1

(7 replies, posted in Starmada)

I've come up with a couple of designs for small escort ships which can fulfill a good anti-fighter role under the new rules.  Each costs only roughly as much as 2-3 flights of fighters, and can potentially take out at least that many or more.


The Valkyrie is designed to rapidly close range with fighter flights and knife-fight them to death.  The Multi-Missile Pod armament can put out 8 repeating, 2+ hit, no range mod, and fire-controlled shots -- plenty to cripple enemy fighter flights.

The Archer is far slower, but with 24 hexes of range, this is ok.  If it can keep itself generally pointed at the enemy fighters, and use its move to maintain distance, limited arcs won't be a problem.  It can only take 9 shots per turn, but this should be enough with more range to plink over.

I'll post them on the Bourbaki Basin AE later.  But I thought it would be useful to point out that these ships are cheap, excellent solutions to the fighter problem discussed here.

-Adso

2

(28 replies, posted in Starmada)

In defense of this tool, I find it very very useful for creating fleets within one faction or universe, or in quickly comparing multiple ship designs.

In addition, it provides a way to convieniently work 'universe elements' into each shipmaking process automatically.

-Adso

3

(57 replies, posted in Starmada)

Just thought I'd chime in again.  After a game or two and a lot of playing about with the system, one of the things that has come to my attention as particularly useful in the 'bigger tech gap' option.  It's very nice to have finer gradiations of Tech level available...it allows one to feel like ships don't come in  "generations," where at TL1 ship can be worth twice as much as a TL0, but can instead move along with incremental innovations.  For example, one can design a retrofitted old ship, a top-of-line new vessel, or an old warhorse with updated weapons equally well with the seperation of system tech values and the larger number of values available.

Great job on that option, Dan.

-Adso

4

(28 replies, posted in Starmada)

Wow!  This thing is lookin' good -- I loved the original, and this will speed up the creative process equally well for admiralty.

One question -- the VBAM Scout requirements.  You could change them to requiring Fire Control and a certain number of Science units, since Fire Control fulfills many of the same functions as LRS used to.

-Adso

5

(7 replies, posted in Starmada)

Well, that's an interesting idea.  But the problem is that in Starmada, specialization is optimization.  To allow specialized fighters without an associated CR change would unbalance things by allowing a player to fine-tune the elements of his force to do specific things without paying.

While on the surface it seems like such a thing is fair or should be free, what if a player deliberately stays away from ships and takes down dozens of enemy flights?  He has avoided the 'tradeoff' while taking full advantage of the 'tradeup'.  Back in SX these abilities were a 1.2 mod, and this seemed right.  I'm still a little mystified by their non-inclusion in Admiralty, but I'm so in love with the new movement, the striker system, and the multi-box shield and engine tracks that it's no big deal at all.

-Adso

6

(23 replies, posted in Starmada)

I think we're in agreement, Dan the Designing One :-)

Fighters have been toned down a little -- as you said, 'halves shields' is no longer a default ability.  I also agree that little else has changed in terms of available deterrents (though the new movement system may make things a little less predictable).  I am surprised at the consensus against AFB -- I always found it an important deterrent when picking targets, as did my group.

Two more questions, sorry to pester:

1) I think the OP wanted something not merely to lessen the effectiveness of fighters, but to interdict and attrit them actively.  So while I agree that the countermeasures is a good idea, it doesn't go to the heart of his question.

2) How would you price such a 'Close Defense System'?  SUs, ORAT, DRAT, etc.  Would you consider it interesting and useful enough to include in Admiralty 1.1?

3) And one question of my own, in a similar vein: what happened to 'interceptor' fighters?  There are two ways for fighters to get -1 against other flights in excahnge for greater vessel-damage, but no way to exchange vessel-damaging ability to flight-damaging ability.  I assume this is intentional, but why?

-Adso

7

(23 replies, posted in Starmada)

Hmmm.  I ran some quick tests, and I agree that fighters have been toned down, but the lack of anti-fighter batteries or any other deterrent makes them even more one sided, even if the one side has become less deadly.  While my fighters, fielded in reasonable numbers, were not overpowering to the basic ships on the other side, they did seem to somehow not differ enough from drones or something -- they would usually get in their licks and then get anihillated.

