1

(35 replies, posted in Starmada)

The system so far is awesome - really like it.  Keep going!

Some time ago Nomad suggested a matrix to generate scenarios rather than the standard scenarios rolled by dice, and I've got a suggestion below I plan to try out (real life allowing, of course).  I also wondered how it would be not to have VPs at all - which might mean beefing up the EPs from colonies, so that territory becomes worth fighting for and the only tactical victory is staying on the map - making it a fine call about when to turn tail and run for hyperspace with your fleet (leave it a bit too long and you might lose everything).  Interested in what you think...

Scenario Matrix

Scenarios do not have points limits or victory conditions – only EPs can be used to build or repair units.  Hyperspace rule in operation, you “win” if only your ships remain on the map at the end.  A large hex map is used for all scenarios.

The tactical phase commences with each side declaring the total number of ships it has, but not the total CR.  The roll for terrain is then made.  At this point the Defender must decide if they wish to decline battle, not later.

Assuming the Defender chooses to fight, the terrain is placed.  Next, each side secretly chooses one of the six formations listed below.  They reveal this to each other at the same time, and the results are cross referenced.  For example, if one side chose “Pincer” and the other chose “Line Abreast” the result would be scenario “D”, Broken Centre.  From this point onwards who is considered the attacker or defender for tactical set up may change.

Only the defender may select the "dug in" formation.

                            1    2    3    4    5    6
1.  Pincer                    I    F    F    D    A    G
2.  Flanking            F    H    F    C    E    G
3.  Surprise Attack    F    F    F    F    F    B
4.  Line abreast            D    C    F    F    F    G
5.  Diamond            A    E    F    F    F    G
6.  Dug In                     G    G    B    G    G    G

(sorry, my skills are inadequate to make the table come out right on the forum  :oops:  - there should be 7 rows and 7 columns, with the scenario letters beneath the numbers to show which cross references with which)

The proportions of ships below are by numbers of ships (regardless of CR), but combat rating could be used instead if preferred.

A – The Trap – as Scenario in Rules, with side executing the “Pincer” becoming the “Attacker”.  Each of the attacker's set-up areas must contain at least 1/3 of their ships

B – Defender Surprised – Attacker sets up as normal, Defender sets up with 2/3 or their ships at their baseline, and 1/3 of their ships within 3 hexes of the central point on the map.

C – Flanked – The side executing the flanking becomes the “Attacker”.  Both sides set up with their baseline being the long side of the map.  The Attacker reserves 1/3 of their ships, which are deployed either after all other ships are deployed, or at the end of turn 1,2 or 3.  The attacker decides whether to deploy at once, or on which subsequent turn, prior to set-up and writes this down, revealing it only at the point at which those ships are deployed.  The deployment area for the reserved ships is either the right or left third of the defender's baseline.

D – Broken Centre – the side executing line abreast becomes the attacker, the side doing the pincer becomes the defender.  Both sides have their baselines along the long sides of the map.  The defender must split their force into 2 distinct forces with at least 1/3 of their ships in the smallest force.  Each force sets up in one of the outer thirds of their baseline, no ships may deploy in the middle third.

E – Quick Strike – the side executing the Diamond becomes the attacker, that attempting Flanking becomes the defender.  Set up is as normal except that the defender is missing 1/3 of its ships by Combat Rating (the flanking force which has failed to arrive).

F –  Fleet Action – standard set up

G – Dug In – this represents the defender taking an entirely defensive posture.  If they are in a system with an outpost or star base, they may choose to have its planet present along with any defensive bases.  In addition the defender, if they have ships with mine factors, may place 2x the mine factors of their ships within their set-up area AND still have mine factors available from their ships.  The Defender sets up in the third of the map closest to their baseline, and entirely completes their set-up first.  The attacker then sets up at their baseline as standard.

H – Failed flanking – both sides set up as standard by minus one third of their ships by Combat Rating.

I – Failed Pincer – Both sides set up along the long side of the map, with half of their ships in the two outer thirds of their base line, and no ships in the centre third.

2

(17 replies, posted in Starmada)

starbreaker wrote:

Take a look at Battleshift here:

http://web.archive.org/web/20071113031207/http://www.thanesgames.com/battleshift/bsmain.htm

One of the few games I've seen that incorporated tactical hyperjumps right from word one, and fairly good at it too.  Easy to crib ideas for Starmada, especially since you're plotting movement anyway.  Thane's site is gone but the archives still work, albeit slowly.

