101

(39 replies, posted in Starmada)

Sounds good, except why is only one flight allowed to intercept?  If you're dumb enough to get a single flight near a ship with six CSPs out, you deserve to get gang-tackled.

You might want to allow fighter flights to escort other fighter flights as well (using the same general rules as CSPs), with CSPs having to jump escorts at least one-for-one before they get to attack the escorted (bomber) squadrons.

The "move along with the defended ship" thing will actually make fighters move faster than normal with some ships (small hulls and/or advanced tech engines).

Rich

102

(16 replies, posted in Starmada)

cricket wrote:
shift_shaper wrote:

I was misreading the entry on repeating, and not registering that it is the same die that "repeats".

No worries... this has been a confusing issue for some time, but I didn't want to prohibit the combo entirely.

Might be worth mentioning that a good counter for Repeating in general is to find ways to reduce the chance to hit, since anything that shifts the odds really drops your expected number of hits rapidly, even with Reroll To-Hit.  ECM, Stealth, the optional Evasive Maneuvers and Fighter Screening rules, using fighter attacks to make explosions in a stacked hex...they can all do the job to one degree or another.

Rich

103

(3 replies, posted in Starmada)

I managed to hit six for six with my spinals last time I played, and I wasn't even using TDAR.  Kind of your evil opposite, I'm afraid.  smile

Rich

104

(45 replies, posted in Starmada)

BeowulfJB wrote:

My opponent used 21 of his Ghen-ha-dar style (from Deep Space Nine) ships of hull 6, 2, and 1.  Their speed was 20 and each a few non-expendables & had five of these expendable weapons I call  Tornados:
[to hit 3+,  range=12,  3/1/1, &  {Double Ranged Modifiers+Repeating+Range based ROF}].

       The  0nly way I have found to deal with these attack attack ships & their "Tornados" that  end up with both sides completely vaporized,  is these  Tomahawk Missiles.
If anyone else has other suggestions, I am all ears...

The obvious question is "how much do those ships of his cost?"  Assuming they're fairly expensive, building 30+ small (one hull, two?), cheap ships with modestly powerful guns and using them as a screen between his ships and your heavier vessels might be a decent counter.  It sounds like his ships are eggshells with sledgehammers, if you build more humble (cheaper) models with just enough firepower to threaten his ships, you force him to either try to avoid your pickets or waste fire on them.  Even a single "tornado" is gross overkill on a ship whose cost should be down in the teens, isn't it?

His expendables are also really optimized for killing large ships, as I'm sure you've noticed.  Maybe building more medium/small-sized ships is a better idea than loading up on capships?  You say he can beat a fleet with twice his CR, but he's only managing it because he's playing rock to your scissors.  I'm pretty sure half his point value in one-hull cheapos (with spinals and some conventional guns, or even less expensive expendables) would take the fleet you've described out back and wrap his rock in paper but good.  smile

My two cents, anyway.

Rich

105

(45 replies, posted in Starmada)

Nahuris wrote:

Remember that fighters hit on a 4+ which means that on average, 50% of the rolls hit.

Uh, no, afraid not.  Fighters hit ships on 5+, not 4+, always have.  Page 18 of S:X:Brigade.

I'm thinking that having fighters hit 50% more often than they should may explain your balance problems.  smile

Rich

106

(45 replies, posted in Starmada)

Not to mention the obvious, but the first sample fight you gave us features some of the most unlikely die-rolling I've ever heard of.  You rolled for 51 fighters, took only 2 losses to AFB (should have been 8.5),  and hit with 38 of the rest (should have been about 16).  Your shield penetrations were the only average thing about the whole affair, and even they were wrong, since the PDS should have been factored in.

Given any situation where one side rolls more than twice as well as average, you're going to have a walkover.

Rich

IIRC, FDN was a 10% space system, and the mechanic was something like "designate one or more fighter squadrons as targets, roll 1d6 for each subtracting one for each hex of range and one for each target beyond one, kill that many fighters."  Functionally speaking, about the best you could hope for was 1d6-1 kills (for shooting up a single squadron at range one).  I remember experimenting with FDN on small escort hulls, and not being real impressed.

Rich

108

(20 replies, posted in Starmada)

cricket wrote:
GamingGlen wrote:

Thanks for the information.  But, does a Q hit damage only one teleporter, or 1D6 teleporters?  Because if it's one for one, then they're too cheap as Q hits.

The rules as they had been written do not say anything on the subject, indicating that it is one teleporter per Q hit.