A similar option to 'Countermeasures' (-1 to all small craft attacks), or a more radical one like 'point defenses' (all small craft attacks which roll a '1' result in one hit to the attacking flight) would make ships and fighters seem less disconnected than they do now.  Those would both be ship options.  One thing people might also consider is a weapon option, like "Anti-Aircraft Mount", which negates the -1 against small craft and adds a -1 against full sized vessels, or "Point Defense," which would allow the weapon to fire in the fighter phase ONLY.

-Adso

8

(23 replies, posted in Starmada)

From what I can tell, it's going to be a tricky matter of engaging fighters and seekers rather than letting them engage you.

Example: A Rng-3 weapon won't be able to hit a fighter if it move up next to you during the fighter phase and blows you away.  BUT if the fighter is a few squares distant, and you move up to it, the weapon becomes a respectable anti-fighter gun, and hits it BEFORE the next fighter phase ever happens.

Example:  The enemy flights fail to knock your vessel down, at which point your RNG-3 weapons become an asset.

So really, it's more a problem of making sure the fighters don't get to make their move-in during a fighter-phase, or that you have 'picket' vessels with high thrust ratings which can move up to them and engage them swiftly.

I do wish there was a "Point-Defense" mod for weapons, at, say, x1.3.  "Weapon takes -1 on all IMP and Acc. rolls against vessels, but does not take the -1 Acc. Penalty for attack small craft.".

Or somesuch.

-Adso

9

(57 replies, posted in Starmada)

Heh, Dan, the graphics are really minor, but eye candy, like real candy, is delicious, but unneccessary.  I'm also (shame, shame) a GW and D&D player, so I get spoiled by that sort of art.  And a good point was made that such art is far less important in a 'core rules' than a 'setting' book.  Perhaps once some of the setting books are out, an agreement can be reached whereby some of their illustrations are poached for the next edition of the book?  It would spur the imagination to, say, have the section on movement accompanied by a dynamic picture of some EuroFed fighters, with a intruiging caption like "Delta Squadron demonstrates the importance of tactical velocity to the hapless crew of the Wisserschaft."

As far as the firing arcs goes -- letters are the best way to go.  There are already plenty of ordinal-number stats to remember -- Arc A, ROF 3, ACC 4, etc is already a mouthful without "Arc 9oclock, ROF 3, etc).  It helps to differentiate the areas.  Similarly, "four mounts in the four o'clok arc..."  eh.

I think a great idea would be an "Admiralty Reference Sheet" -- with firing arcs, a few common modifiers, and some of the more important 'options' and 'special effects'.  Printed and laminated, this would be a great way to keep those references handy without finding room for them on the datasheet.

-Adso

10

(57 replies, posted in Starmada)

....it's been the better part of a two years since I was playing Starmada once or twice weekly, and got third place in that Bourbaki basin contest.  A combination of time and the open-ended abuse of special equipment brought me away, but the release of the admiralty edition compelled me to open my wallet.  Congratulations, MJ12 -- this thing looks and feels professional, and seems quite smooth (if only you could afford an artist rather than cheezy computer graphics...but perhaps that's part of the charm).

One question I have -- though IMP works more or less as PEN used to (barring the 'impossible values' addition), it seems odd to me that ships can be assigned a shields value above 6...unless I missed that critical stricture somewhere.  It's only noted in the 'definitions' section, and the field isn't limited to values 1-5 on the spreadsheet.  I assume this is just a matter of clarification and not a fundamental change.

That's really my only criticism, though.  I love the integral vector system in theory, though I'll have to see how it flies when I get some folks into a game or two.  The new firing arcs are perhapss the most commonsense element -- matching them to the actual hex sides makes them much, much easier to remember.

Soon, the Colonial / Miranda Confederacy and their old foes, the Ryzan Republic, shall sail forth again!

-Adso

11

(12 replies, posted in Starmada)

There are a number of ways to counter Stealth/LRS without the metagame step of outlawing it from your designs.

I have found fighters -- fast bombers, specifically -- and large numbers of small picket vessels armed one of two ways:  with long-range light weapons or devastating 6" or 9" weapons.

Also, try guns that do extra systems damage.  They should get to his stealth gen quickly if you can score a few hits.  Remember, stealth ships tend to be both slow and low in shielding, since the DR mod of their stealth is probhibitively expensive, and both speedy ships and rapid-damage-application weapons can take advantage of this.