Like the idea there!  With a hex system you could implement it more accurately.  Use of micro jump would need special equipment (perhaps 10% SU and a 1.5 modifier to 0CR), and could work something like this:
As a movement order takes up no thrust, and jumps after normal movement.  Will appear at start of next movement phase (so is absent from the fighter and firing phase and end phase after movement) a specified number of hexes ahead from its last facing (so would have to mark the jump point and facing) and with the same speed as when it jumps (speed and facing same) at which point thrust is available to move normally with.  Equipment cannot be used is same turn as any jump in:  So could move and jump out turn 1, jump in turn 2, move and fire, move and jump out turn 3.

Incidentally, should put the end to maxing out weapon ranges with narrow arcs and sitting waiting for the enemy.

3

(23 replies, posted in Starmada)

Well, actually, I'm pretty sure that we're all weird in our way.

Except me.   wink

Have to agree would be good for AFBs to be some use, but that would disadvantage fighters/seekers/strikers further, which as they are an antidote to the dull sit there and shoot everything with lots of long range guns tactic, would be a shame.

Another way to tackle these issues is to contextualise the Starmada games - if they are part of a campaign that has objectives, such as bases or planets to capture, I don't see a problem.  As mentioned above, the tactic of sitting in the corner with lots of guns is a good one if you want to defend, and that's why defensive forces usually have a slight advantage.  If the scenarios force one side or another to attack, and allow forces that are imbalanced, the issue vanishes.  Its only a problem in one off fire fight scenarios where there are no goals.

How you generate these objectives - could be through a campaign system such as VBAM or something simpler, or you could add in an option that gives one side an objective to capture/destroy worth VPs - if destroyed/captured the attacker gets the VPs, otherwise the defender gets them.  All the defender would have to do is sit there.  The attacker could have maybe half the objective's VPs in extra ships.

4

(45 replies, posted in Starmada)

Thanks a lot for that - very clear!

5

(45 replies, posted in Starmada)

Like the idea of a league.  However, I'm always short of time  sad  - how long does it take to setup, do a turn etc?  And you can do it "postal" style?  Do you need to be logged on same time?

6

(17 replies, posted in Starmada)

jygro wrote:

"Maybe Ramming could be accomplished with a house rule where if you can maneuver into the same hex as another ship, roll an attack (5+ maybe?)"

The idea I would go with is both ships captains roll a d6, add their current MP and  subtract their current speed. Winner decides if the ram occurs or not (ties go to the defender).  Once hit, each ship does current hull as IMP 1 against the shields; any that make it through the shields, are DMG 1 to the other ship.

-Bren


Like this idea - but would ignore shields and go straight for dmg, on rationalisation that its going to be really hard to manouever into the square of the other ship anyway, and shields or sundry defences are not set up to cope with a ship sized item hitting them.  You could declare and resolve this at the end of the move phase - and apply effects at once.

7

(18 replies, posted in Starmada)

BeowulfJB wrote:

It IS Heresy... tongue
But Heretics are welcome here and make this game more fun. 8-)

Glad to hear that!

Another way to make the hyperdrive thing work would be to allow multiple hyperdrives that make campaign travel faster - or escape faster on the field of combat.  Something like each additional drive reduces interplanetary standard travel time by  50%-25%-12%  etc more in decreasing curve for each additional drive, and that each additional drive gives another d6 when warming up to hyperdrive out - 3 drives would give a better than evens chance of always escaping on the same turn you declared warming up the drive.

The space cost would make it more worthwhile for a big ship to carry smaller ships.

Another example in fiction is the ships in Ian Bank's SF books - thinking of Excession here - that are HUGE and can manufacture and deploy smaller ships.

8

(18 replies, posted in Starmada)

MadSeason wrote:

Not to mention there might be a hyper-space field that allows a larger ship to "pull" smaller ships through hyperspace with it. Could make it costlier than regular hyperspace and allow attack boat-type craft to begin play adjacent to the carrier. They could also then only warp out if adjacent to a departing ship.

You get something like that happening in Crimson Dark.  Also, nothing to stop you having a hyperspace generator that is either static (rather like Babylon 5) for smaller ships, or mobile (similar, but mounted on a huge ship).  The latter might be quite interesting - the way to really invade a hostile system, with the defenders going all out just to get that one ship at any cost.    Static ones would make for good defensive scenarios (defending, or blowing up to prevent capture).

