Squadron Strike up for pre-order

www.adastragames.com

Moderator: Ken_Burnside

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Mon Jun 16, 2008 1:39 am

Oh - and we've put a fair bit of thought into how to run tournaments of Squadron Strike:

There will be 6 RDP allocations set up and publicly available. RDP allocations will not be modifiable by entrants. Each player designs weapons and ships from that RDP allocation. Fleets are built to 800 points, and must contain ships of three different sizes, with no more than one "big", three "medium" and four "small" ships. (These size restrictions are in place to facilitate the painting competition.)

[An RDP allocation is basically a set of technology constraints you work within, like "Knows how to make cloaking devices, can't put armor higher than level 4..." and similar things.]

Because the RDP allocations are posted in advance, you are welcome to design a fleet in advance of the convention; however, all fleets must be turned in to the judge's desk by 5 PM on the first day of the convention. Fleets will be numbered by the time of entry; it is mildly advantageous to have a lower fleet number if you're going for the architect's prize.

All fleets will be validated by the judges, printed out and posted publicly by 7 PM of the first day of the convention.

Fleets are assigned by single round, sealed bid - you will be bidding match points to get the fleet of your choice. See below for round scoring. To keep bidding from getting ridiculous, all bids are matched by pledges to the charity the event is sponsoring - the charity will be publicly disclosed at least four weeks before the event, at the same time the RDPs allocations are disclosed.

We do not accept cash for charitable contributions for the fleets; we will sign you up for a pledge sheet. We CAN take physical possession of a check made out to the charity.

Each fleet will be represented at least once in the bidding process; most will be represented more than once as we expect more players than builders. We take the number of bid sheets and divide by the number of fleets created, keeping the remainder - remainders are assigned by fleet number as defined above. For example, with 7 fleets and 16 entrants, there would be 2 of each fleet and 2 remainders, meaning 3 copies of Fleet 1 and 2 will be around, and 2 copies each of fleets 3 through 7 will be present.

You may bid on your own fleet; to win an auction on your own fleet, your winning bid must be twice as high as the next lower bidder for that fleet. You may bid zero on a fleet. You may not bid a negative value; see below if you see a fleet designed to do nothing but lose, badly.

You may submit a fleet of "BS" (for "builder swaps") on a fleet. If one quarter of the bids submitted by players for a particular fleet are "BS", the designer of that fleet (and only the designer) is forced to play that fleet, using the highest bid turned in. This is used to curb the "duffer" fleet.

After sorting out for BS bids, fleets are assigned in the order of highest bid to lowest. Once you've been assigned a fleet, all your remaining bids are nullified.

If the minis painting competition is going on, minis sets are chosen by the players in bid order. See scoring below.

Playing the game:

The tourney will be run as three rounds of Swiss scoring, where after the first round, we match highest score against second highest, and so on.

If there are fewer than twenty entrants, the fourth round will be a finals match between the two highest scoring entries. If there are more than twenty entrants, the top four scores will be seeded to a single round elimination tree.

All games have a disengagement clock of 15 turns. At the end of 15 turns, players may disengage whatever units they wish that are still capable of doing so, and scoring is done. This should result in games that run between 1.5 and 3 hours.

Scoring:

The standard victory rules will be used, and the victory levels printed.

A draw gets 5 points for each player.
A minor victory gets 10 points for the winner
A victory gets 20 points for the winner
A major victory gets 25 points for the winner
An overwhelming victory gets 30 points for the winner
A legendary victory gets 35 points for the winner.

At the end of each game, each player gets a number of match points equal to their opponent's fleet bid. Scores will be reported on the format of X+Y: X match points from the game, Y points from their opponent's fleet bid (which acts as a handicap).

After the first round, players will be paired up by match point totals, highest going against second highest, and so on.

Architect Prize:

The designers of the best fleets also get prizes -- even if they don't play in the game.

Scoring: Each fleet gets an initial score equal to the average bid it receives, not counting bids of BS or bids by the designer. Each round, it receives additional points equal to the base match points it earns, for every time it's flown. If your fleet shows up three times, and scores a draw, a minor victory and a loss, your fleet got 20 points for the round. Architect scoring is not altered by player bids for the rounds; that's factored in in the average bid received.

Fleets used in the finals score the rounds normally; it is possible to win the Architect prize with a fleet that didn't make it into the finals, though it's unlikely.

Painting Contest:

At least three months before the tournament, a listing of acceptable miniatures for a fleet will be made known; these will include manufacturers and part numbers, and we will try to get a package deal arranged.

The fleet will have one large, three medium and four small ships in it, for eight ships total. All ships must have Ninja Magic adapters and bases; we will make sets of angle adapters available, and all must be painted. These fleets will be available for other people to play with; keep that in mind when doing your paint jobs. Each person who submits a fleet for others to use gets a gift certificate usable on the Ad Astra web shop.

