201

(80 replies, posted in Starmada)

Try 120 some time....
My opponent raced his fighters to a point where he more or less got my ships in a row, and then charged into one hex, adjacent to my ship. He then opened fire on my poor hull 4 corvette and killed it... the explosion provided cover... he then proceeded to fly around explosions and continue this.... using my exploding ships to provide cover, so that I only got minimal return fire on him, until the game was over.......

One of the reasons we have a house rule of no more that 3 friendly flights may occupy the same hex. (the initial ruling had been 3, period..... but he responded by putting 3 of his flights in each hex, and arguing that we couldn't initiate dogfights as there were 3 flights in the hex.....LOL)


Trust me, a swarm of fighters can be your worst nightmare.......

John

202

(9 replies, posted in Starmada)

That is what I was thinking....
You get almost the same firing arc, and a longer range.
Not out of whack, but definitely a different way of looking at the spinal mount.
If we consider it a feasible weapon for those ships at Hull 1 and 2, you can used them as fast strike boats.

Medium range would be out to 14, and even short range reaches 7 so you get a lot of variables for the targeting.


I was more pointing out that it is possible to create ships that are effective and dangerous that only had a combat rating of 9....... so you could effectively field a good number of them.... and still have a decent fleet with it.  It also forces your opponent to decide to kill a really cheap escort, or try and go for your more valuable ships, and suffer the fire from these as a result......

Finally, if you want to forgo shields, or even use a screen level of 1 (4 screens) you can make these really fast, and used them to harrass and flank your opponents.  Finally, if your game includes anime spinal mounts, you can use these to fire one mount every turn (alternating mounts to give the off one a chance to re-charge), getting one die on everything in a straight line, per ship.

The important thing would be that with the low cost, you can use these to absorb expendible weapons, or to take fighter wings long enough for another ship to do something about the fighters.

Now, I just need to design figs for them.....(over and under mounts resembling small shotguns ought to work.....LOL)

John

203

(80 replies, posted in Starmada)

The only change we made to fighters is to decide that they cannot do Hull damage. Bombers can do hull damage, and kamikaze fighters can do 1 hull damage, and that is it. We haven't had major balance issues since then......

I'll admit that a lot of people probably wouldn't like this solution, but in the games we have been running, we decided that fighter class weapons just weren't up to the task on pounding through the hulls of capital ships..... although we do use one exception to that, and that is the equivalent of a rule already in the game, and that is if you come up with damage that is impossible, then you get one hull damage instead. (Hit a location where all the engines, equipment, weapons, are already destroyed.......  you get a hull point instead)

So fighters CAN take down a capital ship, but it is not easy, and it is time consuming...... Which makes the concept of a fleet operation much more desirable..... it avoids the over concentration of one specific combat function. And it also allows things like Armored Gun batteries and redundant shields  to carry a bigger effect...... I've seen ships with those items destroyed because they got the hull damage to destroy them via a fighter attack... and the special equipment didn't get a chance to be effective.


John

204

(39 replies, posted in Starmada)

Understood, and that is what I figured.
I also like the fact that the fighters can be dropped back to normal usage... just not act immediately, and not have to fly all the way back to a carrier.......This allows me to retain some of the flexability of the fighters, and still use them for CSP......

This is what I was referring to:
5) A flight may be taken off CSP during the End Phase; however, if it does so, it forfeits its activation in the upcoming Fighter Phase

That gives me the option of using the CSP early in the fight, but at later times, to drop them out for strike if needed.

John

205

(9 replies, posted in Starmada)

I found something interesting...  for ships with a hull 1 or 2, a spinal mount is actually more efficient than actually mounting weapons.
If I am right, a range 18 weapon at 1/1/1 with a 5+ to hit and set to 2 fire arcs (AB) costs 18 points, even on a ship with one Hull. However, a spinal mount costs only 10 points. (Speaking of SU's at the moment) and has a higher range at almost the same firing arc.

I currently am fielding some small ships that are Hull 1, Engines 6 and Shields 2 with PDS and dual Spinal Mounts. The final Combat rating for this ship, per the spreadsheet, is only 9, at tech levels of zero.

I used 12 of them as escorts last night, and although they didn't tear anyone apart, they did provide a lot of support, and pretty much made a waste of my opponents high damage weapons. He had some weapons that were 3/2/2 with Range based Pen, and Range based damage.... but it didn't really matter, as the weapon could only fire at one target per turn and yes, it did kill me, but wasted a lot of dice and points for each kill.

And the best part was that for the price of a single flight of fighters, I could field about 5.5 of these ships....

Right now, I am designing figs for them, to replace my counters.....
As my friend put it, he is just glad that I am not into Anime Spinal Mounts.