As for hyperspace drives being so cheap - nothing to stop you changing them to 10% of 15% or anything of SU space if you want a different sort of game and your opponents agree - or is that heresy?  :twisted:

9

(17 replies, posted in Starmada)

The use of fire ships suggest that a weapon that destroyed the ship, if properly balanced, could be interesting.

Personally, I'd like to see something that allowed a ship to ram another in a final "death or glory" bid.

While thinking about it, I'd quite like to see something that allowed different crew qualities.

And even more off the original point, what about micro jumps such as get in some of Elizabeth Moon's military SF?  Would be an utterly different game with timing and manouever much more critical.

10

(8 replies, posted in Starmada)

Really nice!  Like the scenarios, and excellent presentation too!  I've also been working on a terrain and scenario table - put this below.  Think the only way to find out if it works is to keep trying stuff out.

1    Planet (sz 2 or 3, 50% chance each), moon on 1-3 (d6), further moons on 1-2 and keep rolling until get a “no moon” result
2    3d6 asteroids
3    Micro planet and 3d6 asteroids
4    Clear
5    Clear
6    Other - Micro planet (1,2), d6 asteroids and Hull 8 independent habitat that fires on closest of either side -  (3,4), dust cloud (5), black hole (6)

Using this for a specific campaign, where there isn't a local nebula.  Like you, I like terrain.  The way I think of it, conflict happens near resources and assets, all the rest is hyperspace.

11

(23 replies, posted in Starmada)

oh, pretty, definitely!  Otherwise why not use numbered pins on a tiny hex sheet instead of miniatures!

12

(8 replies, posted in Starmada)

As few as two (began in contact) as long as 7 so far....  they're bloody affairs

13

(6 replies, posted in The Admiralty Edition)

Last night fought a battle between the NSA fleet, and a carrier group led by the Ark Royal (see first post) backed by HMS Terrible (below).  It was about 2300 points each - NSA fleet had the two battleships and battlecruiser above, 2 cruisers, 4 destoyers, 2 frigates and a scout.  The RN was the Ark Royal and Terrible plus 4 destroyers, 2 frigates and a scout.

Type: HMS Terrible - C17, Powerful Class, Royal Navy  Heavy Cruiser  (298)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1                       
Shields: [TL0] 4 4 3 3 2 2 1 1
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Mauler Heavy Cannons  TL0,  1-3/4-6/7-9,  2/3+/2/2
No Range Modifiers, Continuing Damage
[AB]  [AB]
Battery W:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G] [AB] [A] [B]
Hyperdrive :
Armor Plating : Countermeasures :

We played a scenario where the RN attempted to ambush the NSA and the battle started off only about 15 hexes from each other, and lasted just 2 turns.  This was very bad for the RN - lesson 1 - keep the carrier well away until all the fighters are ready to go.  We were playing a modified deployment system where only a third of fighters deploy at set up.  In the first turn the NSA ships concentrated fire on the Ark Royal, causing about 9 hull damage and a lot of carrier capacity lost (about 8 fighters went "pop" still inside the ship).  The Ark dropped 6 swordfish torpedoes and 2 oblivion bombs at the end of turn one, all in range of the main NSA ships.  Other ship to ship combat, while close up and enervating, was largely irrelevant.

In the fighter phase of turn 2 the first area affect oblivion bomb destroyed a hull 6 cruiser, and most of the battlecruiser in one explosion.  Crucially, the first NSA fighter move shot down 4/5 of the other flight of oblivion bombs, probably saving the other NSA cruiser and a battleship the same fate, and essentially winning the game.  The fighters then all pinned each other, 4 swordfish torpedoes more or less destroyed one NSA Battleship (3 standard fighter flight attacks killed it just afterwards) while 2 more torpedo flights finished off the already damaged battlecruiser.  Unfortunately, this left on NSA battleship almost untouched, and in the ship fire phase, while it took a few good hits from the Terrible, it destroyed the Ark Royal.  RN minus 1900 points, NSA lost just over 1000.

A very quick and bloody battle - main learning was DONT EXPOSE THE CARRIER - when it comes to campaign play, a carrier should come into its own, as it can destroy/maim ships from afar and withdraw - so best used in offense, not to defend static objects.  Left wondering about strikers/seekers - can be devestating, but bringing a ship in close enough to launch is bad for the ship, while a fleet like the NSA, with a lot of firepower, can shoot the most dangerous flights down if they come in from long range.  If could just get around the flank......

