1

(67 replies, posted in Starmada)

jimbeau wrote:

I don't think we're really dealing with the problem here. Fighters are too tough.

Is this still a problem with AE? I haven't honestly played enough to determine that. However, I'd suggest we bring back the old AFB which effectively "fires" during the fighter phase by killing fighters when they roll a "1" to hit. I always thought that was a very elegant way to do it. more powerful AFBs can be built by changing the number to a "2" and doubling the modifier.

I wouldn't adjust it any more than that.

Fighters have been contentious in both of the spaceship combat games I've played (Full Thrust and now Starmada X/AE).  Both games have arguably been based on paradigms and assumptions about space-ship combat that make it much like WWII naval combat in space.  With that in mind, it makes sense that a fleet with fighter is going to be more powerful than a fleet without.  Once the Japanese showed the world the power and flexibility of naval aircraft (not talking about Pearl Harbor, which is as much about the power of ambush than air-power) it was essential that almost any naval group include aircraft.  I'm sketchy on my naval tactics, but entire operational groups were organized around the support and protection of the carriers.

So with the WWII-esque effect of Fighters in SAE we're running into players who don't WANT to include Fighters in their fleet having problems dealing with opposing players who do include them.  I know I'm not all that fired up about using swarms of fighters, but I also don't like to get b-slapped around by them. 

IMO, fighters/seekers/drones are affecting the battle "from the outside".  They are treated differently from everything else in the game.  They move differently, they fire differently and they do their damage differently.  It's no wonder that they have consistently had issues with points-costing and the like.  Something has to be done to bring how fighters move, attack and are destroyed more in line with the rest of the ways we destroy each other's ships.  Somehow that has to be done without nerfing them into uselessness or making them feel like their not fighters anymore.

I know that Dan is pretty invested (meaning, he likes them) in some of the rules covering fighters and the "feel" that gives them, but those differences are, IMO part of the problem.  I love the game, don't get me wrong, I just really don't like the "Feel" of getting ambushed by fighters that were launched within sight and range of fleet without my getting a shot off at them.  It "feels" wrong because in spite of all the other WWII-like assumptions, the fact that Fighters were very vulnerable when launching from the carrier during WWII is missing from Starmada.  Even today they're still very vulnerable when they launch, assuming something can get into range of the carrier... (not likely these days given that our current enemies are more into attacking civilians and soft targets).

So what to do, what to do?  Like a lot of you, I've been thinking about it.  My life is kinda hectic right now with little free-time, but I'm going to try to write up some house-rules that will over-ride the fighter rules as written.  I'll post 'em on my blog and invite comments when I get to it.  It'll be kind of an overhaul of the fighters, and my humble efforts might suck, but *shrug* I wanna give it a go anyway.

--Flak Magnet

2

(4 replies, posted in Starmada)

cricket wrote:

Don't want to pick up that book just for the bomber/interceptor rules? There will be a rules compilation early in the new year...

Oh sweet!  I take back every vaguely critical thing I ever said about... ummm... anything MJ21 did WRT the SAE expansion books!

Thanks guys!

--Flak Magnet

Sounds like you made expensive ships with very high survivability.  Go to the other extreme.

Make lots of fast, cheap and expendable ships.  Respectable but not too powerful guns, and just a few hull boxes, maybe even no shields at all.  That'll make all his points on Pen+3 effectively wasted.

On of my friends favors powerful ships and fighters... I did the approach I mentioned above and the game was a draw.  We called the game when it became apparent that he was going to lose all of his ships before his fighters would be able to eliminate my ships.

Sure, the fighters were left... but with no carrier to take 'em home...

Throw in some limited ammo weapons if you're using that option for some extra punch if you want.

--Flak

4

(2 replies, posted in Wardogs)

I've been hoping for a finalized version of assault corps to be the planetary assault part of a set of rules in a galactic conquest campaign system.

Recently I read that Wardogs has optional rules for integration into Starmada...

Well hot diggity!  I'm thinking that it has the potential to be very cool!

Is Wardog suited for non-mecha games?  Or can a player who wants to play a non-mecha army still going to be competitive with a decent chance of winning?

