Search found 230 matches

by Emiricol
Wed Nov 30, 2016 3:54 am
Forum: War Room
Topic: The Second Solar War
Replies: 15
Views: 14471

Re: The Second Solar War

Cool, I forgot all about Full Thrust. It's been years. Downloading again :)
by Emiricol
Wed Nov 30, 2016 3:43 am
Forum: Hotlabs
Topic: VBAM Second Edition to Starmada Nova
Replies: 10
Views: 7364

Re: VBAM Second Edition to Starmada Nova

With Galaxy's single-squadron combat system, I think the Starmada conversion warrants another look-see!
by Emiricol
Wed Nov 30, 2016 2:03 am
Forum: War Room
Topic: The Second Solar War
Replies: 15
Views: 14471

Re: The Second Solar War

I love the fluff! The setting seems pretty well fleshed out. Is this a conversion from a show or book, or something?
by Emiricol
Tue Nov 29, 2016 6:26 am
Forum: War Room
Topic: Rising Tide solo 2E/Galaxy
Replies: 13
Views: 7752

Re: Rising Tide solo 2E/Galaxy

I added a modified rule due to setting flavor. Basically, whenever a normal system is encountered, a roll is made to see whether the system has traces of the former Terran Hegemony, from prior to the fall of warp points and the subsequent 500-year Long Night. Amusingly, the first system is a minor c...
by Emiricol
Tue Nov 29, 2016 5:06 am
Forum: VBAM Galaxies
Topic: Institutes and XP
Replies: 13
Views: 6198

Re: Institutes and XP

I'd prefer a hybrid over CEN-only, but I would rather have CEN-only than Institute-only. In the fiction (and often, in reality) many of the best commanders don't come from the densest cities or planets, but from the rim worlds. Mostly though I just like allowing smaller empires a fair shake without ...
by Emiricol
Tue Nov 29, 2016 4:57 am
Forum: VBAM Galaxies
Topic: System Setup Variation
Replies: 14
Views: 5879

Re: System Setup Variation

I am adding Civilian Bases to my solo game, but using Tyrel's original 3-tiered base idea mostly because I like the idea of having a trade hub in an otherwise unimportant system. I'll probably tweak piracy chances down the road, but not worrying about that yet.
by Emiricol
Mon Nov 28, 2016 5:19 pm
Forum: VBAM Galaxies
Topic: Scouts & Explorers for Exploration
Replies: 11
Views: 5346

Re: Scouts & Explorers for Exploration

In my Rising Tide solo campaign, I've separated Explorer and Scout functions & abilities. Explorers explore, scouts are more like electronic warfare specialists providing squadon support functions. As expected, it is working out without any major shifts in game play, except that I have used up t...
by Emiricol
Mon Nov 28, 2016 4:54 pm
Forum: War Room
Topic: Rising Tide solo 2E/Galaxy
Replies: 13
Views: 7752

Re: Rising Tide solo 2E/Galaxy

May 1st, 3000 (Year 1 RTE) The Bureau of Domestic Tranquility is pleased to announce that since our system's warp points reactivated in January--Praise Holy Mother Terra!--our valiant volunteer explorer corps aboard the blessed Ishaan-class light cruisers have had a revelation! Mother Terra guided t...
by Emiricol
Mon Nov 28, 2016 3:47 am
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 16349

Re: Ground Units

Speaking of spreading damage around, why do ground units not take damage like ships do? ATR=crippled, 2xATR=destroyed. I'm sure you have a reason, unless it just stuck around from early days without ever being questioned, but I don't think I've heard the reason before :)
by Emiricol
Sun Nov 27, 2016 4:11 am
Forum: VBAM Galaxies
Topic: Rebellions
Replies: 6
Views: 3958

Re: Rebellions

That's a great idea. The empire overall has to be unhappy to have popular support anything larger than a local rebellion of people with specific grievances. Given that it's going to be an in-depth sourcebook focusing on one thing (civil wars), maybe there's room for something like a penal colony, or...
by Emiricol
Sun Nov 27, 2016 3:59 am
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 16349

Re: Ground Units

I like this. It makes light infantry far preferable on defense than offense -- they're cheap and disposable, so every defensive army is going to want a few to soak damage, but attacking armies will want as few as possible due to transport logistics. Filling in spaces, like you said. I think it would...
by Emiricol
Sat Nov 26, 2016 10:59 pm
Forum: VBAM Galaxies
Topic: Rebellions
Replies: 6
Views: 3958

Re: Rebellions

I like the simple +20% Raider chance for rebel space fleets to appear. At first glance, my preference in the base game is for the system to simply produce 0 while in rebellion. Then, as an optional Basic Galaxy rule, if the system remains in rebellion for 12 turns it could become a simple NAP/NPE (t...
by Emiricol
Sat Nov 26, 2016 7:26 pm
Forum: VBAM Galaxies
Topic: Ground Units
Replies: 37
Views: 16349

Re: Ground Units

I love all these ideas, and I am certain I'll use something overly complicated for my own house rules down the road, but I'd just like to go on record as saying that the core Galaxies rules for ground combat should be as simple as possible, address the 4:1 overkill issue, and be basically "just...
by Emiricol
Sat Nov 26, 2016 6:33 am
Forum: VBAM Galaxies
Topic: Intelligence Rules
Replies: 21
Views: 7771

Re: Intelligence Rules

For one of my solo games while playtesting an undisclosed upcoming VBAM product currently undergoing a complete overhaul, I liked the way I did Intel. It was different than the product's, or 1E/2E for that matter. I had Agents, 10EP+distance each for cost, that represented a coordinator and his or h...
by Emiricol
Wed Nov 23, 2016 10:41 pm
Forum: VBAM Galaxies
Topic: Tech, Special Abilities, and Unit Design
Replies: 90
Views: 41577

Re: Tech, Special Abilities, and Unit Design

An alternative (which I won't be using, but might be worth considering) would be a lower number of slots, but Universal List ships don't take up those slots...