14

(6 replies, posted in The Admiralty Edition)

On manoeuvres the RN ships above have had the New South African fleet as sparring partners (although their main potential foes, the Deutsche Marine are not friendly enough for war games - awaiting full hostilities).  The following Battleship, Battlecruiser and cruiser designs have proved themselves tough to beat (in the last battle using area affect weapons to good effect against some bunched torpedoes):

Type: NSAS Mandela - 61, Victor Class, New South Africa  Battleship  (486)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 4 4 4 3 2 2 1 1 2 1 1 1                   
Weapons : 1:[V], 2:[W], 3:[W], 4:[W], 5:[W], 6:[X]
Weapons
Battery V:   Iklwa Fusion Torpedo  TL0,  1-5/6-10/11-15,  1/3+/2/3
Area Effect, Slow Firing
[G]
Battery W:   Cetshwayo Missiles  TL0,  1-6/7-12/13-18,  1/4+/1/1
[G]  [G] [AC] [AC] [AC] [BD] [BD] [BD]
Battery X:   Ipapa Laser Cannons  TL0,  1-5/6-10/11-15,  1/3+/3/3
Piercing +1
[G]  [G]
Carrier (100) : Fire Control : Hyperdrive :
Anti-Fighter Batteries : Countermeasures :
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Mk1:(100) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:2 1


Type: NSAS Ndalme - 03, Victor Class, New South Africa  Battleship  (401)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 4 4 4 3 2 2 1 1 2 1 1 1                   
Weapons : 1:[V], 2:[W], 3:[W], 4:[W], 5:[W], 6:[X]
Weapons
Battery V:   Iklwa Fusion Torpedo  TL0,  1-5/6-10/11-15,  1/3+/2/3
Area Effect, Slow Firing
[G]  [G]
Battery W:   Cetshwayo Missiles  TL0,  1-6/7-12/13-18,  1/4+/1/1
[G]  [G] [AC] [AC] [AC] [BD] [BD] [BD]
Battery X:   Ipapa Laser Cannons  TL0,  1-5/6-10/11-15,  1/3+/3/3
Piercing +1
[G]  [G]
Fire Control : Hyperdrive :
Anti-Fighter Batteries : Countermeasures :


Type: NSAS Drakensburg - 38, Lesotho Class, New South Africa  Battlecruiser  (405)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 4 4 4 3 2 1 1 1 1                     
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[X], 6:[]
Weapons
Battery V:   Ulundi Light Fusion Torpedo  TL0,  1-5/6-10/11-15,  1/3+/2/3
[G]  [G]
Battery W:   Impala Laser Cannon  TL0,  1-4/5-8/9-12,  2/4+/1/1
Piercing +1
[AB]  [AB]  [AB]
Battery X:   Repeater Cannon  TL0,  1-5/6-10/11-15,  2/3+/1/1
Piercing +1, Repeating
[G]
Carrier (100) : Fire Control : Hyperdrive :
Anti-Fighter Batteries (5) : Countermeasures :
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Mk1:(100) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:2 1


Type: NSAS Charlotte Maxeke - C11, Heroine Class, New South Africa  Cruiser  (213)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 4 4 3 2 1 1                         
Weapons : 1:[VW], 2:[VW], 3:[VW], 4:[VX], 5:[V], 6:[W]
Weapons
Battery V:   Cetshwayo Missiles  TL0,  1-6/7-12/13-18,  1/4+/1/1
[G]  [G]  [G]  [G]  [G]
Battery W:   Knobkerrie Missiles  TL0,  1-4/5-8/9-12,  1/4+/2/2
[A] [B] [G] [G]
Battery X:   Impi Laser Turret  TL0,  1-2/3-4/---,  2/3+/1/1
Anti-Fighter, Carronade
[JKL]
Carrier (50) : Hyperdrive :
Countermeasures :
Launch:2   /   Recovery:1
Small Craft carried:
Fighter, Mk1:(50) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:1


These ships are backed by some fierce destroyers and frigates, such as;

