MaverickNZ 591 Posted May 3, 2015 (edited) More coming soon EDIT: could really use someone to make some nice quality cards for it (I'm good at game design, photoshop, not so much) - let me know if you are keen! Edited May 10, 2015 by MaverickNZ 5 x13phantom, atlantis, Alpha17 and 2 others reacted to this Quote Share this post Link to post Share on other sites
Hedgehobbit 419 Posted May 3, 2015 (edited) I always thought that the D7 was about the same size as the old Constitution class Enterprise. My main concern about this port is that in Star Trek combat, it seems that the ship's weapon range is smaller relative to their speed. So ST ships are doing fly bys and strafing runs, rather than the close and engage tactics of SW ships. I'm eager to see how you address this issue. Edited May 3, 2015 by Hedgehobbit Quote Share this post Link to post Share on other sites
MaverickNZ 591 Posted May 3, 2015 (edited) I always thought that the D7 was about the same size as the old Constitution class Enterprise. My main concern about this port is that in Star Trek combat, it seems that the ship's weapon range is smaller relative to their speed. So ST ships are doing fly bys and strafing runs, rather than the close and engage tactics of SW ships. I'm eager to see how you address this issue.I'm planning on basing more off the TOS/TMP era (star fleet battles) style I.e like in Star Trek II WOK, representing that for the most part these are massive ships with significant armament and shields, rather than the nippy cinematic dog fighters we see in newer trek. But yes, they will move a touch faster and collisions will be horrible things that people will want to avoid Edit, yes the D7 is about the same size as the old Constitution, which the Refit is only slightly larger than - these are 1/2500 models so are all in scale with each other (except the BOP which is a whiz kids model but is close as I could get and not too far off I just used what bases I had available at the moment, might change that up when I get more in. Edited May 3, 2015 by MaverickNZ 1 Alpha17 reacted to this Quote Share this post Link to post Share on other sites
Gazerfoxie 169 Posted May 7, 2015 I think I'd take that over attack wing. XD 2 garchilajr and MaverickNZ reacted to this Quote Share this post Link to post Share on other sites
MaverickNZ 591 Posted May 7, 2015 If anyone is good with photoshop and keen to help out, I could use some cards and bases made up Quote Share this post Link to post Share on other sites
DScipio 812 Posted May 8, 2015 (edited) While I am still busy making cards myself While I am still busy making cards myself I just wanted your Oppionion to some stats, keep in mind that they should be balanced with the Star Wars Armada ships. R= Red Die (mostly Torpedos) B= Blue Die (mostly Phasers) b= black Die (mostly Disruptors or small phasers) General Rules: Leaky shields: If the shields are hit, and are level 1 or not their full level, when the attackers rolls 2 or more critical hits, the hull suffers a hull point loss or a critical effect at the choice of the defender. Wide Arcs: Ships with this rule can never fire more blue dice in total in a round as the Wide Arcs level. Transporters: Ships in close range may exchange Support Teams and Officers at will, as long as they have no shields up. A ship may never use more upgrades than it can have in a single turn. Cloak: All ships that can get cloak updates can cloak. Cloaking/Decloaking takes place at activation. Cloaking/staying cloaked results in: removing of shields, gives them 3 Scatter Defense tokens. They may not fire or claim objectices. When decloaking they may make a free move with half their current speed in an direction. They can spend double their engeering score to recharge shields. Federation: Sovereign-Class Hull: 6 Shields: 4/4/4/4 Anti-Figher: 1B Anti-Cap: 4R,4B/ 4B / 4B / 2R 3B Defense: 4 Redirect Speed: 3 (1 click/3clicks/3clicks) C/S/E: 2/0/5 Rules: Wide Arcs 6 Upgrades: Torpedos, Officers x2, Support Teams, Science, Defensive Modifications Special Ships: USS Enterprise-D, USS Odysseus Galaxy-Class Hull: 7 Shields: 4/4/4/4 Anti-Figher: 1b Anti-Cap: 3R,3B/ 3B / 3B / 2R 2B Defense: 3 Redirect, 1 Brace Speed: 3 (1 click/2clicks/2clicks) C/S/E: 2/0/5 Rules: Wide Arcs 5 Upgrades: Torpedos, Officers x3, Support Teams, Morale, Science Special Ships: USS Enterprise-D, USS Odysseus Nebula-Class Hull: 6 Shields: 4/4/4/3 Anti-Figher: 1b Anti-Cap: 2R,3B/ 3B / 3B / 1R 2B Defense: 2 Redirect, 1 Brace Speed: 3 (1 click/2clicks/3clicks) C/S/E: 3/0/4 Rules: Wide Arcs 4 Upgrades: