176

(39 replies, posted in Starmada)

nimrodd wrote:
GamingGlen wrote:

But, a fighter flight can move to a ship and claim CSP, then also move with the ship?  Might this let a normal fighter flight move 10+ship movement.  It might need to be clarified that a ship cannot move more than (maximum flight's move) - (flights actual move).  Or, find another way for a flight to attach to a ship (has to be in the same hex of the ship at the start of its action?).

Since ships move before fighters move, this is not a problem.

Oh yeah, I was thinking of the combat phase.  :oops:

177

(39 replies, posted in Starmada)

The way Dan has stated it is the way I envisioned it working, although breaking off from CSP should be in the fighter phase as that's when fighters do things.  Adding yet another END phase action will clutter up the END phase.

Others' suggestions I did not like.

But, a fighter flight can move to a ship and claim CSP, then also move with the ship?  Might this let a normal fighter flight move 10+ship movement.  It might need to be clarified that a ship cannot move more than (maximum flight's move) - (flights actual move).  Or, find another way for a flight to attach to a ship (has to be in the same hex of the ship at the start of its action?).

178

(39 replies, posted in Starmada)

underling wrote:
Ironchicken wrote:

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

Then don't call what you're trying to introduce a takeoff of the real world Combat Air Patrol. Because it's not. It's more of a "fighter intercept delivery platform," where the intent of the CSP fighter flights isn't to defend the ship they're assigned to, but to use them as a launching platform to offensively intercept enemy fighter flights.
This is *not* the same thing, in my opinion, as the Combat Air Patrols flown in WW II and after.
Maybe this is a small matter of semantics.
But it's not how I'm envisioning CSPs.
Kevin

I agree.  This whole system stinks if how all of you are saying it works is the way it will be, IMO.  It stinks of "magic".  Fighters should be able to break off from escort duty to take another action in a following turn.  Doing so means that they possible lost one turn of action.  They would also not be escorting any more and lose a turn of action if their escorted ship went faster than the fighters can move on their own (have to also account for slow fighters), or is destroyed.

Rearm?  What different armament would they have?  Normal fighters intercept fighters as is, even if they were originally sent out to attack ships.

You're over complicating a simple ability for fighters.  Let them use their action in the fighter phase  to say they're escorting, it gives them a bonus (interrupting the fighter sequence of play as they can intercept during the enemy's fighter action), and a slight detriment if they break off from the escort duty (turn loss).

179

(39 replies, posted in Starmada)

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?

180

(39 replies, posted in Starmada)

cricket wrote:
Ironchicken wrote:

As for fighters moving faster than normal. I feel this is a necessary abstraction to keep the rules simple. As a fighter flight on CSP can only react and not proactively engage and it must land and relaunch to change modes, it would be difficult to gain advantage from the potential faster move.

One tactic I suppose could be to build a fast escort, assign CSP flights and then it could zip around providing CSP cover where needed by the fleet. That does not particularly ofend me either.

Indeed. The drawbacks (only moving with the escorted ship, only being able to react to opposing flights AFTER having revealed your position) certainly outweigh the benefit of potentially getting up to an "extra" six hexes of movement. At the same time, I don't want to encourage abuse, so a rule limiting the escorted ship to a speed of <10 is reasonable.

What about fast fighters?  Might be better to word it such that is cannot move faster than any escorting fighters can go, else it loses the escort  and the fighters do not move thus losing a turn of movement and/or activities.

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.

181

(20 replies, posted in Starmada)

cricket wrote:
hundvig wrote:

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

Indeed. And I have no interest in bringing them back "officially". I just wanted to let the original poster know how they had been handled when they did exist. smile

That's news to me. 

If they lose 1d6 of them per hit, would that make it better?

You hear this, Beowulf?  No more cheesy 10 teleporters on each of your capital ships.   lol

hundvig wrote:
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.