Here are a couple designs:

Stalker Class Destroyer-Hunter of the Colonial Confederacy fleet   (109)

Hull: 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Spatial Charges [6/12/18, 3+, 1/1/1, No Range Modifiers, Re-Rolls Penetration Dice]
ABC, ABD
1[HS], 2[EQ], 3[HQ], 4[Ea], 5[H], 6[E]
EQ: Point Defense System, Electronic Countermeasures

Hunter Class Destroyer-Hunter of the Colonial Confederacy fleet  (112)

Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Photonic Shock Cannon [3/6/9, 3+, 3/1/1, No Range Modifiers, Re-Rolls Penetration Dice]
AB, AB
1[HE], 2[ES], 3[HQ], 4[EQ], 5[Ha], 6[E]
EQ: Point Defense System, Electronic Warfare System

Archer Class Hunter Base Ship of the Colonial Confederacy fleet   (404)

Hull: 5 4 3 2 1
Engines: 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Support Cannon [6/12/18, 3+, 1/1/1, No Range Modifiers, Re-Rolls Penetration Dice]
ABC, ABC
1[HQ], 2[EQ], 3[Ha], 4[S], 5[H], 6[Q]
EQ:
4 Flights of Fast Assault Bombers
Point Defense System

-Adso

12

(35 replies, posted in Starmada)

Good points, all!

Here's a revision -- does this reflect how you'd like to see them repped?

TRANSFORMATION / BOARDER (x1.33): At the beginning of the fighter phase, this flight may declare that it is transforming/boarding.

During the following round, each ship which successfully hits and penetrates the enemy vessel do not roll on the damage table as normal.  Instead, the fighter is translated into a single Marine squad on the enemy ship. This squad has boarded the enemy ship and may fight in a boarding action THAT ROUND and all following rounds.

Fighters in the flight which fail to damage remain in play as normal, and may attempt to transform/board again next turn.

At the beginning of any subsequent fighter phase after boarding, a marine squad may declare it is disengaging/rembarking.  Each surviving marine squad becomes one fighter in a flight, which may act in that fighter phase.

The end -- I hope this covers it.  Oh, and in VBAM, this has fun potential, especially if you're using the 'detailed ground combat' rules.

-Adso

<sound of cackling as he ponders Heavy Bomber Transformable boarding mechs...>

13

(35 replies, posted in Starmada)

One of the options I find useful for representing mecha are the marines rules -- I also use this to represent assault shuttles.

TRANSFORMATION / BOARDER (x1.33):  when this fighter flight scores a successful hit against an enemy vessel, it may choose to forego standard damage and board or transform.  If it chooses to do so, each ship in the flight counts as one squad of Marines for boarding purposes. Only ships which score a successful hit may transform -- hence, the whole flight will rarely be able to do so a once.

-Adso

14

(11 replies, posted in ARES)

Wow!  This does indeed make a big difference.

Now if only we had a good points spreadsheet for firearms.... <nudge>

-Adso

15

(11 replies, posted in ARES)

One of the email only responses to this thread has confused me a bit.

I've played ARES a good deal, and I was always under the impression that the tests for being wounded but not killed, having fear cast upon you, etc were all taken on the individual model's morale number.  The total unit morale was useful only for tests when a single member of the unit dies and the others have to test, or similar circumstances.

Have I had this wrong the whole time?  If so, it will make a the whole game very different -- large units will be able to surge consistently across the board under fire instead of getting fragmented by individually shaken models, etc.

-Adso

16

(11 replies, posted in ARES)

Yes, morale checks in Ares are or can be VERY tough.  However, remember that a shaken unit can still act, just not TWICE, meaning they are by no means out of the fight.  Also, we usually let units of figs get bonuses to individual morale checks based on being hit if there are other unit members nearby, or give them a bonus to rally based on the same thing.

But just remember: shaken is only half the battle.  I've had shaken archers sit back and do just fine at making the enemy keep their heads down.   

You can also be cheap and design one-wound models, so that when they get hit, well, morale is a smaller issue than mopping.

Glad to see someone else out there is playing!

On a general note to the ARES board:  I love the scifi variant that was up on the Yahoo group...but we never played much of it because designing our troopers without the aid of a spreadsheet was a hassle.

