you!"
----
Pray the Chaplet of Divine Mercy:
http://www.catholicity.com/prayer/divinemercy.html
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Pray the Chaplet of Divine Mercy:
http://www.catholicity.com/prayer/divinemercy.html