Torpedos, Officers x2, Support Teams, Morale, Science, Pods (<-Science, Weapon, Hangar or Scanner pods) Special Ships: USS Phoenix Ambassador-Class Hull: 6 Shields: 4/3/3/3 Anti-Figher: 1 Black Anti-Cap: 3R,3B/ 3B / 3B / 2R 1B Defense: 2 Redirect, 1 Brace Speed: 3 (1 click/2clicks/2clicks) C/S/E: 2/0/4 Rules: Wide Arcs 4 Upgrades: Torpedos, Officers x2, Support Teams, Morale, Science Special Ships: USS Enterprise-C Excelsior-Class Hull: 5 Shields: 3/3/3/3 Anti-Figher: 1 Black Anti-Cap: 2R,3B/ 2B / 2B / 1R 1B Defense: 2 Redirect, 1 Brace Speed: 3 (1 click/2clicks/3clicks) C/S/E: 2/0/4 Rules: Wide Arcs 4 Upgrades: Torpedos, Officers x2, Support Teams, Morale, Science Special Ships: USS Lakota Akira-Class Hull: 5 Shields: 3/3/3/3 Anti-Figher: 1 Black Anti-Cap: 3R,3B/ 3B / 3B / 1R 2B Defense: 2 Redirect, 1 Brace Speed: 3 (1 click/2clicks/4clicks) C/S/E: 2/0/4 Rules: Wide Arcs 5 Upgrades: Torpedos, Officers x2, Support Teams, Hangarbays, Special Ships: USS Thunderchild Constitution-Class Hull: 4 Shields: 2/2/2/2 Anti-Figher: 1 Black Anti-Cap: 2R,2B/ 2B / 2B / 1R 1B Defense: 1 Redirect, 2 Brace Speed: 3 (1 click/2clicks/3clicks) C/S/E: 2/0/4 Rules: Wide Arcs 4 Upgrades: Torpedos, Officers, Support Teams, Science Special Ships: USS Enterprise-A, USS Enterprise-B Miranda-Class Hull: 4 Shields: 2/2/2/2 Anti-Figher: 1 Black Anti-Cap: 1R,2B/ 2B / 2B / 1B Defense: 2 Redirect, 1 Brace, 1 Evade Speed: 4 (1 click/2clicks/3clicks/3clicks) C/S/E: 2/0/4 Rules: Wide Arcs 4 Upgrades: Torpedos, Officers, Support Teams, Science Special Ships: USS Reliant, USS Miranda Intrepid-Class Hull: 4 Shields: 3/2/2/2 Anti-Figher: 1 Black Anti-Cap: 2R,2B/ 2B / 2B / 1R,1B Defense: 3 Redirect, 1 Evade Speed: 4 (1 click/2clicks/4clicks/3clicks) C/S/E: 2/0/4 Rules: Wide Arcs 4 Upgrades: Torpedos, Officers, Support Teams, Science, Recon Special Ships: USS Voyager (+1 Squadron Point?) Norway-Class Hull: 3 Shields: 3/2/2/1 Anti-Figher: 1 B Anti-Cap: 1R,2B/ 2B / 2B / 2B Defense: 3 Redirect Speed: 4 (1 click/2clicks/3clicks/3clicks) C/S/E: 1/1/3 Rules: Wide Arcs 3 Upgrades: Torpedos, Officers, Support Teams Special Ships: USS Budapest Steamrunner-Class Hull: 3 Shields: 3/2/2/2 Anti-Figher: 1 B Anti-Cap: 1R,2B/ 2B / 2B / 1B Defense: 2 Redirect, 1 Brace Speed: 4 (0 click/2clicks/3clicks/3clicks) C/S/E: 1/0/3 Rules: Wide Arcs 3 Upgrades: Torpedos, Officers, Support Teams, Resonance Cascade Modulator (no leaky shields), Makrotorpedos Special Ships: USS Budapest Sabre-Class Hull: 3 Shields: 3/2/2/1 Anti-Figher: 1 Black Anti-Cap: 1R,2B/ 2B / 2B / 1B Defense: 2 Redirect, 1 Evade Speed: 4 (1 click/2clicks/4clicks/3clicks) C/S/E: 1/0/3 Rules: Wide Arcs 3 Upgrades: Torpedos, Officers, Support Teams Special Ships: USS da Vinci Defiant-Class Hull: 3 Shields: 2/2/2/2 Anti-Figher: None Anti-Cap: 3R,3B/ 1B / 1B / 1B Defense: 1 Redirect, 1 Brace, 2 Evade Speed: 4 (1 click/2clicks/3clicks/4clicks) C/S/E: 1/0/2 Upgrades: Torpedos, Officers, Support Teams, Science, Phasers (<-Pulse Phasers) Special Ships: USS Defiant (cloak?) Nova-Class Hull: 3 Shields: 2/2/2/1 Anti-Figher: 1 Black Anti-Cap: 1R,1B/ 1B / 1B / Defense: 1 Redirect, 1 Evade Speed: 4 (1 click/3clicks/4clicks/3clicks) C/S/E: 1/0/1 Rules: Wide Arcs 2 Upgrades: Torpedos, Officers, Support Teams Peregrine Class Hull: 5 Speed 3 Anti-Figher: 4B Anti-Cap: 1 B Bomber Klingons: Neg`Var Hull: 7 Shields: 3/3/3/2 Anti-Figher: 1b Anti-Cap: 4R,4b/ 2b / 2b / 2R 2b Defense: 1 Redirect, 2 Brace, 1 Contain Speed: 3 (1 click/2clicks/2clicks) C/S/E: 3/0/3 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Boarding, Cloak Vor`cha Hull: 5 Shields: 3/2/2/2 Anti-Figher: 1B Anti-Cap: 3R,3b/ 1b / 1b / 2R 1b Defense: 1 Redirect, 1 Brace, 1 Contain Speed: 3 (1 click/3clicks/3clicks) C/S/E: 2/0/3 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Boarding, Disruptors (<-Large Front disruptor), Cloak K`Vort Hull: 5 Shields: 3/2/2/1 Anti-Figher: - Anti-Cap: 3R,3b/ - / - / 1R 1b Defense: 1 Evade, 1 Brace, 1 Redirect Speed: 4 (1 click/3clicks/3clicks/3clicks) C/S/E: 2/0/2 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Boarding, Cloak B`rel Hull: 3 Shields: 2/1/1/1 Anti-Figher: - Anti-Cap: 1R,1b/ - / - / 1R Defense: 2 Evade, 1 Brace, Speed: 4 (1 click/3clicks/4clicks/6clicks) C/S/E: 1/0/1 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Boarding, Cloak (Made from Norsehound's templates from boardgamegeek!) K`tinga Hull: 4 Shields: 2/2/2/1 Anti-Figher: 1b Anti-Cap: 2R,2B/ 1B / 1B / 1R 1B Defense: 2 Brace, 1 Contain Speed: 4 (0 click/2clicks/3clicks/3clicks) C/S/E: 2/0/2 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Boarding, Romulan