Can anybody answer the question at this link?
http://theminiaturespage.com/boards/msg.mv?id=85787
Rich
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mj12games.com/forum → Posts by hundvig
Can anybody answer the question at this link?
http://theminiaturespage.com/boards/msg.mv?id=85787
Rich
Great, that's all I needed, another excuse to give London War Room all my money. Nifty list, though. Have you tried an all-Cephalid army yet? Or incorporating the airships?
Rich
Well, get on with it. I need something to replace the cold, dead spot Twilight Imperium 3 left in my heart.
Rich
Umm...
I'm pretty sure that Maulers in SFB can only target ONE ship/fighter at a time.
In TOS, the 'Planet Crusher' had something akin to the Anime Spinal Mount - but I'm unsure how it's represented in SFB - I've never played that scenario.
SFB Maulers target only one thing at a time, but they can also fire every single impulse and (barring firing mods) they never miss and have perfectly controllable damage output...which makes them surprisingly good at selectively crippling/destroying fighters (and drones) if you want to use them that way. They're a sniper rifle, not a shotgun, though.
The Planet Crusher "monster" is just a single very hard-hitting anti-shipping weapon. It doesn't have an area of effect in SFB. Never really demonstrated it in the show either, but with the wonky scale and special effects in that episode it's hard to be certain.
So, who remembers the ST novel where we find out the Planet Crusher was a prototype Borg-Killer design? God, I hate Trek novels...
Rich
If you like Starmada's design and combat rules but prefer gridless vector or cinematic movement ala Full Thrust, do what I do and hybridize the two. Starmada plays just fine as a gridless vector game, using "movement points" as "thrust" in Full Thrust. There might be some minor balance issues (the Starmada CRs are probably a bit off this way, especially for long-range weapons and some special equipment) but I haven't hit anything crippling yet.
And it's really cool watching ships maneuver, since Starmada has a *much* greater range of available thrust ratings than FT...thrust-10 is just plain neat on the tabletop.
Rich
hundvig wrote:Assuming Dan okays it (and why wouldn't he?), we may be seeing a contest for porting the With Hostile Design minis into Starmada in the immediate future.
Well, I haven't heard anything from the WHI peeps... :?:
No? Guess I'll have to nag them. I need an excuse to buy some of their ships.
Rich
Assuming Dan okays it (and why wouldn't he?), we may be seeing a contest for porting the With Hostile Design minis into Starmada in the immediate future. Discussion here:
http://www.star-ranger.com/forum/viewtopic.php?t=1343&start=15
Rich
Ironchicken wrote:I would like to use weapons with a ROF <1 per turn
Keeping mathermatical i would consider a formula of ROF expressed as a fraction adding 1 to the numerator and denominator.
I think it's reasonable, although I personally would only allow a 1/2 weapon... anything more than that and you're getting a bit cheesy.
Consider that under this system, a 1/4 weapon could be 4x as powerful for the same cost and space -- and if I can fire a bunch of them in turn 1, it's doubtful my enemy will be around to fire back during my "recharge" time...
Ummm...if I'm reading the original post correctly, a 1/4 weapon would be 2/5 the SU of a 1/1 weapon, not 1/4. Similarly, a 1/2 weapon would be 2/3 the SU of a standard gun. That doesn't seem unreasonable to me. Ironchicken seems to have allowed for the advantage of getting a strong early hit.
Rich
Interesting stuff there. I'm not much for electronic gaming these days, but the background story sounds interesting. And they're thinking about minis, you say?
Pay the cost of a single (60 degree) arc weapon, and declare it to be a front centerline weapon covering the 11-1 o'clock arc. The ship designer won't support arc functions outside of ABCDEF, but past discussion about firing arcs pretty much concluded that using clockface notation to denote arc is the way to go. It really doesn't affect play balance to use non-standard arcs, as long as your weapons are paying for the actual degrees of coverage.
I suppose you could even do arcs in 30 degree increments instead of 60 (at half the SU cost) if you wanted to maximize your options, but that might be more effort than it's worth.
Rich
Hundvig, I am not sure how I feel about the idea of "massed anime spinal mounts" being used against fighters.... I know that the concensis in my group is to disallow anime spinal mounts.... and a lot of groups out there probably don't use them. Then again, to me, a weapon that was originally used in the source material to destroy a continent, then a small sun, and finally, push a planet into vast natural disasters.......being used against fighters......um.....
Wouldn't this be a really serious case of overkill?The only source of reference for it, that I have seen, has been Starblazers..... and I am having trouble imagining them turning the wave motion gun loose on fighters.... that and the fact that if I knew my opponents had that, I would never let my fighter stray in front of the oponent.
If I was the fighter pilot, and I saw the enemy ship trying to line up with me.... I'd be out of there. in a hearbeat. Yes, the airwaves would be cluttered with my pilots screaming for their mommies as they scattered to get away... but that's just me.