Rich

Not everyone has "anime" spinal mounts.  I have many miniatures from Star Trek, mostly from the Star Fleet Battles game.   Name me one "anime" spinal mount, or anything that closely resembled it, in that universe, particularly from any of the major races (no monsters, please).  Now ST has very few fighters (I think one DS9 space battle had some in it) so that's not a good example.  But I don't recall any such SM in Star Wars (the Death Star's ray doesn't count as it isn't quick enough to fire at fighters), B5 (I got a few miniatures from this series, also), or Battlestar Galactica, all of which are heavy fighter dependent.  Seems to me that in those shows what is shown as AFB shoots down the fighters BEFORE the fighters attack.

Some of us design ships according to what we think represents particular races.

jimbeau wrote:

don't forget Sunbursts as valid anti-fighter weapons

they completely destroy an entire flight when they hit, no matter the hevay or not.


I wrote and erased many reasons why I don't like them for this, and instead I shall say...

I don't see the Battlestar or B5 firing Sunbursts as anti-fighter weapons.

Taltos wrote:
BeowulfJB wrote:

Hello everyone!
Down south, one friend used exclusively heavy fighters!   For them I have "Talos Missiles" which are identical to Terrier, except that they are 3/1/2 to give the extra damage need to destroy heavy fighters with one shot.

Unfortunately, the 3/1/2 missiles don't help with the Heavy Fighters. You don't roll PEN or DMG against fighters, just the hits. sad
Other than that, it is a good idea. Heavy fighters are a tough nut to crack.

A 2+ damage weapon should kill a heavy fighter.  You don't "roll" damage against a fighter since it doesn't have a damage track.

Nahuris wrote:

I think that in some ways, this is why we are seeing the hull factors of the ships constantly increasing. Players are constantly looking at ways to have ships survive longer, and making them massive not only gives them a longer survival rating, and the ability to load more defenses.... but also minimizes hits by changing the ratios of hull points to other item hits. 

John

There's another reason: effectively armor plating that doesn't need a die roll to work.   :wink:  (gee, and this would save time as well as there's less die rolls  tongue )

Nothing says you have to fill up the entire space.  Design your ship with AP, then remove it and add another 33% to the hull size.  Slightly cheaper than Armor Plating, guaranteed to be effective, and if you have one or more Spinal Mounts: even better.  Now, hull that saved before can save again, so you may want to add 40%, in which case this method is a tad costlier, but you are guaranteed that the psuedo-AP works (and if you're like me with sucky die rolls, you'll take the guarantee every time  smile ).  Example ship I made: 12 hull with AP, cost 408; removed the AP, hull 16 cost 399, hull 17 cost 410.  Includes a spinal mount, and hull 16 gives one more hex of range per range band for the SM over the hull 12 ship.

Beowulf talks about his hull 22+ ships.  They aren't filled to the brim with combat rated equipment.  He's got Science Labs, Medical Bays, lots of Troops (his nephew has the crew-killing weapons), etc.

Taltos wrote:
cricket wrote:

Honestly, I wouldn't advocate for a system that shoots before fighters can attack -- this would remove the one advantage fighters have over ships (move and attack in their own phase).

Try one of their advantages.  :twisted:
Or did you forget that nasty -1 to hit and the fact that they 1/2 shields?  lol

:arrow:  Or that the damage they do takes effect immediately (that reminds me..question later) so that shields could be weakened and some weapons lost before ship to ship combat takes place.


Does immediately mean with EACH fighter flight that attacks, or at the end of the Fighter Phase?

cricket wrote:
GamingGlen wrote:

We're trying a house rule on Anti-Fighter Batteries: they roll to hit, needing 6+ to do one point of damage, before the attacking fighters roll to hit.  The number of dice you get is equal to your undamaged hull.  Any fighters that are destroyed do not get to make the attack.

Oddly, people are trying to change light/machine guns in Iron Stars to work more like AFB, while you're making AFB work more like light/machine guns. smile

I've always liked the AFB rules in Starmada; they provide a slight deterrent to fighter attacks, but don't slow down the game in the least. I would be loathe to tinker with them myself...