Star Empire: Valdore Hull: 7 Shields: 4/4/4/2 Anti-Figher: 1B Anti-Cap: 3R 1B 4b/ 1B 3b / 1B 3b / 1B 2b Defense: 2 Redirect, 1 Brace Speed: 3 (1 click/2clicks/3clicks) C/S/E: 3/0/3 Rules: Wide Arcs 2 Upgrades: Torpedos, Plasmaweapons, Officers, Support Teams, Intelligence, Cloak D`Deridex Hull: 9 Shields: 4/4/4/2 Anti-Figher: 1B Anti-Cap: 2R 1B 3b/ 1B 3b / 1B 3b / 1R 1B 2b Defense: 2 Redirect, 1 Brace Speed: 3 (1 click/2clicks/2clicks) C/S/E: 3/0/4 Rules: Wide Arcs 2 Upgrades: Torpedos, Plasmaweapons, Officers, Support Teams, Science, Intelligence, Cloak Apnex Hull: 4 Shields: 3/3/3/2 Anti-Figher: 1B Anti-Cap: 1B 3b/ 1b / 1b / 1B 1b Defense: 3 Redirect Speed: 3 (1 click/2clicks/3clicks) C/S/E: 2/0/4 Rules: Wide Arcs 1 Upgrades: Plasmaweapons, Officers, Science, Intelligence, Cloak Talos Hull: 2 Shields: 2/2/2/1 Anti-Figher: 1B Anti-Cap: 1b/ 1b / 1b / 1b Defense: 2 Evade Speed: 4 (1 click/2clicks/4clicks/5clicks) C/S/E: 1/0/1 Upgrades: Plasmaweapons, Officers, Science, Intelligence, Cloak, Recon Dominion Jem`Hadar Battleship Hull: 10 Shields: 4/3/3/3 Anti-Figher: 1B Anti-Cap: 4R,4b/ 5b / 5b / 3b Defense: 1 Brace, 2 Redirect Speed: 3 (0 click/2clicks/2clicks) C/S/E: 2/0/3 Upgrades: Offensive Modifications, Boarding, Polaron (<-Shield piercing), Infiltrators Jem`Hadar Battlecruiser Hull: 7 Shields: 3/3/3/1 Anti-Figher: 1B Anti-Cap: 1R,3b/ 3b / 3b / 3b Defense: 1 Brace, 2 Redirect Speed: 3 (0 click/3clicks/3clicks) C/S/E: 1/0/2 Upgrades: Offensive Modifications, Boarding, Polaron (<-Shield piercing), Infiltrators Jem`Hadar Attack ship Hull: 3 Shields: 2/2/1/1 Anti-Figher: - Anti-Cap: 3b/ 1b / 1b / - Defense: 2 Evade Speed: 4 (1 click/3clicks/4clicks/6clicks) C/S/E: 1/0/1 Upgrades: Torpedobays, Offensive Modifications, Boarding, Polaron (<-Shield piercing) Others Breen Cruiser Hull: 5 Shields: 3/4/4/3 Anti-Figher: 1 B Anti-Cap: 5R/ 1B / 1B / 2R 1B Defense: 2 Redirect, 1 Evade Speed: 3 (1 click/4clicks/5clicks) C/S/E: 2/0/5 Rules: Wide Arcs 2 Upgrades: Torpedos, Officers, Support Teams, Energy Dissipator, Organic Systems Breen Destroyer (no source for it) Hull: 3 Shields: 2/3/3/2 Anti-Figher: 1 B Anti-Cap: 3R/ 1B / 1B / 1R Defense: 1 Redirect, 2 Evade Speed: 4 (1 click/4clicks/5clicks/6clicks) C/S/E: 1/0/3 Rules: Wide Arcs 1 Upgrades: Torpedos, Officers, Support Teams, Energy Dissipator, Organic Systems Ferengi D`Kora Hull: 5 Shields: 3/2/2/2 Anti-Figher: 1B Anti-Cap: 2R,1B 1b/ 2B 1b / 2B 1b / 2B 1b Defense: 1 Redirect, 1 Contain Speed: 3 (1 click/2clicks/3clicks) C/S/E: 3/0/2 Upgrades: Torpedos, Officers, Support Teams, Electormagnetic Pulse, Missles Ferengi Destroyer Hull: 3 Shields: 2/1/1/1 Anti-Figher: 1B Anti-Cap: 1B 1b/ 2B 1b / 2B 1b / 2B 1b Defense: 1 Redirect, 1 Evade Speed: 4 (1 click/2clicks/3clicks/3clicks) C/S/E: 2/0/2 Upgrades: Officers, Support Teams, Electormagnetic Pulse, Missles Cardassian Galor Hull: 5 Shields: 3/3/3/3 Anti-Figher: - Anti-Cap: 5B/ 2B / 2B / 1B Defense: 1 Evade, 2 Redirect Speed: 4 (1 click/2clicks/3clicks/3clicks) C/S/E: 2/0/2 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Spiral wave disruptors Cardassian Keldon Hull: 6 Shields: 3/3/3/3 Anti-Figher: - Anti-Cap: 5B/ 2B / 2B / 1B Defense: 2 Redirect, 1 Brace Speed: 4 (0 click/2clicks/3clicks/3clicks) C/S/E: 2/1/2 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Spiral wave disruptors Cardassian Hideki Hull: 6 Speed 3 Anti-Figher: 3B Anti-Cap: 1 black Bomber, Heavy Edited May 21, 2015 by DScipio 1 atlantis reacted to this Quote Share this post Link to post Share on other sites
MaverickNZ 591 Posted May 8, 2015 (edited) Looks interesting, not sure I agree with the special rules though as I think Armada is already complicated enough and there will be some added complexity just trying to convert across to ST without adding more special rules that might not be needed - time will tell. I am not trying to keep my Trek version in-line with Armada for a couple of reasons, scale and firepower being a big one, but also down to the technologies involved being very different between the two canons that I don't think they can mix well. EDIT: After thinking about it more I have decided to ditch the attack wing cards (upgrades like crew) that I had been trying to integrate - and instead create new ones that might work thematically off the AW version, but use Armada mechanics instead. Edited May 10, 2015 by MaverickNZ Quote Share this post Link to post Share on other sites