--Flak Magnet

5

(0 replies, posted in Starmada)

...until we see an all-inclusive compendium of rules?

--Flak Magnet
(Oh c'mon, you had to see this coming!  *grin* )

6

(28 replies, posted in Starmada)

Nahuris wrote:

Normally I would agree with having all the rules in the core book..... but at the same time, I do like the option of adding a new rule with the addition of a new race.... it gives something unique to that race

.

That's what I DON"T like...  If I'm building a race that wants that something included in it's tech/abilities, I should be able to use it in my universe.  That's what I believe Starmada's foundations rest on.  IMO, to go away from that is to give up a big part of Starmada's appeal.

Nahuris wrote:

However we do it, the fact that the universe is not only growing, but is growing in a way that isn't "here are some rules, but you'll have to provide your own setting, or use another game for inspiration" is really good.

I think it's cool too... the more unique, useful options that fit properly into the Starmada rules the better.  The settings are great too.  What'shappening NOW though, is "Here is a great game... to get the absolute MOST out of it though, you need THESE books to play..."  Right now it's only three books... but the way things are going, that number is just gonna grow.

thedugan wrote:

   
The Carronade thing was an oversight.

I'm thinking that Dan had intended on including the rules in each supplement that are needed in that supplement, if it's not in the Core Rulebook - just to avoid the 'you need three books in addition to this one' syndrome.

I figured it was an oversight, I'm not condeming anyone or anything.  It is a good idea to include carronade in H&C and I concede that it's a decent compromise between my stance that the main rulebook should include ALL rules and the settings books shouldn't ever include new rules.

I like the settings books too, the "fluff" is cool and the expansion of pre-designed ships along a common theme is handy to have.  I just don't want to HAVE to own all of them to have all the rules... I just think that rulebooks shouldn't be like Pokemon  "gotta catch 'em all!".

(Edited repeatedly until I got the quote tags right  :?  )

7

(28 replies, posted in Starmada)

cricket wrote:
rafial wrote:

Quick errata: it looks like you tried to set up the H&C source book so it was indepedent of the ISS sourcebook, but I see that some of the ships in H&C use Carronade, but the rules for Carronade are not included.

Oops.  :oops:

Not to be relieving myself in anyone's cereal, but this is exactly what I was concerned about regarding the 'serialization' of Starmada's rules.

Starmada's strength and appeal for many (everyone in my playgroup anyway), up to now has been that it's flexible enough to cover any setting.  Now we have ship design options and rules that were omitted from the Starmada:AE edition that are being included in supplements (ISS) and other rules being created for certain settings that are apparently intended to STAY in that setting.

I bought ISS because I felt like I was missing something by not having it, and I was right.  The rules for combining range-based weapon traits were very important for a weapon concept that I had but couldn't do with the S:AE book alone.  Now purchasers of H&C need to buy ISS for the carronade rules... 

Starmada, IMO should stand on it's own, period.  Setting books should not contain any new rules at all, again, IMO.  The settings are great, don't get me wrong.  I really enjoyed reading the background to ISS, and having ship designs available for demo games is convenient too so new players don't have to dive into ship designing until they're ready.  So the supplements would still have their value.

Starmada is good enough (great enough) that I'd happily pay a higher price for it if I could be guaranteed access to any/every rule/option that comes out, like a subscription to all the rules no matter what book they're in.  Not the setting stuff, not the ship designs, just the rules.  I figure an updated "ship design handbook" that included all the rules for all options in PDF format or something.  Just print out the newest version of the handbook, discard the old pages for it and your rules are up to date.

I'm not bagging on Starmada or any of it's supplements... I don't hate it, I think it's great!  It's my appreciation for the game that prompts me to speak up with what I realize is possibly an unpopular view, at least amongst MJ12's staff anyway.  If I didn't like it so much, I wouldn't care and I'd just spend my energy (and $$) elsewhere.

8

(50 replies, posted in Discussion)

My tastes run towards darker beers like stouts and heffe weizens.

That being said, I very much enjoy and thoroughly recommend trying these:

Brewer - Beer:

Ayinger - Celebrator
Hoffbrau - Heffe Wiesen
Brasserie Caracole - Nostrodamus
G. Schneider & Sohn - Aventinus

The Aventinus is particularly good, and the Nostrodamus is enoyable even by those who don't particularly care for beer at all.