Each player picks which minis they'll use in bid order.

For the painting prize, the initial score is equal to the bid of the person who selected your fleet. You score additional points equal to the base match points won by your fleet's player in combat, just like the Architect award.

Prizes are awarded for Admirals, Architects and Painters, with the top three in each.

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Wed Jun 18, 2008 2:25 pm

Below, we have an SSD for a Basestar class carrier - this is an early draft of one of the ships we'll be showing at Origins. The red numbers are calling out specific features on the SSD.

Image

1) The class name of the ship, the point cost, and the number of check boxes. On the right hand end, we have the number of hull spaces per cargo box.

2) Spaces to fill in the name, counter ID number and Crew Rate target number.

3) The yellow area has Ship's Systems. Every warship has these systems providing basic functionality.

From top to bottom, we have Structural Integrity - when you mark off the box with a "#", the ship goes "boom", then Bridge (the numbers are the Action Points your ship generates), then Maneuver, Pivot and Roll (the basic maneuverability stats), followed by Cargo, followed by the FTL drives.

In this area, numbers in boxes indicate the capabilities given - for bridge, it's the number of Action Points generated. For Maneuver, it's how much you can change your velocity by. Pivot and Roll are measured in AVID windows, and Cargo Boxes measure strategic turns of endurance (with the bold, blue boxes also showing where your damage control parties are).

The FTL drives show your operational speed across the system map.

When boxes are shaded (like the FTL drives are) that means that the system requires Action Points to use; the Action Points key is a bit lower down, in the Defenses area.

Area 4 has the "general equipment" list. Area 5 is all the weapon mounts on the ship. Diamonds are the check boxes for an individual weapon.

Area 6 has all the firing arcs - firing arcs are shared by both ships on the page.

Area 7 has the ship's defenses - this ship has no shields, shield regenerators or similar items, but does have armor. The Profile numbers (which didn't show up well in the screen shot) are modifiers to the Accuracy of weapons fired at a ship, and are somwhat a function of cross sectional surface area. (They're auto calculated for you by the spreadsheet). A ship's ECM and ECCM tracks are also down here.

Area 8 has the weapon tables for the ship.

Area 9 has the hit location table. The boxes that are colored sort of cream with underlined letters are cells of the hit location table with component armor.

underling
Commodore
Commodore
Posts: 561
Joined: Tue Sep 06, 2005 4:37 pm
Location: Wichita, Ks

Postby underling » Wed Jun 18, 2008 3:16 pm

Ken_Burnside wrote:Below, we have an SSD for a Basestar class carrier - this is an early draft of one of the ships we'll be showing at Origins. The red numbers are calling out specific features on the SSD.

SNIP


Holy numerical overload.
I think my head just exploded.
Kevin

go0gleplex
Admiral
Admiral
Posts: 1362
Joined: Tue Jul 26, 2005 8:34 pm
Location: Keizer, OR

Postby go0gleplex » Wed Jun 18, 2008 3:42 pm

I simply went blind a few posts back. :lol:
"Our past shapes us, our choices define us, our desires propel us, and those we let into our hearts give us the strength to persevere even when our dreams lay shattered behind us." - me

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Wed Jun 18, 2008 5:06 pm

underling wrote:SNIP

Holy numerical overload.
I think my head just exploded.
Kevin


Well, if you can still type, it apparently only 'splodenated a wee bit. :)

Everything on there is a check box on a track; tracks get marked from left to right, just like Starmada's move track.

The neat thing about that ship sheet? It's all filled out automatically based on the ship design.

And sorry about Assault By Pastels; I'm trying to use Excel as an auto-fill page layout tool. The fact that it can be used as such speaks volumes for the adage "When all you have is a nuclear weapon, all your problems start to look like enemy population centers." It is still limited by Excel's "aesthetics".

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Wed Jul 02, 2008 9:25 pm

We are currently at 89 of 105 pre-orders needed, and would like to hit the remaining 16 before July 14th.

If Squadron Strike is something you want to give a try, this is the time to get on to the pre-order list!

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Thu Jul 03, 2008 7:19 pm

95 of 105 - 10 to go.

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Fri Jul 04, 2008 4:22 am

98 of 106 - 8 to go.

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Fri Jul 04, 2008 1:46 pm

101 of 106 - 5 to go.

Ken_Burnside
Lieutenant
Lieutenant
Posts: 144
Joined: Fri Mar 03, 2006 1:04 am

Postby Ken_Burnside » Fri Jul 04, 2008 11:26 pm

Currently at 110 of 107 needed.

We are Go For Launch!

The order that put us over was from John Wood.


Return to “Ad Astra Games”

Who is online

Users browsing this forum: No registered users and 1 guest