Norsehound 2,740 Posted May 10, 2015 I've started a Trek adaptation project of my own over at Boardgamegeek. In fact that's where Scipio got his template from, by adapting one of my examples, something I wish he could have mentioned because I put a lot of work into them.... As soon as armada was announced I knew I wanted to port Trek into it. Once I had a copy of the game I wanted custom templates to go along with my ships, and I now have Fed examples for the TOS, TMP, and TNG ships. For upgrade cards, I've worked out TMP and TOS. One objective of my project was to make ships play nice with the Star Wars ships. Because I like the idea of running Trek and Wars ships together. Being a fan of both I'm not interested in power battles... in my judgement, Trek ships will throw fewer dice but typically hit harder with heir upgrade cards. I don't immediately intend to make upgrade cards cross-comparable though, not at first. I've got finals atm, which has paused many projects, but I was also waiting for Wave 1's release so i could have some more fleet ships to practice with and against when adding in Trek. I was just going to use Attack Wing ships and bases (with custom base inserts on the squares) for my effort, but where did you get those models for yours Maverik? All the ships on the right look pretty sharp and crisper than the WK models. 1 MaverickNZ reacted to this Quote Share this post Link to post Share on other sites
MaverickNZ 591 Posted May 10, 2015 (edited) Hey Norsehound, Sounds like we are on the same page with what we are aiming for - I just checked out your BGG page and its very similar to what I have been working on, perhaps we should team up? My models are 1/2500 scale, as my main gripe with STAW is the horrible scaling - with a game like Armada that is about tactical combat, it just wont work if the ships arent representatively in scale. Here are some kits that I used as a starting point: http://www.amazon.com/Round-Star-Trek-Motion-Pictures/dp/B008M6TQ8G http://www.amazon.com/2500-Star-Trek-Ship-Snap/dp/B00BN9KCX2 There are also some people who make more kitbashed 1/2500 TOS style ship kits also I believe. I like your idea about having the photon torpedoes as a heavy weapon upgrade, this was how I was going to handle it too - but unlike your idea of working off a crit, I was going to follow the X-Wing/Attack Wing method, where the front (and sometimes rear) arc are designated as "heavy" so that one of the attacks from that arc could use a heavy weapon upgrade card (like photon torpedoes) instead of the ships primary attack from that arc. - This would allow the player to roll something like 4 red dice, which is quite a heavy hitting attack, regardless of what the ship is ordinarilly armed with. It also keep the fluff about torpedo tubes being normally mounted firing fore or aft, so side attacks cannot benefit. Some ships notibly didnt have aft tubes, so it also can take this into account. I also have most of the TMP era federation crew cards from attack wing and was going to come up with some Armada-like perks to create new cards for them. I see you have already done this for Sulu. Perhaps a tweek on that card might be that instead of adding an evade, and discarding him to ready an evade, he simply says "exhaust this card to ready an evade token on this ship". This way he doesnt increase the base defense, but rather allows an extra use per turn. One thing that always bugged me about AW was its propensity for "discarding" crew members, which just seemed "wrong" - Armada has it better with just tapping them for a lesser effect :)' Also, given that Star Trek doesnt really focus on fighter combat the same way that Star Wars does, I was going to re-assign the Squadron value and command to something else, most likley related to boarding or away teams / transporters, since that is very trek and something that players have asked about a lot on the forum. (I dont think boarding really works for Star Wars). If you had a "transporter" value instead of the squadron and a number of marines (tokens) for each ship type, you could do something where you "transport" forces to an opposing ship and they can fight it out, or even capture it? Harking back to the old Starfleet Command PC games, ships could carry mines that they can "transport" out upto a certain distance away from their ship, maybe close to medium range upto their transport value? (Active mines would be limited to that value and if additional mines are deployed then the player must select existing mines of theirs to be destroyed first). An example. The Enterprise (1701 refit) is fighting a Klingon bird of prey The Enterprise loses its rear shield and the