--Tim

9

(60 replies, posted in Starmada)

What I don't want to see is for Starmada's full set of rules to get broken up and spread out through a collection of supplements and expansions.

A big selling point for Starmada X:Brigade when I would pitch it at gaming demos and to my local gaming group was that it was complete in one single book.

That's been diluted in how SAE came out and then immediately ISS came out.  Both products are worth it.  I'm no complaining about their content or what they bring to the game...  It's just that if Starmada's rules are going to be spread out through a bunch of books I'm not going to be too crazy about it.

I'll wait for a compendium... I guess.

"Don't GW it man!"

--Flak

10

(11 replies, posted in Starmada)

I reject your challenge and respond with more than 100 words:

I've blathered on a bit about Starmada:   AE on my site.

You can read about here.
http://www.flakmagnet.com/?q=node/12

My site has no ads, so this isn't some lame attempt to get hits or anything.

11

(27 replies, posted in Starmada)

jimbeau wrote:

Isn't this exactly the effect you're trying to modify?

I didn't explain my "compromise's compromise" comment clearly enough.  Sorry 'bout that.

The modifications I was thinking about when I wrote it would go like so:

Fighters wouldn't fire in their own phase.  They would fire during the combat phase.

Fighter flights would activate alternating between players, just like ships.

Fighter attacks, and attacks on fighters would have the damage resolved immediately, not during the end-turn.

So a fighter that lowered a ship's shield would leave that ship more vulnerable to ship-ship fire later in the combat phase.  Likewise a fighter group that was wiped out by fighters OR a ship's battery before it activated would not be able to attack.

--FM

12

(27 replies, posted in Starmada)

WARNING!  Pedantic Digressions below.  WARNING!  *grin*

Boneless wrote:

Shoot, yeah, you'd have to put ABCDEF on that virtual weapon, but you'd also have to add Ammo == 1.  That brings it back down to about 32.

Not really.  A fighter can keep attacking until it's destroyed.  An Ammo = 1 weapon shoots once and is done...  but since we're discussing "touchy feely" parts of SAE and not the points, this part of the discussion is a sideshow (and a pedantic part at that).

Boneless wrote:

I play with E5 - Sequential Combat. (Simultaneous bugs me in games where weapons travel at the speed of light. Everyone hits the button at the same exact moment?) The usefulness of fighters for me is that they move last and can get behind people's directional shielding.

Sure, most energy weapons travel at the speed of light, but how many "light minutes" of distance is one hex?  How much time does a turn represent?  Thankfully, SAE doesn't address that, nor does it need to!

Added after The Dugan's comment:

So for everyone to get a shot of for simultaneous firing one just has to imagine that there is enough time for everyone's weapons to fire between the other guy's firing and impacting the target.  Sure my bolts of energy move a light speed.  I could still be two light-minutes away from my target!

Or, you could just use rules option E5... *grin*

13

(27 replies, posted in Starmada)

Sorry guys, I piped in to this topic then didn't keep up on the topic.  Wow, lots of activity  on this!

IMO, there isn't anything that stands out in my mind that fighters are overpowered or imbalanced in SAE.  My quibble with how the rules for fighters work is with how the rules for fighters FEEL, and not a game-balance thing.

Boneless wrote:

If an enemy carrier is within 10 hexes, then having fighters launch and attack in the same turn is about equivalent to firing a weapon "3/6/9 6/5+/1/1 No Range Mods". That's around 42 points. Fighter flight is 50 points. Is it just how that feels that is upsetting? Because it doesn't look unfair.

As someone mentioned, there's something missing from your pointing of the weapons:  A fighter flight is like a single 3/6/9 6/5+/1/1 No Range Mode, ABCDEF-arc weapon with the unique ability to fire before the combat phase.  Even so, it is just the "feel" of how fighters fit into the rules' turn-sequence that "bugs" me a smidge.

cricket wrote:

  The "simple" answer would be to have fighters act just like ships -- plotting movement and simultaneous combat resolution.

But the reason we went to the separate fighter phase is that I didn't want to plot moves for dozens of fighter flights.