But Teleporters are gone now, aren't they?  In part *because* of that problem.

If you're trying to use them to model Star Trek or something, I'd advise having a Q hit knock out *all* your Teleporters.  The Enterprise has what, a dozen or more of the fool things, but when one breaks down, they never just go use another one.  Of course that has more to do with plot requirements and set budgets than anything, but still...

Rich

Nahuris wrote:

Anyone else have ideas?

I've said this before, and I'll say it again:

1) Massacre the fool things with Anime Spinal Mount fire from beyond their movement+attack range.  Fighters hate area effect weapons, and even the smallest hulls can hurt them badly with this trick.

2) Deploy mines to build safe areas for your ships to move to, where the fighters either have to face mine detonations or forego attacks.  At a minimum, you can always park your ships *on* a mine, accepting the possible damage in exchange for causing casualties to any fighters that approach close enough to attack.  A single mine against a stack of fighters is likely to cause more damage than AFB will, and mines are a lot cheaper and more versatile.

Rich

110

(21 replies, posted in Iron Stars)

cricket wrote:
hundvig wrote:

No idea exactly how to fix that, if it even needs to be fixed, though.  The game plays all right, it just doesn't simulate "wet navy" realities (ie the fragility of small ships) quite right IMO.

Hmm... let me muse upon this for a while...

I may have a "solution"... smile

I'm not even sure it needs to be fixed, as such.  But it does bother me...if I didn't think it would make different ships too similar in terms of performance, I'd suggest assigning a set number Damage Chart "slots" to engines and having each E hit knock off Thrust/X points.  But that would do bad things to the relative vulnerabilities of VS vs VL hulls...

Rich

111

(12 replies, posted in Iron Stars)

thedugan wrote:

Are you telling me that the Starmada Fighter Rules are better than those in Full Thrust? I wouldn't mind a breakdown if anyone was so inclined.

My take on the subject, as a semi-regular player of both games:

Full Thrust fighters have balance issues based on numbers, and the amount of point defense the enemy fleet carries.  If you have too few fighters versus too many PDS mounts, they're worthless.  If you have too many fighters, or the other side skimps on PDS, the fighters walk all over the enemy.  The "comfort zone" where their combat effectiveness is on par with their actual cost is very narrow, and dependent on how *both* fleets are built.  Makes it hard to guess whether a random pick-up game is going to be fun or a one-sided slaughter.

To a lesser(?) degree, the Salvo Missiles, Phalon Plasma Bolts, and UNSC Anti-Matter Torps suffer from the same problem, and for the same reasons...it's all a question of relative PDS strength with them.  Having a high thrust helps versus these weapons, though, so there are other ways to defend against them than just layers of PDS fire.

There's a definite rock-paper-scissors thing there, since a carrier (or missile) fleet has problems with a heavy-PDS fleet, which in turn has problems with heavy-gun-light-PDS fleet...but a gun fleet will get massacred by a carrier fleet, so it's really rock-paper-machinegun, to borrow a phrase.

Starmada suffers from the same problem to a lesser degree, but I think the more accurate basic CR system helps counteract it, and I *know* the general ability to shoot at fighters with anti-shipping weapons is a big assist ('cause I remember when that wasn't the case).  It's still damned frustrating to lose a ship to a massive fighter strike without getting a shot back in reply, but if you have a good formation and/or some area-effect weapons, your fleetmates can usually get some revenge, at least.

Interestingly, one of the major public playtest "fixes" the FT crew is working on allows anti-shipping guns to engage fighters, missiles, etc, which were previously PDS-only targets.  So I guess great minds think alike, right?  smile

Rich

112

(26 replies, posted in Iron Stars)

cricket wrote:

I was considering a "pyramid scheme", in which a fleet must include more ships at each size class than it has in the next level up... i.e.,

I've got one V.Large ship, so I have to have at least two Large ships.
I've got two Large ships, so I have to have at least three Medium ships.
I've got three Medium ships, so I have to have at least four Small ships.
I've got four Small ships, so I have to have at least five V.Small ships.

Thus, to put just one V.Large ship on the table, I have to have at least 14 other ships out as well...

...eek...

Maybe that's too harsh...

Perhaps.  OTOH, what if you "condensed" a bit:

One VL or L ship requires
One M or S ship, which requires
Two S or VS ships

That would allow a minimum four-ship squadron to get a VL or L on the table, and give you a fair amount of freedom of choice as to the size of the smaller ships.  It seems to me that L & VL hulls are always major combatants, while cruisers tend to be M or S, and light escorts are generally VS or at most S.

