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Okay, Stargrave starting questions


Corsair
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Do you have the rule book?  You start with 400 credits to buy up to 8 soldiers, which cost 0-100 cr.  So it's good to have a variety in your crew because you can't afford to make them all snipers or armored troopers.  You'll have a few 0cr recruits with pistols.  A dog is handy, as is a medic, and you'll want a hacker and a chiseler to get the loot.   Come join us in the players group:  https://www.facebook.com/groups/stargraveofficialplayerspage

 

 

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7 minutes ago, Inarah said:

Do you have the rule book?  You start with 400 credits to buy up to 8 soldiers, which cost 0-100 cr.  So it's good to have a variety in your crew because you can't afford to make them all snipers or armored troopers.  You'll have a few 0cr recruits with pistols.  A dog is handy, as is a medic, and you'll want a hacker and a chiseler to get the loot.   Come join us in the players group:  https://www.facebook.com/groups/stargraveofficialplayerspage

 

 

Yup, got the rulebook. Been looking it over was planning on using medkits and extra hacking and breaking kits in the soldiers' slots. Seems like it would be worth losing 10 points to bypass the dog for a free soldier if the 8 slots are tight.

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1 hour ago, Chris Palmer said:

Agree about the necessity for a Hacker and Chiseler.  And yes, having extra decks and lock pics is good.

I would also add that a Grenadier is important.  In our games grenades play a big part, and being able to launch them at a distance is good.

 

 

 

Somehow it seems that a grenade launcher on a starship is not a good combination.

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If you divide the game into stages you basically have to get to and control the treasure. Unlock it. Deal with the various crazy NPC goings on. Then retreat with it.

 

If you think about the team with that in mind it can help as you need to look at 2-3 of your models and know which stage they are going to be best at. 

 

So you might have fast mean chaps up front, then the hackers and chiselers and runners unlocking and grabbing things. Then slow mean chaps and heavy weapons covering the people with the treasure as they retreat. All while your captain and first mate are buffing and then choosing their shots/moment to fight.

 

And frankly you need to bring in any cool models that don't have a home in other systems... 

 

I always bring a dog and send it straight in. It's hard for your opponent to ignore it so good chance that it will be shot at first. 

 

I prefer the rapid fire option to grenade launchers and tend to set them up at the back covering an area or axis. 

 

A hack that is becoming popular is to give a sniper or pathfinder a shotgun rather than a carbine, particularly if you are on crowded boards. They then have a high shoot and high damage.

 

Also give your captain and first mate picks and decks so that they can be your unlockers.

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Okay, @Chris Palmer's game pics of the smoke grenade templates have a question from me. I see where you have a section in the center for a mini, but what do you do when there is more than 1 mini affected or putting the template down will cause other minis to be pushed out of that location? Do you use a flat template? BTW I am so looking forward to getting to play this.

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5 hours ago, Corsair said:

Okay, @Chris Palmer's game pics of the smoke grenade templates have a question from me. I see where you have a section in the center for a mini, but what do you do when there is more than 1 mini affected or putting the template down will cause other minis to be pushed out of that location? Do you use a flat template? BTW I am so looking forward to getting to play this.

 

The smoke templates were made by @Rob Dean, and the way he designed them, that hole in the center is actually meant to contain a small marker with black smoke on it on a 1" base.  When you lay the grenade the black central smoke is in the hole, and this lets everyone know that the smoke was just laid that turn and therefore doesn't need to be rolled for removal at the end of the turn.  When the next turn starts, the black smoke is removed and players now know that that smoke template has been in play for more than one turn, and therefore subject to removal roles.

     Which is a long way of saying the hole in the center, and the fact you can place a figure there is coincidental.  Now, to answer your question, when there are other figures where we lay the smoke we attempt to balance them on the cotton.   If they can't be balanced on the cotton on the template, or there is terrain there, we resort to using one of the paper templates copied from he rulebook or website.

 

Here is a photo where you can see one of the black smoke markers in the center of a template, signifying it was just placed; and you can also see figures just balanced on top of the cotton on other markers. 

 

IMG_4165.jpeg

Edited by Chris Palmer
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Like most ideas, it sort of works…

 

I mostly wanted something visual; as you can see, we end up with a lot of smoke on the table.  There’s one flat cardstock template in that picture too, in the upper center, as well as one of Chris’s holographic walls.

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And, can you use Heal on yourself? And if so, how do you determine how many points it restores? I'm presuming you can use a Medkit on yourself.

Also, if you use the Puppet Master skill, can you then use a Medkit on the restored? And does it then restore them to full Health?

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On 3/1/2022 at 6:13 AM, Corsair said:

Okay, new to this game, not mini gaming. Looking for suggestions on what to avoid when assembling my crew for the first time.

Well, a lesson I demonstrated last night is always keep one or two of the free crew to use as cannon fodder and draw out the monsters.

 

Yeah, they'll die, but there's always more. 😛

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