Type: NSAS Umgeni - D45, Umgeni Class, New South Africa  Destroyer  (97)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                           
Shields: [TL0] 3 3 2 1                           
Weapons : 1:[VW], 2:[VX], 3:[WX], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Shakka Spinal Cannon  TL0,  1-3/4-6/7-9,  1/4+/2/2
[G]
Battery W:   Impala Laser Cannon  TL0,  1-4/5-8/9-12,  2/4+/1/1
Piercing +1
[A] [B] [G]
Battery X:   Impi Laser Turret  TL0,  1-2/3-4/---,  2/3+/1/1
Anti-Fighter, Carronade
[CDEF]
Hyperdrive :
Anti-Fighter Batteries (2) : Countermeasures :

15

(7 replies, posted in Game Design)

I'm busy designing a near future campaign to run alongside a role playing one.  This is based on a campaign where there is essentially no time to build reinforcements - although can see that would work if each side had a certain number of points to "lay down" per month on a track planned about 6 months ahead.  While I'm a bit hazy on some things, what I've come up with so far is the following:

Timescales:

Campaign time is in days, with one strategic turn being a day.

Activation and communications:

Due to the need to send a ship with a hyperdrive to deliver news between stars, fleets and bases must be written standing orders prior to the campaign, covering what is happening and where they are going.  These standing orders also cover rules of engagement depending on any state of hostilities.

The orders of a fleet can only be changed by sending a courier ship with news.  This is assumed to happen using small ships not represented in game, but orders must be written and dated to come into effect at the point they will reach the target fleet or base, according to the days of travel between stars.

Movement:

Movement between star systems is from “Outer System” to “Outer System”, and takes the number of days required for hyperspace flight between those systems.

Movement in a system is one area per day.  Ships from different nations which are hostile to each other (or where one is hostile unknown to the other) have the option to hold a battle if they are in the same area together – both sides must agree to this if in the Outer or Inner system, as space is too big to blockade.  However, in other areas (i.e. planets/special system features) only one side needs to want to fight to get the ships onto the star mat.

The exception to this happens if one side challenges the other to make a “Readiness Roll” (see above) – if one side can get +4 on the other side it may engage the other no matter what, or flee any combat.

Movement is by day, as per hidden written orders executed simultaneously.

Where there is an umpire, movement is hidden and you will only know of enemy ship positions if you have a ship or base in the area in question.

Areas in a star system:

Every star system has an Outer System area, and an Inner System area.  Within the Inner System area are planets, bases and other special features, each of which have their own area.  For a fleet/ship to move to a planet from another planet it will have to move via the Inner System area, taking 2 days (1 day to Inner System, 1 day into the other planet's area).

For example, in Sol the areas might be:
·    Outer System
·    Inner System
·    Venus
·    Earth (includes Luna)
·    Mars
·    Ceres
·    Vesta
·    Jupiter
·    Saturn
·    Jupiter


Carriers:
Must specify exactly what mix of craft are carried at start of campaign.  Fighters lost during a battle cannot be replaced, unless the carrier has a fleet replenishment ship with it (and then only up to the cargo max for fighters, or transport max for marines – track this for replenishment ship) or if it visits a friendly naval base/station/planet where full replenishment can take place.

Post battle repair:
A ship with repair can do one repair per 10 SU on itself or another ship between battles – given a day per repair.  This can be on weapon system, equipment, thrust, hull or defence.
Self repair – ships may self repair all items except hull, at rate of one attempt per day.  Roll d6 – on 5 or 6 the system is repaired, if a 1 is rolled it is irreparable and must be done at a base.
A visit to a friendly base or planet can allow any repair, at the rate of one item per day.


One bit that might help above make more sense is a house rule I'm testing out to do with deployment:

Setup

Normal setup:
Ships deploy as per standard rules within 5 hexes of baseline, unless there is a friendly base or planet, in which case may deploy within 5 hexes of that.  Bases and planets are placed first, within the third of the map closest to the controlling side, except where there is multiple ownership of a body (i.e. Earth/Mars) where it is placed centrally.
Ships with mines may then place up to half their mine factors, provided these are within 10 hexes of baseline/bases/planets etc.
Starting speed = slowest ship –1 for all in fleet
Fighters – one third of all carrier based fighters can be deployed (round fraction of fighter up)
Ships are deployed in order of hull size, independent fighters last
Ships with stealth may be redeployed once after normal setup complete


SWACS:
Stellar Warning And Control System – takes 5% SU capacity, multiplies DRAT by 1.5.  Any ship carrying SWACS is placed last on set up, after ships with stealth are repositioned.