Rich

113

(12 replies, posted in Iron Stars)

cricket wrote:

There is no way to destroy fighters in Starmada before they get their attacks (aside from having your own fighters -- and the initiative smile). I don't see why IS should be any different.

To tell the truth, that's probably my least favorite aspect of Starmada.  It's not a crippling problem, but it definitely raises some eyebrows when you first explain it to a new player, especially one who's got a background in, say, Full Thrust.

Mind you, FT's fighter rules are far more of a mess than Starmada's, so maybe it's not really a problem...

114

(21 replies, posted in Iron Stars)

cricket wrote:
hundvig wrote:

Historically, heavy guns had a hard time hitting small ships, but they tended to wreck them when they did connect.  In IS, they still have trouble hitting, but a single heavy shell hit is likely to just damage the engine room a bit.

This sounds like a separate concern to me... do you think small ships are too durable?

Yes and no.  I think you've got the point costs right (or at least close) for their combat effectiveness, so gameplay is fine in terms of balance.  But I dislike the way a point of engine damage seems to mean different things to a destroyer and a battleship.  Losing 10% of your thrust is very different from losing 25%, and it feels wrong that a smaller engine room should be less affected by the same amount of damage...especially when that same point of damage will knock out one hull box on either ship, which is a mere scratch to a BB but a possible kill on a DD.  And both types of ships just love catching shells on their light guns, which are nearly a free hit for many vessels.

No idea exactly how to fix that, if it even needs to be fixed, though.  The game plays all right, it just doesn't simulate "wet navy" realities (ie the fragility of small ships) quite right IMO.

Rich

115

(26 replies, posted in Iron Stars)

cricket wrote:
Rory Hinnen wrote:

> In Battlefleet Gothic, one of the strengths of the game (in my
> opinion) is the fleet composition system. They just provide a
> loose system that says, "if you want the big ship, you have
> to pad your force with some small ships". I think IS could
> benefit from something like that.

Oddly enough, this is where my thinking had been going as well...

I'd be okay with a bit more structure to fleet selection, but the rather rigid "ratio" system in BFG would be going a little too far IMO.  It's worth remembering that BFG's fleet lists were designed in part to ensure sales of the cruisers, which were "priority" items for GW...the plastic ones *had* to sell big to pay for their molds, and the metal ones had the best profit margin of anything in the line.

But yes, forcing players to field some escort craft for their battleships would be nice.

Rich

116

(26 replies, posted in Iron Stars)

wminsing wrote:

Also, just another thought I've had- are we actually designing every ship for each navy?  One thing I'm worried about is that if we say 'here's how big every fleet is, and here's all thier ships' we might discourage new people from designing thier own vessels inadvertently (since with the official calculations there is no more room for new ships).  Should we esablish a fleet point or hull limit and then leave some of that space 'empty' so players can feel like they can fill that space up with thier own designs?  I know a 'full canon list' of ships won't discourage some players from designing thier own anyway, but it will certaintly discourage others....  Just a worry I have.

FWIW, I'm already playing in my own universe part of the time.  IS has been very handy for playing those space battles I always wanted to do in the Space 1889 setting.  Well, Space 1905-ish, really, but still...

So canon designs are just timesavers for me when I want a ship quick and don't feel like making my own.

Rich

117

(12 replies, posted in Iron Stars)

Realistically, if you give light guns & MGs a chance to fire before FACs, they're *going* to fire before FACs no matter what the penalty to hit is.  Anything's better than eating a torpedo spread, especially if it's likely to kill you.

Mind you, I'm not sure that's a bad thing, and the "anti-FAC phase" with a -1 penalty strikes me as a better idea than the "flak" one.  But I'm not sure how much it would throw off game balance...FACs seem pretty good for their points most times, but they have weaknesses too.

You could avoid the (minimal) record-keeping by just declaring that light guns & MGs always fire before anything else, in their own seperate phase.  I don't think that would radically change the balance ship vs ship (well, maybe for destroyers with primary guns), and you wouldn't have to remember which guns have fired defensively that way.

Rich

118

(21 replies, posted in Iron Stars)

That looks like a good compromise to me...although I'd still lobby for Gyros giving a bonus of some kind, maybe a right column shift for on the chart for any ship with a momentum of one or more?