Gah!  Neither do I!

underling wrote:

It seems like you could compromise.
Allow fighters to move after the capital ships, simulating their superior maneuverability. And you'd be avoiding having to plot movement for them.
But then you could have combat resolution be simultaneous.

I kinda like that idea, but as mentioned above, it would nerf fighters a lot to take away their ability to inflict damage that took effect before the resolution phase.

Maybe a compromise's compromise:  combat resolution could be simultaneous, but fighter-related damage would take place immediately.  So any damage a fighter flight inflicts OR recieves would take take effect immediately.  That would eliminate my quibble, but would probably be enough of a change to effect their points.

cricket wrote:

   If, however, it's just a question of "feel", then there are other options for fighters -- one of which you will see in an upcoming supplement...

Supplement?  Bah!  I don't wanna hear about no supplements for SAE until Assault Corps is done.  (Not that I won't buy a supplement anyway...)

bekosh wrote:

Maybe the easy solution would be to move the fighter launch to the end of the fighter phase? That way there is a ship fire phase before the newly launched fighters can act.

Hrm...  I don't think I like that suggestion.  It shifts the "sitting duck" feel that fighters currently inflict on ships to the fighters.  They'd have to sit there for a turn and "take it like a man" until the next turn.
While I don't like some of the effects of the current fighter phase, I'm not "anti-fighter" and that change is a bit harsh on the fighters IMO.

Hopefully I'll be able to get some time with a friend over the next week or so to playtest some of these ideas.  There's been some good discussion about this.

14

(27 replies, posted in Starmada)

Perhaps the best counter to fighters is not some special weapon system, but defense in depth: spread your fleet out enough that, while the fighters can swarm the forward elements, they'll be swatted out of the sky by some rear ships before they get a second attack.

That is certainly a valid tactic as the rules exist today. 

It doesn't change my opinion something feels wrong with the current system in which fighters can launch and attack unopposed in a single turn.  Assuming one lets an enemy carrier get within 10 hexes.

I don't believe that fighters are inherently over-powered. (Justin's statements about SX edition's fighters notwithstanding.)   My complaint about the fighters as they exist today is the "gamelike" feel of how they work.

My complaint about the feel isn't a big one.  It doesn't ruin the game for me at all.  I'm really excited about the new edition and I wish I had more days in the week (weekend days, of course!) to play.

Still, it's one of those "if only they'd..." annoyances that gets me thinking about how else it could be done.



Y'know, one could try having fighters do their thing during the combat phase, rather than in a separate phase. When it's your turn, you can either fire a ship or move and fire a fighter flight. In either case, the damage takes effect immediately.

The drawback of this rule (and of sequential combat in general, as per E.5) is that initiative becomes hugely important in a battle with only a few starships. A one-on-one duel might well come down to the initiative roll.

When I read the first part of that, I thought "Oooh!  That sounds good."  Then the second part had me re-thinking it.  It gets worse for campaigns settings/linked scenarios when you consider that the carrier is what counts for victory, not the fighters.

--Flak

15

(27 replies, posted in Starmada)

My sons play "rock-paper-scissors" sometimes when they're extremely bored.  Often they start doing "rock-paper-scissors-hammer-knife-gun-grenade-machinegune-cannon-nuke... -whatever else they come up with".

SAE can't fall prey to that.

So I agree that weapons shouldn't be included that trump the fighter's ability to fire before other ships and inflict their damage instantly.

I do however, think that something has to be done to allow players to design weapons systems that head off the fighter's ability to launch in the order's phase and attack untouched. 

Nevermind game balance for the moment.  There's something that doesn't "FEEL" right about fighters launching from a ship in the movement phase, swarming in on a mighty ship of war and slapping it around a bit without answer from the warship.

Right now it's impossible to build a weapon that a ship can use to attack fighters that are inbound.  I would like to see a weapon trait that dedicates a weapon (perhaps permantly, perhaps on a turn-by-turn basis, written in orders) that put's the weapon on "anti-fighter duty".  Each weapon in a battery with the "Anti-fighter" trait would have it's target assigned and firing resolved during the fighter phase as if it were a fighter flight.