next turn the Klingon commander reveals a "transport" command. The Bird of prey has a transporter value of 2 and 3 red Marine tokens on its ship card. It disables its front shield (places a red token over that face) for the turn to place 2 of its 3 Klingon (red) marine tokens from its ship card onto the Enterprises base. The Klingon and Federation player then immediately each roll one attack dice for every marine party on the ship. Enterprise has 3 Blue Marine tokens to defend with on its ship card, so rolls 3 blue dice. The Klingon player rolls 2 red dice, one for each of for it's 2 attacking squads. The Klingon rolls a hit and a blank, and Enterprise rolls two hits and an accuracy. (like fighters from Armada accuracy and crits have no effect against marines). So Enterprise loses 1 marine, but both Klingons are killed/captured, their tokens are removed from play. The Bird of Prey then resolve the rest of their turns shooting and moving. Enterprise activates next, reveals a repair dial, but also has a transport token from a previous turn which allows it to transport a single squad, so beams one marine team over to the bird of prey - whos shield is still down and has its 1 defending marine team left, placing 1 blue marine token on the Bird of Prey's base. The Enterprise away team and the defending Klingons now battle on the Bird of Prey Enterprise rolls 1 blue dice, gets a hit, the Klingons roll one red dice, its a critical (does not count against marines), So the Klingon token remaining is discarded and the Enterprise boarding team is now unopposed on the Klingon ship. In its next turn, Enterprise's boarders can choose to either sabotage (roll a dice an on a crit result deal a face up damage card), or attempt to capture the ship. If they attempt to capture then they must roll more hits then the defender rolls on a number of dice equal to its command value. In this case the Bird of Prey only has a command value of 1. The player elects to roll a blue dice to defend, Enterprise must roll a blue for its blue marines - The defender they both roll a hit, so the battle is a stalemate this turn! The next turn the Klingon vessel reveals it's command dial but discards it to initiate a Self Destruct sequence. It reduces its speed by 1 (to a min of 0) and rolls no dice for any attacks that turn. Enterprise uses her next turn to reveal a transport dial, and uses this to beam her marine team back from the Klingon Bird of Prey before it explodes. With her team save she opens fire on the ship, and moves as far away as possible. The next turn the Bird of Prey explodes at the beginning of the ship phase, dealing damage equal to its hull value (4) to all ships around it, halved (rounded down) for each distance they are away. Enterprise was at distance 2, so took 1 damage on her shield facing the explosion! (4 halved and halved again). Edited May 10, 2015 by MaverickNZ Quote Share this post Link to post Share on other sites
DScipio 812 Posted May 10, 2015 I've started a Trek adaptation project of my own over at Boardgamegeek. In fact that's where Scipio got his template from, by adapting one of my examples, something I wish he could have mentioned because I put a lot of work into them.... As soon as armada was announced I knew I wanted to port Trek into it. Once I had a copy of the game I wanted custom templates to go along with my ships, and I now have Fed examples for the TOS, TMP, and TNG ships. For upgrade cards, I've worked out TMP and TOS. One objective of my project was to make ships play nice with the Star Wars ships. Because I like the idea of running Trek and Wars ships together. Being a fan of both I'm not interested in power battles... in my judgement, Trek ships will throw fewer dice but typically hit harder with heir upgrade cards. I don't immediately intend to make upgrade cards cross-comparable though, not at first. I've got finals atm, which has paused many projects, but I was also waiting for Wave 1's release so i could have some more fleet ships to practice with and against when adding in Trek. I was just going to use Attack Wing ships and bases (with custom base inserts on the squares) for my effort, but where did you get those models for yours Maverik? All the ships on the right look pretty sharp and crisper than the WK models. Sorry, I just forgot it when I copied it from the thread on Boardgamegeeks, where it was clear that it was you base template. Quote Share this post Link to post Share on other sites