And you need an 11-12 column for those over-engined FACs, of course.  smile

Rich

119

(13 replies, posted in Iron Stars)

cricket wrote:
themattcurtis wrote:
hundvig wrote:

Say, empty FAC cradles *are* legit Q hits, right?  You don't *have* to take  out a loaded one?

that's kinda cheesin it, though, isn't it?

Perhaps-- but it's "legal" within the rules.

It might also make high-capacity carriers more viable, since they're more likely to get all their birds off.  OTOH, if they're taking Q hits, their hull *is* still getting battered to pieces as they coast along launching...

Rich

120

(21 replies, posted in Iron Stars)

cricket wrote:
hundvig wrote:

I'm curious, which do you use:

1) the hull size-vs-gun die type modifier chart?

2) the momentum-vs-gun die type modifier chart?

3) neither

I'm in the "two" camp myself, although I'm not entirely happy with it.  Is there a default "official" choice?

Can I ask why you're not entirely happy with it?

I'm with you, Rich. Although (1) is probably the default choice, I like (2) better... the reason smaller ships are harder to hit is because they are faster. However, if they are not using that speed, then they shouldn't be rewarded for it.

I'm a (2) user because size alone does *not* indicate whether a big gun would have trouble tracking a given target.  Speed (represented best by looking at current momentum) and maneuverability should be factors, and a ship of any given size can have widely varying thrust and turning abilities.

I'm not entirely happy with it because it feels a little too generous to faster ships (to the point where trading thrust for armor seems iffy to me), and because it's fairly unrealistic in spots.  The momentum modifiers would work better for me if they were adjusted for target aspect, eg: halve the modifier if the target ship is facing toward (bow arc) or away from (stern arc) the firing ship, but leave them the same if it's broadside on, because a closing/retreating target is showing less lateral motion.  Also, I'd add +1 to any positive modifier if the ship has a  Gyrostabilizer, to reflect the enhanced maneuverability...which would also make them a little more appealing.

Historically, heavy guns had a hard time hitting small ships, but they tended to wreck them when they did connect.  In IS, they still have trouble hitting, but a single heavy shell hit is likely to just damage the engine room a bit.

Rich

121

(21 replies, posted in Iron Stars)

I'm curious, which do you use:

1) the hull size-vs-gun die type modifier chart?

2) the momentum-vs-gun die type modifier chart?

3) neither

I'm in the "two" camp myself, although I'm not entirely happy with it.  Is there a default "official" choice?

Rich

122

(13 replies, posted in Iron Stars)

cricket wrote:
frigatesfan wrote:

Pity there's no defense against lightning projectors.

Yet.


big_smile

Tease, tease.  Besides, there are already several defenses.  Depending on which optional rule you're using, either small size or high speed is helpful, and bulky, expensive LPs are generally suboptimal against swarms of FACs or small ships, especially if the little guys are packing Keel Bombards.  d20s make up for a lot...

Nice designs overall, though I think I agree with the carrier launch rate concerns.  You could just bump the hull size up one to increase the launch rate to four, but you'd have to fiddle with the thrust and armor to maintain performance.

Say, empty FAC cradles *are* legit Q hits, right?  You don't *have* to take  out a loaded one?

Rich

123

(23 replies, posted in Iron Stars)

Chinese FACs flown by Red Russian "advisors" and "technical consultants" would be a familiar theme.

And  my dictionary says "martyr" translates as "pinyin" BTW.  What a nasty concept.  smile

Rich

124

(26 replies, posted in Iron Stars)

Interesting figures there.  Any data on South America?

And how much of that would be changed by the Invasion?  Sure, it failed, but it also hurt some countries pretty badly, the UK in particular.

Rich

125

(23 replies, posted in Iron Stars)

China was an agrarian state (in the sense of most of the population being involved in agriculture) at that point, but that doesn't mean they had no industry to speak of.  The country (and its population) is so damn big that you can't really shoehorn it all into any one category.  A vigorous socialist revolution might well have used the "space race" as a unifying national goal, and mobilized enough manpower to produce the infrastructure needed for an ether fleet.   Especially true if the Russian Communists were helping out with the tech end of things...although I doubt they'd be willing to share their Martian-derived stuff, so we'd be talking about fairly conventional designs.

The more traditional elements might find the concept appealing as well, going to the stars would resonate with the whole "Celestial Bureaucracy" and "Mandate of Heaven" idea, wouldn't it?  One of the few things I can think of that might make pre-revolutionary China look outward...

Rich