Readiness:
Readiness of a fleet affects how setup is done.  Both sides roll a d6 and apply modifiers from the table below:

+1    Per ship in fleet with SWACS, to a maximum of +3
+1    Per 100 points more in the opposing fleet
+2    Per point of difference between “Equipment” technology level for the nations (average if varies)

The difference between the two rolls is then calculated (a roll of 2 and 4 would have a difference of 2, with the winner being +2 readiness and the loser –2 readiness). 

The effects of readiness on set up are:

-4 or worse    Fully deploy all ships before opponent.  1/6 of fighters deployed.  Roll d6 to determine facing of fleet.  After deployment, opponent may move ¼ of your ships up to d6 hexes (roll for each ship).  Starting speed zero.
-2, -3    Deploy half force before opponent deploys any, then alternate ships.  ¼ of fighters launched.
-1    Deploy two ships to opponents one, starting first.
0    Normal deployment.
+1    Deploy within 7 hexes of baseline/friendly bases or planets.
+2, +3    May use delayed deployment.  2/3 of fighters deployed, make one free move (all phases – opponent may respond with fighters using “Combat Interception” rule, during firing phase opponent may fire)
+4 or better    May use delayed deployment.  Full fighter deployment, make two free moves as above.

Delayed deployment:

Up to one third of ships can be kept off the set up, and while the enemy is told there are off map forces, they need not be told what or how much.  The person delaying deployment can specify any edge of the board for them to appear at except the enemy base line, and in what turn this happens.  Further, if it is the Port or Starboard edge (from their baseline) they must specify near, middle or far third of the game area.  This is written down and sealed prior to other deployment.  Deployment is within 5 hexes of baseline, or 2 hexes of port or starboard sides.

A further option is to have a “marker ship” which acts as a focus for them to home on for deployment direct from hyperspace (again this ship is specified in the sealed order).  During the end phase of the turn before deployment, a marker is placed in each hex where a ship will deploy (within 2 hexes of the marker ship).  The player need not declare which ship is deploying to which marker – they represent hyperspace signatures that their opponent can detect.  Orders are written for the ships deploying from hyperspace and their movement will start from any of the hyperspace markers with the same facing as the marker ship – but once a marker is used it is taken off and cannot be used by another ship.  Any carrier deploying direct from hyperspace does not have any fighters launched.  If the marker ship is destroyed prior to deployment, it fails and the ships must appear 2 turns late at the baseline.


Sorry for the huge post - but would welcome any comments on this

16

(6 replies, posted in The Admiralty Edition)

Another Cruiser from the RN fleet, an all purpose design:

Type: HMS Achillese - C70, Leander Class, Royal Navy  Cruiser  (148)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                         
Shields: [TL0] 3 3 2 2 1 1
Weapons : 1:[VW], 2:[VW], 3:[VW], 4:[VW], 5:[VX], 6:[WX]
Weapons
Battery V:   Gilgamesh Laser Cannon  TL0,  1-3/4-6/7-9,  1/4+/2/2
[G]  [G]  [G]  [G] [AB]
Battery W:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G] [GHI] [GHI] [JKL]
Battery X:   Rabitt multi-guns  TL0,  1-2/3-4/5-6,  2/4+/1/1
[GHI] [JKL]
Hyperdrive :
Countermeasures :

And a specialist that has worked ok the two times I've used it (definitely not effective without fighter cover - the design is an attempt at a low cost "first shot" support vessel):

Type: HMS Apocalypse - Q2, Armagedon Class, Royal Navy  Monitor  (112)
Hull: 5 4 3 2 1
Engines: [TL0] 2 2 2 1 1                         
Shields: [TL0] 3 3 2 2 1
Weapons : 1:[V], 2:[V], 3:[V], 4:[V], 5:[], 6:[]
Weapons
Battery V:   Thin Lizzy Tactical Nuke  TL0,  1-6/7-12/13-18,  1/3+/2/3
No Range Modifiers, Double Damage, Slow Firing
[G]  [G]  [G]
Hyperdrive :
Anti-Fighter Batteries (4) :

17

(14 replies, posted in Starmada)

Nomad wrote:

  Rarely use fighters, and when I do I make sure to increase their accuracy significantly and use them mainly for defense against enemy fighters and strikers; on offense they die too easily.