DScipio 812 Posted May 10, 2015 Hey Norsehound, Sounds like we are on the same page with what we are aiming for - I just checked out your BGG page and its very similar to what I have been working on, perhaps we should team up? My models are 1/2500 scale, as my main gripe with STAW is the horrible scaling - with a game like Armada that is about tactical combat, it just wont work if the ships arent representatively in scale. Here are some kits that I used as a starting point: http://www.amazon.com/Round-Star-Trek-Motion-Pictures/dp/B008M6TQ8G http://www.amazon.com/2500-Star-Trek-Ship-Snap/dp/B00BN9KCX2 There are also some people who make more kitbashed 1/2500 TOS style ship kits also I believe. I like your idea about having the photon torpedoes as a heavy weapon upgrade, this was how I was going to handle it too - but unlike your idea of working off a crit, I was going to follow the X-Wing/Attack Wing method, where the front (and sometimes rear) arc are designated as "heavy" so that one of the attacks from that arc could use a heavy weapon upgrade card (like photon torpedoes) instead of the ships primary attack from that arc. - This would allow the player to roll something like 4 red dice, which is quite a heavy hitting attack, regardless of what the ship is ordinarilly armed with. It also keep the fluff about torpedo tubes being normally mounted firing fore or aft, so side attacks cannot benefit. Some ships notibly didnt have aft tubes, so it also can take this into account. I also have most of the TMP era federation crew cards from attack wing and was going to come up with some Armada-like perks to create new cards for them. I see you have already done this for Sulu. Perhaps a tweek on that card might be that instead of adding an evade, and discarding him to ready an evade, he simply says "exhaust this card to ready an evade token on this ship". This way he doesnt increase the base defense, but rather allows an extra use per turn. One thing that always bugged me about AW was its propensity for "discarding" crew members, which just seemed "wrong" - Armada has it better with just tapping them for a lesser effect :)' Also, given that Star Trek doesnt really focus on fighter combat the same way that Star Wars does, I was going to re-assign the Squadron value and command to something else, most likley related to boarding or away teams / transporters, since that is very trek and something that players have asked about a lot on the forum. (I dont think boarding really works for Star Wars). If you had a "transporter" value instead of the squadron and a number of marines (tokens) for each ship type, you could do something where you "transport" forces to an opposing ship and they can fight it out, or even capture it? Harking back to the old Starfleet Command PC games, ships could carry mines that they can "transport" out upto a certain distance away from their ship, maybe close to medium range upto their transport value? (Active mines would be limited to that value and if additional mines are deployed then the player must select existing mines of theirs to be destroyed first). An example. The Enterprise (1701 refit) is fighting a Klingon bird of prey The Enterprise loses its rear shield and the next turn the Klingon commander reveals a "transport" command. The Bird of prey has a transporter value of 2 and 3 red Marine tokens on its ship card. It disables its front shield (places a red token over that face) for the turn to place 2 of its 3 Klingon (red) marine tokens from its ship card onto the Enterprises base. The Klingon and Federation player then immediately each roll one attack dice for every marine party on the ship. Enterprise has 3 Blue Marine tokens to defend with on its ship card, so rolls 3 blue dice. The Klingon player rolls 2 red dice, one for each of for it's 2 attacking squads. The Klingon rolls a hit and a blank, and Enterprise rolls two hits and an accuracy. (like fighters from Armada accuracy and crits have no effect against marines). So Enterprise loses 1 marine, but both Klingons are killed/captured, their tokens are removed from play. The Bird of Prey then resolve the rest of their turns shooting and moving. Enterprise activates next, reveals a repair dial, but also has a transport token from a previous turn which allows it to transport a single squad, so beams one marine team over to the bird of prey - whos shield is still down and has its 1 defending marine team left, placing 1 blue marine token on the Bird of Prey's base. The Enterprise away team and the defending Klingons now battle on the Bird of Prey Enterprise rolls 1 blue dice, gets a hit, the Klingons roll