That would put a weapon that was "tooled up" to sweep the sky of fighters (or try to...) on equal footing with fighters timing-wise within the rules of the game.

Pointing the weapon trait, is something I won't tackle... it's what I pay for when I buy rules, after all.  *grin*

--Tim

16

(30 replies, posted in Starmada)

...I "got" the movement system on first read.

Yeah yeah yeah... good for me.   :roll:

My point in mentioning that isn't to say "Nyah-nyah" to anyone, it's just to say that Dan wasn't completely off in thinking that he'd explained it in the rules.

Perhaps I just made the intuitive leaps the grasp the system on first read or I was "primed" to understand it because of concepts I'd read in other house rules online.

Obviously, there's room for improvement in the explanation and/or examples, but for some (at least one, me) it is intelligible as currently written.

So, to Dan:
Good work on the new version, and kudos on the dedication to constant improvement on MJ12's existing excellent products!

To the (constructive) critics:
Good job on the unrelenting pressure to improve! 

Bwahahah!

--Flak

Dissipating ought to be easy to cost because it's finite, a weapon would dissipate until it was "gone".

I agree that Intensifying will be a challenge to establish rules for that protect against abuse.  Something that reaches a set limit before the effect stops OR the small craft/missile goes "poof" and leaves the table might be quantifiable and thus cost-able.

An unlimited intensifying effect would be a bad idea in the extreme.

--Flak

IMO, reference to "flight decks" or "hangars" hints at fighters.  To keep the integrated feel of the small craft rules, traits like "Limited Launch Capability "LLC" or the like should be used instead of terms that hints towards narrower uses for the trait.

I was reading this thinking "yeah, that'd be cool, something where a small craft's strength can decrease over range representing a dissipating energy weapon."  Then I read that the intent it for these weapons to hit the turn they're fired.  Umm... why not use regular weapon batteries for that then?

Not that a "Dissipating" trait isn't useful for seekers/drones, likewise an "Intensifying" trait would be desirable as well, you know, as options.

--Flak Magnet

19

(1 replies, posted in Defiance)

Has anyone done any designs of US Army and German Heer forces for D:VG yet?

In spite of having owned DVG for a while, a friend and I are getting together for a first-time playtest of the rules so we can get used to them. 

We're going to use my 15m WWII figures for the playtest and branch out from there.  I'd like to use WWII-styled forces, but if need be we'll just proxy some human forces from the book instead.  The idea here is to try the rules without having to personally design an army 

After all, designing armies is fun and all, but there's really no point if we don't understand the rules, right?

--Tim

20

(4 replies, posted in Game Design)

KDLadage wrote:

I like the A-F system (simple, elegant, easy to use) and the overlap is a good thing in my opinion. However, if it bothers you, consider this:

    [*] Option 1: If a ship is in two arcs (A and B, for example), roll a die: 1-3=A, 4-6=B. Then, once the die is rolled, consider the ship in the appropriate arc for the rest of the turn.[*]Option 2: Allow the defending player to chose an arc in such instances and consider the ship in that arc.

I would prefer Option 3:  The player who is considered to "have initiative" for that turn would which arc the target ship is in.  Of course, this option only works in games that determine initiative each turn, either by design or by house-rules.

--Tim

21

(19 replies, posted in Spitting Fire)

I'd also like to see Spitting Fire maintain the "open feel" of MJ12's other games.

It would be very nice to be able to "convert" other planes for the game that MJ12 hasn't gotten around to yet, as well as perhaps expand the rules a bit here and there to get a "retro sci-fi" air-combat game out of it.

I'm thinking along the lines of Air Captain or Crimson Skies.

--Tim

22

(16 replies, posted in Miniatures)

steve @ brigade wrote:

it's been a while sorry.... :oops:

I won't clog the board with pics, just go to the home page and follow the links on the new releases board

Steve

I am of the firm opinion that this post should have at LEAST clogged the board with LINKS to the pages with pics.  So, with that in mind:

SFS-203  - Lerchey class Battleship        £4.00
http://www.brigademodels.co.uk/Frames/S … S-203.html

SFS-270  - Kestrel class Assault Shuttle   £0.50
http://www.brigademodels.co.uk/Frames/S … S-270.html

SFS-320  - Wuppertal class Heavy Cruiser   £2.50
http://www.brigademodels.co.uk/Frames/S … S-320.html

SFS-414  - Umberto class Battlecarrier     £4.50
http://www.brigademodels.co.uk/Frames/S … S-414.html

SFS-423  - Abruzzi class Cruiser           £2.20
http://www.brigademodels.co.uk/Frames/S … S-423.html

SFS-503  - ChengZu class Battlecruiser     £3.00 GBP
http://www.brigademodels.co.uk/Frames/S … S-503.html

There, I feel better.