I like this idea - especially with the dogfighting pinning rules, and the interceptor (combat air patrol type) rules.  Issue I can see for seekers/strikers is ensuring you get fighter superiority to prevent the opponent doing the same.  However, that's a nicely circular bit of Starmada - I have the sense that the "missile frigate" tactic could fail to a fleet defended with cheap interceptors and heavy on well armed ships, which in turn would fail to an all ship fleet, which would then fail against a fighter/seeker/striker heavy fleet and so on, ad infinitum.. very paper/scissors/stone.

18

(14 replies, posted in Starmada)

BeowulfJB wrote:

I rarely use fighters.  They are simply too easy to shoot down, and rarely get to attack twice.  All of my ships have weapons that have no piercing or anything exotic.  They are reserved for AA fire.  I usually am able to shoot down most , if not all of the attacking fighters b4 they get into range.  All my weapons fire out to 18, which means that I will get at least one shot at the fighters. 8-)   
I don't put any AntiFighter batteries on my ships.  Their inability to shoot until after the fighters attacks makes them not worth their cost IMHO. :?

Interesting tactic, wouldn't its success depend on the number of fighters faced?  I'm wondering how a fleet heavy on fighters that was able to synchronise ship, fighter and seeker attacks would do.

19

(14 replies, posted in Starmada)

I like the escort carrier idea - no shields, very slow, just a hull carrying fighters - you can get them as down as cheap as independent fighter flights would be, without exposure to the points loss at the front of battle.  This makes a sitting duck if your opponent gains fighter superiority or can get some seekers through your defences, but then they're not firing those resources at the actual fighting ships.

In a campaign setting there's a much better case for armoured carriers - not so much punch for the cost, but more likely to stick around from game to game.  Depends how your games are structured.

I'm interested in the use of strikers and seekers and how others do this?  Not had much chance to experiment yet, but it seems to me that using cheap strikers as interceptors, and seekers as bombers, would enable big carriers to pulverise opposition at long range with little risk to self (or a host of smaller ships to do so).

20

(6 replies, posted in The Admiralty Edition)

Something I've not often seen mentioned is the question of fleet mix - and how ships work together.  For example the Battlecruiser above works with support ships that cover its weaknesses for fire arcs.  For example, with the carrier below (provides fighter cover and takes out smaller flanking ships) and the cruiser (wider fire arcs for the close in work) - the cruiser is quite expensive, mainly due to the Seekers carried, and thinking of scrapping these and using the space for greater conventional armament.

The "fleet" I've been using also has a number of destroyers and frigates and a light cruiser, as well as the below, supporting two battlecruisers - works out about 2000 points.  Interested in others thoughts on fleet composition, and how they react to the design and build of opponents.

Type: HMS Furious - R47, Furious Class, Royal Navy  Light Carrier  (611)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 1 1
Shields: [TL0] 3 3 3 2 1 1 1                       
Weapons : 1:[V], 2:[V], 3:[], 4:[], 5:[], 6:[]
Weapons
Battery V:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (440) : Launch Tubes : Hyperdrive :
Armor Plating :
Launch:4   /   Recovery:1
Small Craft carried:
Fighter, Mk1:(200) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:4 3 2 1
Interceptor, Mk2:(88) # 6/Speed:12 /Attack:5+ /Defence:0 /Traits:Interceptor,, /  Flights:2 1
Bomber, Mk1:(92) # 3/Speed:8 /Attack:3+ /Defence:0 /Traits:Piercing,Bomber,Increased DMG-2 /  Flights:2 1
Seeker, Mk1:(60) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Bomber,Piercing,Increased DMG-2 /  Flights:2 1


Type: HMS Arethusa - C26, Arethusa Class, Royal Navy  Cruiser  (235)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 4 4 3 2 1 1                         
Weapons : 1:[VX], 2:[VX], 3:[W], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Gilgamesh Laser Cannon  TL0,  1-3/4-6/7-9,  1/4+/2/2
[AB] [ABCD]
Battery W:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G] [A] [B] [GHI]
Battery X:   Rabitt multi-guns  TL0,  1-2/3-4/5-6,  2/4+/1/1
[ACE] [BDF]
Launch:2   /   Recovery:1
Small Craft carried:
Seeker, MK1:(40) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Interceptor,, /  Flights:2 1
Seeker, Mk1:(30) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Bomber,Piercing,Increased DMG-2 /  Flights:1

21

(6 replies, posted in The Admiralty Edition)

PSYCO829 wrote:

You made a ship that costs <1600 with level 0 tech and level 3 shields. You are a god amongst men my friend.
Battle Cruiser's arcs of fire seem a little narrow, it can't hit anything not in its front 120 arc.