one red dice, its a critical (does not count against marines), So the Klingon token remaining is discarded and the Enterprise boarding team is now unopposed on the Klingon ship. In its next turn, Enterprise's boarders can choose to either sabotage (roll a dice an on a crit result deal a face up damage card), or attempt to capture the ship. If they attempt to capture then they must roll more hits then the defender rolls on a number of dice equal to its command value. In this case the Bird of Prey only has a command value of 1. The player elects to roll a blue dice to defend, Enterprise must roll a blue for its blue marines - The defender they both roll a hit, so the battle is a stalemate this turn! The next turn the Klingon vessel reveals it's command dial but discards it to initiate a Self Destruct sequence. It reduces its speed by 1 (to a min of 0) and rolls no dice for any attacks that turn. Enterprise uses her next turn to reveal a transport dial, and uses this to beam her marine team back from the Klingon Bird of Prey before it explodes. With her team save she opens fire on the ship, and moves as far away as possible. The next turn the Bird of Prey explodes at the beginning of the ship phase, dealing damage equal to its hull value (4) to all ships around it, halved (rounded down) for each distance they are away. Enterprise was at distance 2, so took 1 damage on her shield facing the explosion! (4 halved and halved again). For scale issues with Attack wing I highly recommend Matt Ds thread: https://boardgamegeek.com/thread/1035436/definitive-scale-thread-everything-you-wanted-know Armada seem to be mainly 1/7000 (not always). So from attack wing you can use: Constituition (not refit) Akira Nebula Excelsior Vor`cha Breen Cruiser Ferengi D`Kora I also found this ship scale to be fitting from Attack Wing: Galaxy Neg`Var K`Vort Galor Valdore Dominion Battleship as battlecruiser Eaglemoss has a great fitting D`deridex: http://de.aliexpress.com/item/Star-Trek-green-ROMULAN-WARBIRD-Mini-Spacecraft-Model-Starships-Nine-dimensional-space-UFO-spaceship-Startrek-Ship/32310264165.html Starship adversaries has great: http://starshipadversaries.blogspot.de/p/ships-for-sale.html Jem`Hadar Attack ships Breen Cruiser Jem`Hadar Battleship Defiants Romulan Talon/Theta Studio Bergstrom has B`rel K`Tinga http://studiobergstrom.com/index.php?categoryID=2 Leaving shapeway (for me) for: Miranda Ambassador Oberth Entrepid Saber Steamrunner Quote Share this post Link to post Share on other sites
Norsehound 2,740 Posted May 10, 2015 I remember those kits! Interesting to see them being put into perspective. The last one I saw was Enterprises Original through B though and I'm not sure if that would fit as well. For my purposes, my Attack Wing minis are much more numerous... Interesting that you bring up Starfleet Battles/Starfleet Command as an example with transporter mines because in that game everyone is also running fighters of some kind. By SFC: Orion Pirates everyone either has fighters of their own or patrol frigates, which essentially amount to the Falcons and the one-base ships we have now. Beyond that everyone also operates shuttles, which could be used as makeshift fighter craft (just not very well). But the purpose of fighter support after all was so that Trek ships could support Star Wars starfighters if they wanted to. I couldn't think of a compelling command to replace it, and I didn't want to redesign the component. I can see your design idea regarding heavy weapons. I felt however that Armada wanted to move away from the heavy weapon model used in X-Wing because of how oddly it turned out in practice. Cannons worked, but ordnance doesn't. And even if you take out the reloading mechanism it just means you're always firing with that secondary, so, why not integrate it into the main ship? So even if the upgrade card isn't equipped, a K'Tinga firing red photons can be understood to still be firing them, they just don't make as much of an impact. We know for example that a VSD-I is firing missiles over the VSD-II's Ions, and these are represented only with dice instead of upgrade cards. I hesitate about a team up because I've obviously got different ideas on what I'd like to do to port trek into the game, and I'd rather not butt heads. However when I get back to the project and get my first run of expansions ironed out I might be willing to share the template I've made for the eras. Scipio, you could have just mentioned offhand that I made the template. I've seen other things of my work posted on the internet without accreditation, at least here I can point it out. Quote Share this post Link to post Share on other sites
