Star Blazers (space Battleship Yamato) armada

By arctica2010, in Star Wars: Armada

fotomickey with regards to the StarBlazers Fighters by Musashi Enterprises I can say that they're much smaller than the Armada Fighters also in some cases certain Fighters have a flat bottom.

I'm a big StarBlazers/Space Cruiser Yamato fan and love all the ships that Musashi Enterprises makes but the Fighters I don't think much of.

Michael

Well, I am working on a way to mount the 2199 Yamato on a Nebulon-B sized stand. I should have something fairly soon.

Steve

Well, I am working on a way to mount the 2199 Yamato on a Nebulon-B sized stand. I should have something fairly soon.

Steve

Yes Waldoman, if you have the Mecha Collection ships it will fit ok with some scotch tape on the stand of the model base.

see ships selection & sample on previous page posting

I was thinking about this, and I think I actually have a good idea.

Make the front arc super super super narrow, maybe 10° wide. Make that the supergun with huge damage... Whatever, ten red dice or something. Then the two side arcs about 115 degrees, although really a lot of them are really more forward facing. Make those two side arcs decently powerful, not nothing crazy... Maybe two red two blue? Then the rear 120 degrees or so (and you can play with this) would be weaker... Maybe two or three blue.

So the ship would have a relatively large and weak back side, decent coverage on the front and sides, and then this narrow narrow weapon cone coming out of the very front that would do massive damage.

Make the ship not the most maneuverable, although not a gimp, and you have a very powerful anti-capital ship that will rock in straight up slug fests, but is somewhat vulnerable to dedicated flank attacks.

Might make for good gameplay? The super narrow front arc is very different and would require some aim and piloting to use effectively.

Edited by Lord Ashram

came expecting stoner ships on a 1/420 scale

disappointed

ficklegreendice did you not read the topic before you posted here?

Michael

Actually, Lord Ashram, I was thinking about an even narrower field of fire,possibly centerline only, but with the proviso that whatever ship bases come into contact with the beam, friend or foe, they immediately take the hit. This goes out to the max range of the weapon. To make it playable(barely), you have to keep it at the Red range band and no further, even though it would most likely be the longest range weapon on the ship by a fair margin. As for the dice, 10x Red would not be too bad. I still have to mull over that. Remember, ALL ships that the beam crosses take the hit, not just one target ship.

Thoughts?

Steve

Why not make the super weapons a ship title card? "Discard this card to attack one ship in your front arc with x-color dice." Or something to that effect. Then you wouldn't have to nerf the rest of the ship's weapons/arcs.

The Wave Motion Gun is the main weapon of the Yamato so for myself I would be against that idea InvisibleCalm.

Yes the Yamato has it's Shock Cannons and very good Anti Fighter weapons but the Wave Motion Gun is the weapon that strikes fear into the enemy or at least that's how I saw it when I watched the show back in the 70's and also for Yamato 2199.

As I said I'm a HUGE fan of Yamato so if I can use it in the Armada game then that'll be very good.

Michael

Then, if you were simply transposing ships across -

Officer Upgrade (since just about all of the bigger ships have that)

Discard '2' (maybe 3) Command Tokens (of any type) to Fire the Wave Motion Gun.

... Well represents the Charging time, and makes it available multiple times, depending on your upgrades...

I like the idea of using Concentrate Fire to set up using the Wave-Motion Gun. Also, the ship cannot fire any other weapons while it is doing this. That's the one drawback with the WMG, it takes all the power to use it. I also am partial to a narrow field of fire for the weapon, as opposed to the normal forward arc.

Another idea on Yamato fighters & upgrade (inspire by wave 2 preview)

For Fighters Squadron (Elite class)

Main pilot from show like Akira & Derek Wildstar should have

- Roger ability (move & shoot during activation)

- 2 Evade token per round

On top Derek can use Evade toke a special way

- when friendly squadron within range 2 can exhaust Evade token once per round as Squadron token to command 1 friend squadron to move & attack during activation.

As for crew upgrade

Derek Gunneries office add dice (& act as away squadron pilot) under one upgrade cost...so user can have 2 play style out of 1 upgrade.

Daisuke Shima Navigator officer extra Evade token & can add 1 more click during movement.

Shiro Sanda Science officer one extra Brace or Redirect per turn.

Tech

Analyzer (robot) Repair shield or hull once per turn.

Wave engine warp Discard to Remove ship from play area during end-phase & place ship back at starting area.

Anchor maneuver Discard to emergency stop or make 3 extra click during maneuver steps.

Weapon

Shell rounds May roll 1 dice less as per hull zone specify, with benefit of ignoring shields on attack

Wave canon discard card to make an 8 dice attack (any ship within arc @ 2-3 range will suffer damage from this attack)

Yamato should be only have 1 captain & 2~3 crew slot & 1 tech 1 weapon.

Edited by fotomickey

Yamoto isn't even the most powerful ship. I haven't been keeping up with the latest series but this looks pretty sweet:

http://io9.com/see-the-weapon-that-beats-the-wave-motion-gun-in-the-ne-1672988996

And honestly, what's wrong with a few "golden guns" sprinkled in? I'm sure it'd be ballanced, they all have their super weapons, or volume. So maybe the games last only 60 minutes, not 120... That's not all that bad of a thing. Fleet engagements would be big anyways. 20 or 30 capital ships at a time, but it could be a slaughter, decisive battles every tome. I think thatd be fun, so long as its streamlined and quick (No day long games).

Yeah there quite a few oversize weapon more superior than Wave canon. I watch that latest movie, sure that weapon was powerful, but was very inaccurate due to the sloppy alien general (oops spoiler).

Therefore, Yamato should be design emphasizing on crew upgrades (2~3) enhancement allow better defense & attack accuracy against enemy just like the show.