If you drop the shields of 2, and just rely on the PDS, you can add engines, until you achieve any speed you want...... I designed one that was speed 20 with the dual mount.  I am wondering if this would work as a counter to the fast ships with expendable weapons....

John

206

(39 replies, posted in Starmada)

I do like it, but I want to make sure we have most of the scenarios covered so that we aren't scrambling all at once.

What if you have a capital ship with one wing of CSP, and it encounters a cloaked enemy ship at 3 hexes. Can the fighters be used to help, or are they just sort of there?  That's the current issue that came up in discussions with our group. I want to preserve the flexibility of the system, without a batch of "special" rules. That, and I want to know how this will stack in large battles.........

John

207

(39 replies, posted in Starmada)

Cost is relative.
We have already had discussions of 8,000 point fleets, and one of my friends wants to do a huge battle with 20,000 points to a side. He is envisioning a major fleet action on par with the Battle of Endor in Star Wars (what would the Death Star's final cost be, anyways?) or like the Battle of Wolf 359 in Star Trek.... (where the Federation Fleet was decimated by the Borg). I am not sure I am up to a battle this huge, but the possibility exists for it. At that point, CSP wings are a really small amount of the total points.

Personally, we are still experimenting with a house rule that states that fighters cannot do Hull Damage. They are still deadly, in that they can cripple a ship..... but you don't see swarms of fighters mowing down capital ships every turn.

I do have a question, though...... If I was to stack 3 wings of fighters in one hex (another house rule....) how would you handle dogfighting (which, by the way, is the only way to use the CSP.... as long as the opponent is in 6 hexes, you can go for the intercept, and as long as enter the hex, you can call a dogfight... no reason to roll the d6 to intercept.) 

As I understand it, only one flight from each side can dogfight, so either the other two wings can continue on, or as this is the fighter phase, move to either side, in adjacent hexes,  and attack the CSP wing. With the exception of dog-fighting, no unit can fire on another unit in the same hex. I see this limiting the CSP, because if your opponent uses it, his fighters are then tied to his capital ships, and you can swarm, and if he doesn't then you should declare all of your wings as CSP and go for as many intercepts as possible...... pushing for dogfights.

I am not sure if I am seeing it correctly... but it seems to take away some of the use of the fighters and limits your fighters that are flying CAP over a ship from "breaking to attack" if an enemy ship was to jump in and start an attack.....

It would also appear to let a cloaked ship just sort of waltz up to your ship, decloak and attack, as the CSP ships wouldn't be able to do much to it.

John

208

(39 replies, posted in Starmada)

That would work too... I wanted to avoid the "these fighters are CSP..... and later in the turn, they fly off and go their own way.... with the "I changed my mind""   That's why I was thinking of announcing it a turn ahead... but having to land and take off works too.....

Also, would you be able to declare an interception on a capital ship that strays into range?

I had one opponent who loved to design ships with range 3 and 6 weapons on a hull between 3 and 6, with 12 engines, PDS, but no shields.... he holds them back until you are committed against something else, and then races them in to rake along your flanks.

Overall, I really like the CPS as it gives us a means of countering fighter swarms without major shifts in the rules.

John

209

(39 replies, posted in Starmada)

The only change I might make would be to have the option of re-assigning fighters set to CSP to attack, if no longer needed to guard other ships......

I would have it as a declared action on one turn, but not taking affect until the next turn......

On Turn 3, I realize that I need to send a fighter flight out to attack a ship.... so I declare that I am releasing a flight from CSP, before the end of the turn... that flight can no longer intercept, and on turn 4 is treated as a normal fighter flight as regards to movement during the fighter phase, ect.

John

210

(39 replies, posted in Starmada)

I like it too !!!

It gives the capital ship a defense during the fighter phase, without being unwieldy. It also allows the fighters to support your fleet, rather than being an almost independent force on the board.....

I am going to see if my friend will go for it for our next battle.

John

211

(45 replies, posted in Starmada)

I don't know enough about computers to make it work, but I would be game to try....

John

212

(16 replies, posted in Starmada)

Sunbursts are good as well. They create instant locations where nothing can fire through.......

John

213

(45 replies, posted in Starmada)

Ok, my bad... I must have misread something somewhere.....LOL

Either that, or I am just getting old and senile.

John

214

(45 replies, posted in Starmada)

On a final note.... here's a quote I found that seems to fit this.....LOL

You can always tell a really good Idea by the enemies
it makes.

John

215

(45 replies, posted in Starmada)

I'm not saying that it doesn't work... it just isn't something I would think to use.... but then again, I like the idea of ship out ther fighting for a bit, even the escorts... I have never been fond of the one hit one kill method of play.

