
Click on images for bigger pictures!
Got together with a few of the folks from the club last weekend and gave SUNDER THE STARS (a.k.a. Giant Shooty Spacefleets!) a run. Kept it to just the basic systems to see if it played on the table as it did in my head. It did. Fortunately, the gang had helpful input for the bits I didn't think of.

Basic mechanics:
Each type of ship has a stat sheet with different tracks of stats. Which stat track that model used is determined by how much damage it had taken. An individual ship's damage was recorded by a D6 next to the figure.
Movement was "paid for" with movement points (MP). Smaller ships had more MPs than larger ships. Smaller ships also had higher initiative bonuses than larger ships. Dice roll + initiative bonus determined when an individual ship or a squadron of ships moved in a turn.

An attack was made by taking the weapon's attack value +/- modifiers and a die roll which was compared to the target's defense value and their die roll. If the negative modifiers reduced the initial attack value below "1", then the attack could not take place. If the attacker rolled higher than the target, the attack succeeded. The amount of damage was determined by how much greater the attack roll was verses the defense roll. It was possible to sink* an undamaged ship in one shot, though not likely.

My mantra was "speed up the game". A simple, consistent solution to any ambiguity should be found. Some of the very useful ideas from the guys were:
Initiative ties: whoever activated last before the tie would activate a tied unit first, then the opponent would activate one, going back and forth until all tied units were activated. If only one side had ties, then they could activate the tied units in any order they wished.
Self-preservation: Point defense may be shared between friendly ships within a certain range to shoot down incoming missile attacks, but if both neighboring ships are attacked by a split missile attack (the attack value of a single launcher split between multiple targets), then all of their point defense must be used to protect themselves, not their buddies.


The entire game - 4 players with 5 ships each, fighting to the last ship and teaching the rules - took less than 2 hours. This has potential.

The as of yet to be scheduled next game will deal with optional shield setting, drones and mines, with a following game for testing fighters.
*Oops. My MobileSuit Gundam and Legend of the Galactic Heroes is showing.
Both the ships and the hex mat are available from Monday Knight Productions.
See more of my painting here: http://ravenfeast.deviantart.com/gallery/
Cool pics, and your game sounds fun. It's always nice to see someone else put the old Starfleet Wars/Galactic Knights minis on the table for a battle.
ReplyDelete