DScipio 812 Posted May 11, 2015 Scipio, you could have just mentioned offhand that I made the template. I've seen other things of my work posted on the internet without accreditation, at least here I can point it out. As I said, here it just happend, because I didnt showed of the card but just copied them into the list without any further thinking of preseting it. When I showed the card elsewhere I always credited you. Btw. would you like to upload you Templete file? Quote Share this post Link to post Share on other sites
jskinny 1 Posted May 17, 2015 After my first game of Armada, I actually commented that this was what Attack Wing should have been. I'm so glad FFG is creative enough to take their games to the next level and not rely on a rehash. 1 MaverickNZ reacted to this Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted May 19, 2015 I don't know too much about star trek, but all the stats here look like super ships. Strong shields, great maneuvering, all the dice... I dunno. Maybe that is what this port is going for though, more dice and sheilds? Quote Share this post Link to post Share on other sites
DScipio 812 Posted May 19, 2015 I don't know too much about star trek, but all the stats here look like super ships. Strong shields, great maneuvering, all the dice... I dunno. Maybe that is what this port is going for though, more dice and sheilds? I tried to give them strong shield (espaccally the Federation) that however are "leaky". Further they are mostly agile as the agile Star Wars ships. The die are on par with the Star Wars ships. While some have the firepower of the Vicotry class they have some certain limitations (not able to use dice on more than one side). Further the Star Trek ships all have a very weak Point defense rating and no or clumpsy fighters. Can you point out any unbalance to the Star Wars ships? I am very open to Critic and suggestions. For example comparing the Neg`Var Hull: 7 Shields: 3/3/3/2 Anti-Figher: 1b Anti-Cap: 4R,4b/ 2b / 2b / 2R 2b Defense: 1 Redirect, 2 Brace, 1 Contain Speed: 3 (1 click/2clicks/2clicks) C/S/E: 3/0/3 Upgrades: Torpedos, Officers, Support Teams, Offensive Modifications, Boarding, Cloak with the Assualt frigate. Assualt frigate Hull: 6 Shields: 4/3/3/2 Anti-Figher: 2B Anti-Cap: 2R,1B/ 3R 1B / 3R 1B / 2R,1B Defense: 1 Redirect, 1 Evade, 1 Brace Speed: 3 (1 click/2clicks/2clicks) C/S/E: 3/2/4 Upgrades: Turbolasers, Officers, Weapon Teams, Defensive Modifications, Offensive The NegVar has 1 More hull, same Agility and Speed, 1 less shields, 4R and 6B diece less and 11b Diece more. It can cloak but has 2 Squadron and 1 Eng.Point less. It has a Contain Token extra. Then Again the NegVar is the best ship the Klingons can field, while the Assualt Frigate is just at most second level for the Alliance. Quote Share this post Link to post Share on other sites
Norsehound 2,740 Posted May 20, 2015 (edited) I don't know too much about star trek, but all the stats here look like super ships. Strong shields, great maneuvering, all the dice... I dunno. Maybe that is what this port is going for though, more dice and sheilds? I'd hope not. No need to repeat what Attack Wing has already done to the X-Wing model. For whatever it's worth in my effort I wanted to do smaller ships with more potent upgrades. For instance Photon Torpedo damage cannot be dispursed with the redirect defense token (whenever that ship attacks with red dice). Since some ships rely on this as their primary means of defense it means the dinky little consittution is going to be doing some significant amount of hurt shooting into a single arc. Also since I'm still using Attack Wing bases, starships are going to be smaller and have better turning radii. Not sure what Maverik has in mind but it would be neat to know Edited May 20, 2015 by Norsehound Quote Share this post Link to post Share on other sites
Daner0023 112 Posted May 21, 2015 (edited) Nevermind Edited May 21, 2015 by Daner0023 Quote Share this post Link to post Share on other sites
Marinealver 8,073 Posted October 4, 2015 I always consider Armada a better Star trek game. However might I suggest going to the original series for the first wave and then move from there with successive waves. For Example core set has the constitution class star-ship for the federation the Klingon Battle cruiser D-7 for Klingons and the Vas Hatham Bird of Prey for the Romulans. Quote Share this post Link to post Share on other sites