I love seeing capital ships taking hit after hit, and continuing on.... victory should be something earned. The quick kill attack ships like your friend uses just don't appeal to me. However, they are not wrong, just different.....

Great thing about Starmada, it is flexible enough to provide for multiple playing styles

John

216

(45 replies, posted in Starmada)

Nice.

For mine, at least right now, I am going to have fighters (with the exception of bombers) unable to do hull damage.  It makes the fighters tactically important, but specifically in conjunction with the capital ships.

I'll see how it goes.

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

However, we did hi-jack this thread, or more specifically, I hi-jacked this thread, which was about the use of fighters as a more powerful drone.....
For that, I do apologize to everyone, as that wasn't the intent I started with.

If the player is using fighters as drones, I would recommend NOT allowing them to start the game scrambled... but instead, having them dependent on launch bays......

John

217

(3 replies, posted in Starmada)

I thought this might be amusing......

I already mentioned a really good game that I recently had in the "Drones" thread...

Here are some of my more interesting happenings in games....
1) had an entire flight of fighters roll 1's on a ship with AFB......
2) had a ship with (4) 2/1/1 weapons that needed a 3+ to hit, only manage to hit once per turn for 2 turns // no penetration on the target's 3 shield.
3) Set up a scenario with moving asteroids, and on turn one, plotted my movement so that 3 of my 5 ships introduced themselves to said asteroids..... :shock:
I learned that random movement on asteroids was not wise.....LOL


How about everyone else? What luck levels do you guys have?

John

218

(45 replies, posted in Starmada)

Not a bad idea....
I like the limit of hull divided by 2, although with the hull 18 ship, 9 flights would have been correct.......

I'd almost consider using stacking limits that are universal... no more than say.... 2 or 3 flights per hex, and maybe no more than... 2 seperate stacks (flights in the same hex) can attack a target..... in the end, fighters are more or less 6/1/1 weapons that that fire first, halve shields, and take 6 seperate hits to knock out.

One of my flights in the mentioned battle was hit with a spinal mount... and even though it was 18 damage (not anime mount) it only killed one fighter........

John

219

(45 replies, posted in Starmada)

The battleship didn't have a PDS....
and everything that missed was 2's and 3's..... except for the 2 ones
Remember that fighters hit on a 4+ which means that on average, 50% of the rolls hit.


both of us were slightly shocked... but it still didn't help that 9 wings of fighters still gives a possible total of 54 dice to hit, against half shields....

We were looking for ways to counter large fighter swarms, as one of our other friends is looking towards designing fleets that are nothing but massed fighters......

We could re-do that battle, and see how it goes...
Then again, I once fired 12 weapons off of one ship 3/1/1 and needed a 5+ (4+ weapon at long range) and out of 36 die, the highest thing I rolled was a 3......

I either have good luck with dice (about a 3rd of the time) or totally dismal luck (the rest of the time)

Or you can have fun with the flight of fighters last week that all rolled ones vs. AFB and died......

220

(45 replies, posted in Starmada)

I hope I didn't kill the thread... I was hoping to provide some examples and get people discussing ideas.......

John

221

(2 replies, posted in Discussion)

I don't know..... maybe make a fleet of the ships that kept attacking the house for Starmada????

John

222

(3 replies, posted in Starmada)

Ello,

I was wondering how this was going?

John

223

(45 replies, posted in Starmada)

Understood.

I don't like ramming.... for that matter, I consider my ships to be actually crewed by beings who want to survive the engagement.... casualties are rarely happy, even when their side wins. And my ships tend to have as good a defense as I can put on them.....

However, kamikaze attacks are still a valid tactic, if only for the terror value. Look at World War 2.......  Our navy personal were terrified of kamikaze attacks on their ships.

The in game consequence is more pronounced because of the fighter rules.

Fighters act within their own phase, before any weapon fire. Fighters can be considered a range 11 (10 movement plus the weapon range of 1) weapon that is  4+ 6/1/1 that gets the abilities; halves shields, and the special ability of first strike. When ramming, they are range 10 expendible weapons with 2+ 6/1/3 and halves shields and first strike. And you get this for the cost of 50 SU points.

When fighters are used as initially conceived, they are not only balanced but work well within the system. However, they are open to abuse, and when abused it is dramatic.  I recently had a game with a friend where I built 3 carriers with 12 wings of fighters each. I didn't worry about launch bays, as we can start the game with all fighters on the board, and outside of the fighter bays, some defensive weaponry, shields, PDS, and armor.... they had no other added equipment. I had a couple of light support ships as well, and that was it.

My fleet had a total of just over 2400 points.
My opponent had a fleet that was about 3500 points, but only had about 6 wings of fighters.....