So far have not found the narrow arc of fire a problem - limits use to front on against larger ships, with escorts providing support for the other angles - makes manoeuvre critical.  The Nukes and Maulers have proved very effective but the trade off is the narrow fire arc.  I've found that either the engagement happens far enough back that the arc is not a problem, or a "sit and swivel" tactic works.  Also using the pivot rules.

22

(6 replies, posted in The Admiralty Edition)

I've been designing ships for a near future campaign, where things have not progressed as far as we might hope due to the usual disasters - AI wars, global deluge, nuclear conflict and the like.

Basic parameters - rng limit 18, no screens etc only basic shields value, no dual mode weapons or "starship/fighter exclusive" ones, no teleporter/cloaking.  A "house rule" in operation is that carriers can deploy only 1/3 of capacity at setup, so launch tubes become more important.  Allowing most other options from the supplements to date.

Just a couple of ships below for now - interested in any comments on the designs.  The carrier hasn't yet been tested, but the Battlecruiser has proved its worth in several fights.

HMS Ark Royal, Audacious Class, Royal Navy  Fleet Carrier  (1647)
Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1               
Shields: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1               
Weapons : 1:[VW], 2:[V], 3:[V], 4:[V], 5:[W], 6:[W]
Weapons
Battery V:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G]  [G]  [G] [AB] [AB] [AC] [AC] [BD] [BD]
Battery W:   Rabitt Multi-Guns  TL0,  1-2/3-4/5-6,  2/4+/1/1
[AC] [BD] [C] [C] [D] [D] [DF] [CE]
Carrier (1200) : Launch Tubes : Hyperdrive :
Armor Plating :
Launch:8   /   Recovery:2
Small Craft carried:
Fighter, Mk1:(500) # 6/Speed:10 /Attack:5+ /Defence:0 /Traits:,, /  Flights:10 9 8 7 6 5 4 3 2 1
Interceptor, Mk2:(88) # 6/Speed:12 /Attack:5+ /Defence:0 /Traits:Interceptor,, /  Flights:2 1
Fighter, Mk3:(80) # 3/Speed:9 /Attack:4+ /Defence:0 /Traits:Atmospheric,, /  Flights:2 1
Bomber, Mk1:(92) # 3/Speed:8 /Attack:3+ /Defence:0 /Traits:Piercing,Bomber,Increased DMG-2 /  Flights:2 1
Seeker, Mk1:(240) # 6/Speed:13 /Attack:3+ /Defence:0 /Traits:Bomber,Piercing,Increased DMG-2 /  Flights:8 7 6 5 4 3 2 1
Striker, MK1:(200) # 5/Speed:15 /Attack:3+ /Defence:0 /Traits:Area Effect,Increased IMP-3,Increased DMG-3 /  Flights:2 1


HMS Hood - 51, Admiral Class, Royal Navy  Battlecruiser  (394)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 4 4 4 3 2 1 1 1 1 1                     
Weapons : 1:[VX], 2:[VX], 3:[WX], 4:[W], 5:[X], 6:[X]
Weapons
Battery V:   Thin Lizzy Tactical Nuke  TL0,  1-6/7-12/13-18,  1/3+/2/3
No Range Modifiers, Double Damage, Slow Firing
[G]  [G]
Battery W:   Mauler Heavy Cannons  TL0,  1-3/4-6/7-9,  2/3+/2/2
No Range Modifiers, Continuing Damage
[G]  [G]
Battery X:   Spacewolf 2 Missiles  TL0,  1-4/5-8/9-12,  1/3+/1/1
[G]  [G]  [G] [AB] [AB] [AB] [A] [B]
Hyperdrive :
Armor Plating : Countermeasures : Anti-Fighter Batteries (3) :

23

(19 replies, posted in Starmada)

I also like Armour plating - but as hinted at above, what your opponent uses makes it better or worse value than countermeasures etc.  If there are lots of fighters and drones (I like seekers with a bit of punch) then armour plating beats countermeasures hands down.  I also like it for carriers with few other weapons that hang at the back, and so are more likely to get hit by fighters/drones.