Anime Spinal Mounts are only "wave motion guns" if you choose to call them that, and even then they're a poor imitation at best. As you said, WMG are planet wreckers and fleet killers, and the ASM sure isn't either of those, no matter how big a hull you put it on. Even the Starblazers minis game had to tone down the WMGs from a "realistic" performance level to make the game playable. The "real" WMG is an unplayable super-weapon.
There are other anime "big area effect beam cannons" that work more like Starmada ASMs, but aren't capable of cracking a planet's crust or annihilating enemy capital ships, although they're hell on wheels against small targets...see Legend of the Galactic Heros, for ex. Many of them aren't even spinal mounts, just big primary turret guns that roast any fighter unlucky enough to have the bolt past near them. Frankly, I find the idea of using a relatively unfocused "beam shotgun" to sweep fighters perfectly reasonable, and given the lack of "standard" area effect weapons, downright vital. If/when Dan settles on a cost for AoE and/or anti-fighter-only guns, I'll use them instead of (or more likely, as well as) ASMs, but that's not an option yet.
Refusing to use ASMs when you're having fighter problems is not only a mistake, it's almost certainly the reason you're having fighter problems in the first place. You can cripple a fighter rush with other tricks (mines, shockwaves, sunbursts) but none of them are as easy to use or as versatile against non-fighter targets as ASMs. I agree that it's irritating that you have to use a few "oddball" systems to counter fighters rather than just relying on standard gunnery, but until we get AoE/AF guns, that's the way it is.
Rich
Oh and Dan, your Valkrye has only AB guns. Isnt that a big weakness for an anti-fighter ship? a single A-F gun or an ACE and BDF setup would seem more sensible.
I was thinking that myself. Valks will kill fighters rapidly, but only if they can keep them from getting behind them. OTOH, widening your firing arcs costs, and they won't be as efficient then.
If we're seriously considering a "vote" or poll on fighter effectiveness/potential rules changes, put me down in the "fighters are barely worth fielding as is, and if you weaken them dramatically they'll be useless" camp. I wouldn't mind seeing a weapon ability granting a single-hex area of effect, though, but that raises the question of exactly what you want the de facto "stacking limit" to be. Won't change fighter utility much for me...they're already being ripped to shreds by massed Anime Spinal Mounts, adding another area weapon option won't change that.
Rich
I am not trying to do away with fighters.... I love having them out there.... but I recently saw someone building a hull 16 ship with Engines 2 and that's it. The rest of the ship was being devoted to fighter bays.... and the player pointed something out. He didn't have to "waste" points on launch bays, as the fighters start the game already onboard. He see's no reason to bother with the lauch and recovery rules, as those are optional anyways.... and he feels as long as one fighter survives, and his opponent doesn't, that he wins.
Interesting theory, there. What does he say when you kill his carriers with spinal mount fire or a few fast suicide ships before his fighters reach your main fleet, and then you hyperjump out leaving his pilots to suck vacuum? I'm thinking that's not a win for him. Especially if you state you ships are "only" jumping a few light-minutes away, so they can taunt his pilots over the radio while they're running out of air.
He only puts the carrier on the field because we told him that he couldn't just pay the points for hyperdrive fighters and have nothing else on the board. In a 2000 point game, he fields 33 wings of fighters (especially if we don't allow him to keep adding wings until he fills the 10% of the lesser force rule) that were listed as long range fighters.
Let him do it, and field a fleet of small movement 13+ ships with spinal mounts and/or range 18 guns. Back up in front of him, sniping merrily away, and when he starts to get close (like under 16 hexes or so), turn around and run until you've opened the range enough to resume the retrograde. It'll take a while (especially if you're nice enough not to use Anime spinals), but you'll kill every one of his fighters and he will *never* get a shot at you.
Maybe after a game or two of that kind of nonsense, he'll learn his lesson? For every set of scissors, there's a rock out there somewhere.
Rich
A couple of sunbursts will ruin the day for a stack of 10 or so fighter flights
Or a volley of anime spinal mount fire, or a shockwave burst, or even a few well-positioned mines if they're foolish enough to ignore them, or unlucky enough to miss killing them all.
Anybody who's having problems with swarms of fighters needs to use more area weaponry, rather than nerfing the fighter rules.
Rich
What issue? If anything, fighters are a little weak for their cost.
With anime spinals, they also kill fighters and mines pretty efficiently, at least when you've got enough of them firing. You need to be careful with your positioning though, or you'll end up killing friendlies with the superguns. And they cost more...
Rich
cricket wrote:hundvig wrote:Red Russian Heat Rays may actually be a better weapon overall, as they're a better compromise between armor penetration and bulk.