Yeah, they won't slow the game down as is.. no one will use them.

I could care less about Iron Stars   :roll: .. I want AFB to actually knock fighters out of space BEFORE they make their attack roll.  Watching 24 fighters attack and not a single one get destroyed from the AFB meant that was a quick redesign to remove the worthless system.  If I'm going to devote a chunk of precious hull space to a system that has limited usefulness (they don't have any fighters?  well, so much for that system today) then it better be damn worth it.  As is, AFB is close enough to useless to be worthless, IMO.

188

(20 replies, posted in Starmada)

cricket wrote:
Vitruvian Man wrote:

Hey, thanks!  Do they have a recommended SU, offensive and defensive value?

Yup.

10 SUs per teleporter; each adds to the Offensive Rating:

(MPs + 5) x 30%

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.  Usually its my hyperdrive that gets damaged and repaired often  lol but now it never gets damaged at all (until the ship blows up, anyway).  1D6 seems excessive for teleporter losses, perhaps 1D3 are lost per Q hit?

189

(13 replies, posted in Starmada)

One thing about PDS vs shields: you can choose to take damage to the PDS, given you have several Qs that could be hit, as opposed to shields that have to be hit.  And, shields can never be repaired fully; it only takes one Q on the repair roll to bring your PDS defense back to full (or to repair another Q item that may protect your PDS from damage next turn).

This really helps vs fighters trying to soften up your defenses, namely shields, before the ships attack.

Since it came up in a recent battle...

We're trying a house rule on Anti-Fighter Batteries: they roll to hit, needing 6+ to do one point of damage, before the attacking fighters roll to hit.  The number of dice you get is equal to your undamaged hull.  Any fighters that are destroyed do not get to make the attack.

The reasoning is that bigger hulls will have more "AA" guns, especially since they allocate more space for AFB than smaller hulled-ships.  It was a last minute idea, so we haven't had a chance to try it out; but then most of our ship designs don't have AFB because they are not cost-effective.

(some time to think passes   :?  )


Hmm, this doesn't work when you move and attack with one flight at a time.  We had been moving all the flights and making one big attack.  An option to the above house rule could be that the target ship could choose to fire just some of his AA guns and save some in reserve.  The target ship has "hull" amount of anti-fighter weapons to shoot at attacking fighters per fighter phase (they could also be used to shoot at attacking drones).

Another idea came to me: bigger hull ships increase the chance of a fighter being destroyed based on the fighter attack roll.  So instead of just a 1, a fighter takes a hit on a roll of 2, or even a 3 on very large ships.  I looked at a commonly used chart (i.e., the explosion size chart) but that is too excessive.  Perhaps this might do?  Hull size/roll that destroys a fighter: 1-8/1, 9-24/2, 25+/3.

-------------------------------------------

Btw, does an attacking heavy fighter that rolls a 1 becomes destroyed or just takes 1 point of damage if the target ship has operational AFB?

cricket wrote:
GamingGlen wrote:

Don't get me started about the Stealth Generator, an overpowered system.  It should not be as written, but instead add one to the To Hit modifier of ships attacking it (or -1 to the die, whatever the way the rules are).

Then it would be identical to ECM.

And how would that be a problem?  A ship with both would be -2.

Or, how about a ship equipped with a Stealth generator that decides to fire
negates its Stealth feature for that turn?



Glen

Taltos wrote:

for my money nothing beats a ship with Stealth Generator, LRS, and 18 range weapons of any flavor

Another nice one is Shield Resonant with PEN of 2 or 3


Sometimes it isn't about countering a tactic - like the extra crew casualties, but about being more effective yourself

Don't get me started about the Stealth Generator, an overpowered system.  It should not be as written, but instead add one to the To Hit modifier of ships attacking it (or -1 to the die, whatever the way the rules are).  Right now I see that every ship I design from now on will have it.

IMO, movement is too slow which makes the SG overpowered.