In the end, I won. I was able to mass attack his capital ships with swarm tactics, and basically do so much damage during the fighter phase that whatever ship I attacked was either dead, or so badly hurt as to be a non-entity.  The first ship I hit was his command battleship that had an 18 hull.
I lost a grand total of 3 fighters out of one wing on the way in (one to a spinal mount hit from that ship), and I had attacked with 9 wings of fighters on that ship (the 3 fighters lost were from these wings, there were other losses against the other ships). Of the remaining 51 fighters, I hit with 38 of them. Two of the fighters rolled ones, and died via flying into each other's line of fire (AFB on the ship), thereby improving the gene pool of my species through elimination of the stupid. Of the 38 that hit, 25 managed to roll a 3 or better and avoid the shield (ship had a shield of 4, and for some reason, he didn't use a PDS which would have stopped a further 9 hits.)

The ship took 17 hull damage, lost all of the weapons in the A bank, and only had one weapon in B that survived. All of the engines, and special equipment that could be hit, was hit... leaving a ship with no movement, and only one weapon that had a range of 6 and was 2/1/1. 

Meanwhile, his 6 wings were engaged in furious dogfights with 6 of my wings, and 2 of his other cruisers had gone up in blazes of glory to massed fighter attacks....... Unfortunately for my opponent, they never got the chance to fire back, and the AFB were slightly less than effective because it relied on my rolling ones.........

Finally, during the capital ship phase, he fired at the threat that he could reach, the fighters, and managed to take down 14 of them.  My two escorts got within range of his battleship, and finished it off.

Stopping the battle, we re-assessed the situation.. I had lost a total of 27 fighters out of 180 (we are ignoring the dogfights at the moment)

He had lost his battleship that cost 1108, and two cruisers that were worth just over 400 each...... At the rate the battle was going, this would have been over in another 2 - 3 turns.

The dogfights were fairly even, and if left alone, would have ended in mutual destruction, or as close to that as didn't matter. However, I was getting ready to re-assign any wings that had lost fighters to the dogfights to support them.

When we ran a second battle, though, we tried something a bit different.
AFB, of course, got to fire, and we decided to use one of the statements from the Starlancer computer game, as well as from the Freespace games.

We decided that fighters could not do hull damage. They could shoot off weapons, damage engines or shield generators, but that they didn't hurt hulls. In addition, drones are explosive guided torpedoes designed to destroy a ships hull... a fighter has only mass and impact, so kamikaze fighters still rolled 3 dice, but only got 1 hull damage total for a ram. The dice were used to determine what mounted equipment that the fighter pilot aimed at and hit. So a kamikaze fighter might hit a shield, a weapon, and something special, but could not score more than 1 hull of damage per fighter.

This battle turned out a lot different.... At the end of 6 turns, 2 of the carriers were destroyed, and my fleet was starting to retreat. The armored gun batteries on my opponents escort ships was my worst nightmare....  During the first battle, I merely destroyed his hull, and could ignore the fact that he had armored gun batteries.. now, I actually had to destroy the equipment.  One of my escorts was taken in one shot from the battleship's spinal mount, and the other was a hurting unit.

All in all, the second battle was very good in that my oponents fleet was half again as big as mine in point cost, and I learned exactly what that meant. However, I did leave him one major repair bill......LOL

I crippled his battleship, and pummeled the daylights out of everything else, but as I couldn't destroy his hull, it allowed his damage control teams a chance to repair enough to keep the battle going. His armored gun batteries meant that his Hull 7 escorts lived through the fighter waves, and were able to return damage and in general, keep me tied up with them.

One of his hull 9 cruisers got up on my escorts, and then got hammered severely....... during the fighter phase, 3 wings of fighters gave him a good work over, and damaged the shield generators down to 1.... and then my escorts were able to open on it.

All in all, I like the fact that although the fighters didn't do hull damage, they still had first strike, and could halve the shields of my opponents.
The only thing I hadn't tried yet was the use of bombers.... those I would leave with the ability to do hull damage.

We even got to use the roll maneuver for the first time in any game.... one of his escorts did it to bring some more weapons to bear and killed my carrier.....

Anyways... probably not the best place to make this post, but it was inter-related with this and several other threads.

John

224

(45 replies, posted in Starmada)

I agree Dan, but then again, doing 3 die of damage per hit is kind of nasty too.......... If the battles are quick one or two turn battles as described, then it makes perfect sense.......

This was what I was considering when I was looking at the possibility of a more active fighter defense....... After Star Wars 1, I started seeing people taking drone fighters for the sole purpose of ramming at the first opportunity.....

John

Why allow them to do damage to capital ships at all? Give them a limited range and make them fighter only. I don't mind giving up a little of my destructive capability for a better overall defense.... I want my crews to survive....

John