Perhaps...
So what do you think the "original" Martian heat rays can do?
There's a lot of images here....
http://drzeus.best.vwh.net/wotw/wotw.htmlThere's an album cover that sorta illustrates the Beam's effects....
Wait...Tin Tin fought the Martians??? Who's next, Asterix and Obelix?
Rich
hundvig wrote:GamingGlen wrote:They HAVE to return to the carrier if their escort is destroyed? Are they teleported to a carrier immediately? WHY?
I don't think they magically teleport back to their carrier when the ship they're escorting dies either, they should have to use normal movement rules. The "WHY?" is spelled out above, because they need to rearm (or be reassigned to a new CSP target).
No, when their escorted ship dies, the CSP dies with it.
Why you ask?
According to the way Dan laid it out, the CSP is in the same hex as the escorted ship (whether the miniature is sitting beside it or not). Also, the CSP moves with the ship (can't move during the fighter turn). Well, according to rule 4.3.1, when a ship dies it creates an explosion counter. And, according to rule 5.3.4, when a fighter enters a hex with an explosion counter, it is immediately destroyed.
Therefore, when the escorted ship dies, so does the CSP, end of problem.
Jimmy
I was under the impression that fighters only "enter" a hex during their movement phase, and aren't killed by explosions popping up in their hex at other times...ie, they get a chance to leave before dying.
If they really do die instantly, I'm going to have to experiment with uber-cheap unarmed, undefended one-hull "ships" that deploy in a two or three hex deep "ring" around my real hulls, forcing the fighters to either stop and sweep them aside (during which time my ship guns can pound them) or move into their hexes to attack my ships (at which point I'll blow them up myself and kill all the fighters in the hex...after they attack, of course). Wonder how many I can get for the price of a single fighter squadron?
Come to think of it, even if fighters *do* get a chance to leave an explosion hex before dying, that's still a threat. If the "suicide escort" ring is at least two hexes deep around my real ships (all stacked in one hex, of course), I can make explosions in the fighters' hex and all adjacent hexes, and they'll die horribly as soon as they try to move.
Ick. Don't care for that much.
Rich
I tried a sample game last night running two 3-ship squadrons of essentially identical (except for weapons) ships, one group with your nested ranged-based guns, the other with plain vanilla weaponry. The vanilla fleet (doing its best to keep the range at long) killed one enemy and crippled a second before the range-based guys got to medium range. The vanillas had two ships badly damaged by that point, one of whom lost enough engines to let the (relatively) healthy RB ship reach short range. Unsurprisingly, that ship died horribly, but the return fire left the healthier RB ship almost immobile at medium (soon to be long) range from the surviving two vanilla hulls. We called it at that point on time.
End result, the vanillas lost a ship, had one badly hurt with almost no guns or shields remaining, and had another nearly intact except for minor engine damage and a shield hit. The RB fleet lost a ship, had another with only one gun and half its speed left, and a third almost immobile and missing shields. The vanillas had a fairly dominant speed edge at this point, and could have backed out to long range and stayed there if they wanted, but would probably have had both ships end up crippled if they stayed to finish the RB cripples.
In short, it was pretty much an "everybody gets crippled or dead" fight, which is what I'd expect out an equal-CR fight with no real rock-paper-scissors issues. If the RB fleet had gotten more engine hits they probably would have won handily, while the vanillas wanted more early weapon hits. Mostly came down to luck, and to the vanillas *not* flying into short range like a bunch of idiots.
One thing I did notice is that the more numerous vanilla weapons made it a little easier to justify spreading fire around at long range, hitting a target just hard enough to slow it down or knock its weapons down before shooting up the next. Their one outright kill was a bit of a fluke, they scored roughly twice the expected number of hull hits on that ship when all they were really shooting for was to slow it down a little more so it wouldn't reach medium range in the next turn.
Rich
Ironchicken wrote:GamingGlen wrote:Yes, you do want to limit the movement of the escorted ships. Otherwise it's easily abused. I have a speed 20, hull 2 ship. I'll bring in carriers to have many fighter flights (I could even make them slow fighters to make them cheaper), have them escort the lone speed 20 ship using 40 movement points into the enemy fleet (doubling engines), and suddenly the enemy has to deal with massive numbers of fighters while the enemy carrier(s) won't be even in spinal mount range (and it's moving away). The enemy ships would have a turn of fire upon the fighters, but at that movement rate I could probably have picked a good place to move to that the enemy might not have many weapons facing it.
No, this is not an abuse because the CSP fighters may not engage ships, they may only react to fighters ending their movement within 6 hexes of the host ship. In addition if the 2 point ship is killed andthere are no other ships within 10 hexes the CSP flights are returned to the carrier making them vulnerable or lost if no carrier remains. Because CSP is a defensive only mechanism, zooming around at 20 does not actually generate any benefit.
