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"Starmada Nova Arrives!" Topic


17 Posts

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1,093 hits since 16 May 2012
©1994-2014 Bill Armintrout
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Only Warlock17 May 2012 7:32 p.m. PST

My copy of Starmada Nova arrived today! It really is almost a completely different game from Admiralty Edition. ECM, escort ability, major changes to shooting, damage, fighters, almost everything. I think it will be great for modelling Babylon 5 warfare (or just about anything else!)

earthad Inactive Member17 May 2012 9:04 p.m. PST

hope mine arrives soon….

ArmiesArmy Sponsoring Member of TMP18 May 2012 12:41 a.m. PST

hoping mine to the uk, wont be to much longer

moocifer Inactive Member18 May 2012 1:32 a.m. PST

My .PDF version arrived about 20 seconds after I purchased it (a week or so ago) ..

Only Warlock18 May 2012 3:36 a.m. PST

I got that too, moo, a couple weeks back (I did the preorder pckg)

earthad Inactive Member18 May 2012 4:04 a.m. PST

for some reason the hard copy just means i really got it..

Only Warlock18 May 2012 5:08 a.m. PST

Yes, my hard copy arrived. If you did the preorder deal early they gave you the beta .pdf

Wartopia Inactive Member18 May 2012 6:00 a.m. PST

Is it still hex-based as in Compendium? (That's the edition I have)

Only Warlock18 May 2012 8:06 a.m. PST

It has both Hex and free movement gameplay rules.

earthad Inactive Member18 May 2012 8:38 a.m. PST

The pre-order is the one i got, but living in Australia probably means ill get it (much) later. Rules look good though.

murtalianconfederacy Inactive Member19 May 2012 7:49 a.m. PST

And now we play the waiting game…

/taps foot impatiently

billthecat Inactive Member22 May 2012 9:00 a.m. PST

I just got sold on the "…has free movement…"
Now I can stop waiting for FullThrust3. (Remixed and CrossDimensions just didn't do it for me.)

murtalianconfederacy Inactive Member29 May 2012 2:57 a.m. PST

Waiting game over…:D

jimklein1966 Supporting Member of TMP05 Dec 2012 5:48 p.m. PST

Has anyone tried these rules yet?
I just bought the PDF and the combat section is confusing as hell to me. Maybe its just me but the rulebook reads like gibberish. There is very little in the way of detailed examples to explain the different rules.

Chief Lackey Rich Supporting Member of TMP Fezian05 Dec 2012 8:32 p.m. PST

Can't help, it's the only edition of Starmada I haven't tried. If you ask for help with the rules over on the MJ12 forums Dan Kast will probably be glad to help with any questions you might have.

sgibson05 Dec 2012 9:03 p.m. PST

We have just started playing. The column shift mechanic is kind of counterintuitive, but once you get the hang of it, it's very elegant. And, as usual, the points system is extremely balanced (a common feature of MJ12 games designs).

We have found the game runs a lot faster than Starmada Admiralty Edition, without losing the cool features that you can use to make each fleet unique.

I use SFB Starline 2400 Kzinti ships (because they look cool) as Terran Federation generic human spacefleet type designs (med range beams, missiles, spinal mount on the battleships, point defense batteries for missile/fighter defense). My fleet designs are here:
PDF link

My friend Drew has designed Babylon 5 Centauri and Narn ships, and GW Space Fleet Tyranids for use with the Nova edition of the rules, with each having a differnet design philosophy and weapon types. The Tyranids with the regenerating hulls were the toughest challenge for my valiant Terrans.

The best squadron size for an intro game is 4-5 ships per player for a 90 minute game, but this can go to 10-12 once you've nailed the rules. For your first couple games, I would suggest avoiding ship designs with too many different weapon types and/or different firing arcs.

I think the Starmada Fleet Ops game is designed for larger numbers of ships, but you get ships that have less damage boxes that die more quickly. (but that's usually what happens with faster playing games)

Chief Lackey Rich Supporting Member of TMP Fezian06 Dec 2012 8:08 a.m. PST

Ah, one I can help with:

Fleet Ops is definitely optimized for larger actions with 20+ ships per player being pretty simple, with a corresponding reduction in level of detail. It's a bit more tied to hexgrid play than Admiralty or Nova were, although it isn't impossible to play it gridless. The game is a stand-alone and includes design-your-own rules as well as guidelines to translate Admiralty edition designs into Fleet Ops stat blocks. There may be Nova-to-Fleet-Ops translations on the message board somewhere already – I thought I'd seen them, but they're eluding me today.

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