I see these effects going on as the result of reading this thread and the experiences of my gaming group.

1. Fighters, once they "pounce" can only be dealt with after they've dealt their damage, lots of fighters on the board means lots of damage that "feels" like it's coming in with impunity.

2. #1 means that ships must survive past the first pounce.  Either the victim of the pounce must survive or the fleet must be able to absorb the loss of the victim, be able to deal with the fighters and still remain combat-capable vs. the remainder of the enemy's fleet.

3. #2 tends to apply upward pressure on the hull size to increase the chance of surviving that first pounce.

Now, I'm relatively new to playing Starmada, and my gaming group isn't to the point that we can conclusively say that this or that part of the rules is "broken".  For example, fighters have yet to be completely decisive in my group's games, but two out of 5 players this past friday really hated the harm caused by some effectively deployed/used expendable weapons.  There was much wailing and gnashing of teeth as the two (new) players bewailed their existance.  So... I suggest this only as a "maybe we'll discuss house-rule it this way, if we think there's a need" measure, after my group has matured as Starmada players:

I think fighters can be toned down significantly without Nerf-ing them by just putting them into some sort of firing sequence vs. the ships.  They still get to move after ships do, and without orders.  Their damage still takes place immediately, but so would damage TO them. 

One way I'd suggest would be for each side would roll initiative for each combat phase, then select a fighter group or starship to fire.  Players alternate in this way until all ships/groups have fired.  The player with more ships/fighters can choose to fire more than one per "firing turn" until the units that have yet to fire on both sides evens out (Or a ratio can be calculated at the beginning of the firing phase the would persist through-out the rest of the turn - If I had three times the number of elements on to table I would resolve/fire three to every firing activation to my opponent's one.)

Another way to mix up the initiative would be by using initiative cards for fighters AND ships as described in the appendices of the SX:B book.  I kinda prefer the initiative cards idea.

Attacks from fighters take effect immediately, just like they do now.  Likewise attacks ON fighters take effect immediately, giving starships the opportunity to thin the wave before the fighters pounce.  Ship-ship attacks would still be considered simultaneous though.  So if you equip a ship with fighter-slaughtering weapons it MAY get to fire before the fighters do AND eliminate them, but if you fire that same weapon against other ships it'll still get it's shots if it hasn't taken them already.

In all the discussions about fighters, I hadn't seen this one suggested.  Maybe you guys like it, maybe not.  I kinda do or I wouln't have shared it.

Any opinions on whether this would require a re-costing of fighters?

I think it addresses the "first-strike with impunity" (I know, not accurate but I'm tired of typing!) part of the fighter-pounce without taking away their "immediate damage" advantage or negating their other bennies.

--Flak Magnet

24

(7 replies, posted in Starmada)

cricket wrote:

You DO know that Starmada comes with a hex-based vector system, right?

Appendix D: Vector Movement.

wink

Yup but with the addition of the associated chart, I'm not too keen on it.  The Maxburn vector system I mentioned above avoids the need for a chart and still gets vector-esque effects.

Jeff, yeah, I was just suggesting Maxburn hex-based vector as something to try.  If we like it, great.  If not... *shrug*.

25

(7 replies, posted in Starmada)

I'm not proposing we ditch Starmada's hex-based movement and range mechanics.

I like the hexes.  What I'm proposing is that we playtest a hex-based vector system.  IMO it's almost as easy as the hex-based movement points while still giving us the newtonian "feel" of vector movement.  Order-writing and their execution would be just as easy to visualize because of the hex-grid.

I think you may have a point about the stutterdrives and/or cloaks, I haven't played with those at all yet. 

--Tim