They can stop escorting, right? So after the turn they get this big movement boost they stop escorting and attack the enemy ships as regular fighters.
They HAVE to return to the carrier if their escort is destroyed? Are they teleported to a carrier immediately? WHY?
To "stop escorting" they have to return to a carrier, land, and refit with anti-shipping weapons (or somesuch technobabble). So all the movement boost is going to do is get them farther away from the carriers they need to land on.
I don't think they magically teleport back to their carrier when the ship they're escorting dies either, they should have to use normal movement rules. The "WHY?" is spelled out above, because they need to rearm (or be reassigned to a new CSP target).
About the only thing a super-fast escort with CSP will be good for is for positioning your defensive fighters where they're needed each turn, and maybe establishing a "threat zone" enemy fighters need to avoid...and even then you're taking a chance on the escort being destroyed by ship fire and leaving your CSPs out of action for a turn or two. Might also be good for dragging fighters past a really deep mine belt, but then what do you do with them afterwards?
The rules do need to spell out what an ex-CSP flight can actually do while it's slogging back to a carrier for reassignment. I assume they can't initiate offensive action, but do they defend themselves normally if jumped in a dogfight?
Rich
hundvig wrote:Red Russian Heat Rays may actually be a better weapon overall, as they're a better compromise between armor penetration and bulk.
Perhaps...
So what do you think the "original" Martian heat rays can do?
Well, they can't cure the common cold...
Rich
I'm assuming the argument here is that Lightning Projectors are too powerful? They certainly work well versus high-armor targets, but against VS and S hulls (and FACs, of course) that rely on speed instead of plating, they're pretty weak compared to conventional guns. Their effectiveness may seem higher than it really is if your opponent spent heavily on capital ships and scrimped on support vessels.
That said, if you're trying to minimax, anything designed to kill battleships probably *ought* to run LPs for Primaries, but it's going to be expensive, and you'll need escorts to keep the bombers and torpedo boats off you.
Red Russian Heat Rays may actually be a better weapon overall, as they're a better compromise between armor penetration and bulk.
That's my two cents.
Rich
I also agree with Rich in that a fighter should never be allowed to move faster than they're "supposed" to. The way the rules are worded now they can move with a ship they're assigned to, and then theoretically move up to another six hexes to intercept. CSP flgiths should never be allowed to move more than 10 hexes per turn (assuming normal fighter movement). I like the concept. As stated it just needs some work.
Actually I was merely making an observation about possible game effects there, not stating a desire for change. Myself, I'm perfectly willing to assume that fighters can manage higher speeds when on CSP if they need to. Maybe they carry extra fuel, or booster engines, or the tight coordination with the ship's navigation systems lets them go faster than they could safely travel normally, or any of a dozen other PSB rationalizations.
OTOH, having hyperfast ships have to slow down to avoid outrunning their CSPs might be amusing too.
Rich
If you want to really hideous weapons, nest some 'Range-based' weapons.
The trick or 'exploit' if you will is that the cost increase stays flat while the benefit increases geometrically (I believe that is the correct term).
So a R:9 3/1/1 weapon costs 24. Adding Range-based RoF increases that to 38 and change. So far so good. THEN adding in Range-based Damage/PEN increases that cost to 104. However the weapon is FAR more effective at close range than that cost getting 81 effective attack at close range!
For best results, go with R:18, but that does drive the cost up to 208. Still, there is nothing that is likely to survive that attack and you can kill up to 6 hexes away. Even at medium range you are still quite deadly.
Not much of an "exploit" there, since you're paying a hefty mass cost for a weapon that only outperforms more standard systems at short range, and which has very low effective damage output/mass at long range. You stand a real chance of getting your big, expensive guns blown off by long-range sniping, and an opponent with Stealth just ruins your day. Also, for any given combo of range & firing arc, there are far more hexes in your medium and long range brackets than in short, so you'll have to spend *more* mass on broader arcs or risk your opponent not being in arc if/when you do finally hit your "sweet spot" range.
I really don't see where that breaks the design system. You're getting roughly what you pay for, assuming your opponent isn't silly enough to just fly straight up to you and trade shots at point blank.
Rich
Overall, I really like the CPS as it gives us a means of countering fighter swarms without major shifts in the rules.
John
It only counters enemy fighters if you have rough parity in numbers (no worse than a 3:2 ratio, I'd guess), which is often a mutual destruction scenario anyway even without CSP. An outnumbered opponent will still find himself swamped under, he'll just get his shots in first before his fighters vanish. Helps some, but it probably isn't game-winning.
The rules also need to spell out what happens to a CSP when the ship it's guarding gets destroyed. Presumably it becomes a "free agent" again as it would after an interception, but it would be nice to have it in b&w.
Rich
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