Btw, the super ship with the Extra Crew Casualties weapons had SG.  I was not happy when our largest ship was half dead before we got to fire a shot.  Then he reversed (and don't get me started on THAT) so again he could fire without us firing a shot in return.  Sound tactics, and I applaud the player for that, but I boo the game system.  Too many cheesy combinations are possible, especially with the "tech" system (his super ship was +8 in techs).  But I digress...

Glen

murtalianconfederacy wrote:

Some of us don't like fighters! Like me, for instance. If it aint got big guns, I don't want it! I want weapons that cripple cruisers with a single salvo, not some pop-guns on my new dreadnought!

However, drones are great...:D

I say Spinal Mounts should do the one-shot crippling, but SMs in Starmada are weak.  But since they only take up 10%, I designed a 3 SM-equipped ship to represent one large spinal.  I wasn't that impressed still.  The 5+ to hit is one problem.  Other problems with SMs are that they should have some other special abilities, for examples: Point Defense does not work against them (it's too massive/overpowering for tiny PD to stop),  +1 PEN vs shields; in other words, you cannot add in weapon modifiers to make more specific SMs.  The two options I mentioned are not normally available to weapons which would make the SM more special.

A better weapon is one in a normal battery slot with ROF 3, PEN 3, DMG 3, can have any number of options (up to 3 using the SXCA), and increased firing arc.  I had 3 on a "Federation" dreadnought representing "photon torpedo" launchers (actually, 3/2/3), with AB arcs and Extra Hull Damage.  They were devastating (like photon torpedoes should be, IMO).  Yeah, I had to go with the +2 tech modifier for weapons to get them on the ship ( tongue ).

I'm not big into fighters, also.  I personally think that space combat, if it ever occurs, is going to be more like submarine combat, not the WW2-like surface/carrier stuff seen on sci-fi shows (or portrayed in several spaceship-combat miniatures games  :roll: ).  But since we'll never see that in real life any time soon, it's all speculation.

I also don't want to have to guess at what I'm facing and bring the right mix in one-off battles.  If I guess wrong I would then have to turn and run and say "You win."  It accomplishes nothing but wasting time.  But that's going to be the nature of any generic/design-your-own combat game like Starmada.

Back to the topic, I think that the combination of "Extra Crew Casualties" and "No Hull Damage" makes the ECC too cheap.  It's almost a given to add in NHD, since any hull damage done by an ECC-weapon is going to just wipe out a crew-damaged hull box anyway so in effect has no meaning (except against Spinal Mount or Shockwave equipped ships).  Maybe the two should not be combined?  Or, increase the ECC cost and then a designer can make it cheaper by using NHD to bring it down to the 2.0 modifier for ECC (which seems reasonable compared to the "Extra Hull Damage modifier).

Played a game today, up against large ships with weapons that do crew casualty hits and no hull damage, which made the weapon cheap and too effective at eliminating ships.

Such a weapon has no defensive countermeasures, like Armor Plating does for hull hits.  It automatically does "hull" damage, and still gets to damage other systems; would be like having the target ship's damage track having an "H" on every die roll instead of just 1,3,5.

We even took some crew casualty hits on Marines and Security Teams, which we found later were not in the X rules; although they're in the Compendium rules.

Opinions?  Is there something we're missing?

Glen

196

(2 replies, posted in Starmada)

I designed a few ships, then made one with a spinal mount.  But no SM information about how it works, it is a weapon after all, shows up on the printable sheet.  I know, SMs are all the same except for range, but would be nice to display the To-Hit, PEN, DMG (undestroyed hull), and arcs, as well as the ranges which do vary, without having to refer back to the rules.

Well, so I copied the printable sheet into a new worksheet, and used the lower right corner (removing the hex diagram) to display SM information if one is added to the ship.

Btw, what is the use of that hex display?  It doesn't even show what the arcs are.

Oh, another question:
Do Long Range Sensors work with Spinal Mounts?  I would think so, just want it confirmed.



Glen