Any interest in designing or altering an XLS for longer ranged weapons and/or multishot weapons?

17

(25 replies, posted in Starmada)

I'm hard at work on a good system for this Star Wars thing, and I'll soon start making counters for the various ships.  However, I've basically come up with three approaches and worked out the major iconic ships for each.

1) The 'Star Wars is about huge impressive fleets' approach.  In this, I used the various technical sites on the web as guides to the relative types and amounts of firepower on ships, not actual numbers. In this scale, it's actual possible to bring a full scale fleet to the table, with one or two Star Destroyers, etc, at under 2,000 - 2,500 points.

2) The 'Star Wars is about vicious and heroic mid size actions' approach.  Fighters are more deadly and expensive, and a single Star Destroyer with fighters runs roughly 1,700 points.  I hewed a little closer to the 'actual' weapons types and numbers on vessels here.

3) The 'by the books' method.  In this setup, I actually had to set all the tech levels to +2 to get  everything to work out.  A single Mon Cal runs to almost 2,000+ points with fighters, Star Destroyers more -- but smaller ships 'feel' more realistic and managable.

Which one do you all think I should make my final approach?  I'll build a formal set of XLS and counters for it...

-Adso

18

(25 replies, posted in Starmada)

Actually, it seems to me a bit easier to standardize the weapons into 'batteries', consisting of an abstract-but-large number of gun mounts.  Thus, a Nebulon-B would have the same 'turbolaser batteries' as a Star Destroyer, just fewer of them, and likely on different firing arcs.

But people have been using this idea, just never stated quite so plainly.  Here's what I propose for the basic weapons systems of Star Wars -- bearing in mind three constants:
1) Laser Cannons are quite short ranged.
2) In all the computer type games I've played, torpedos and missiles outrange cannons and turbolasers, but only by a smidgen, and then they're inaccurate/likely to be shot down.
3) There are only five basic weapons.  I'm not well versed enough in Star Wars stuff to know of any more, but people are welcome to chip in.

I'm still unsure about how the missiles are represented, appreciate inputs.  But running some trials, at TL0, these numbers seem to let me fit about the right 'scales' of firepower onto ships -- hence, a Star Destroyer can fit eight ABCD Turbolaser Batteries, some ion cannons, and some concussion launchers, along with Armor Plating (c'mon!) and some fighters and all that.

Laser Battery    (7.2 SU)           
(E)    R3    4+    2    1    1    Re-Rolls To-Hit Dice               
Turbolaser Battery    (42 SU)           
(E)    R6    4+    2    2    2                               
Ion Cannon Battery (30.24 SU)               
(E)    R6    5+    2    2    2    Halves Shields    /No Hull Dmg                               
   
Concussion Missile Launcher Battery.    (11.9 SU)           
(B)    R7    5+    2    1    1    Variable PEN                                                   
Proton Torpedo Launcher Battery  (48.3 SU)
(B)    R7    4+    2    2    1    Increased DMG

So there's this fantastic sale on at GZG.  However, I have a problem: I've never actually bought ship minis before, I've always used counters like the ones on Bourbaki.

So...does anyone have comments or pictures on how GZGs line scales to the Brigade, Cold Navy, and Call To Arms lines respectively?  'Cuase I love GZGs fighters, but most of their capital ships leave me cold -- and the opposite holds true for the other two lines.

So...thanks ahead of time!

Oh yeah....and does anyone have pictures of the new German light fighter or the Free Cal-Tex fighters for GZGs line?  I can't find em anywhere....

-Adso

20

(6 replies, posted in Starmada)

Indeed, but by making the 'size' of the bay dependent on the CR of the fighters carried, I think I take the equipment factor into consideration.

For example, if your ship has one set of Fighter Racks, it could variously hold:

5-6 light, TIE-style crappy fighters (costing between 4-6 CR each).  This makes sense because the vessels themselves are small, and are not equipped with any particularly maintenance intensive special systems or weaponry, keeping maintenance and stowage space down.

2-3 high-quality fighters (costing 8-12 CR each).  This makes sense because although the fighters themselves may not be much 'bigger' than the crappy ones above, their higher CR, and thus, the fewer carrier, reflects more sophisticated weapons, drives, crew, maintenance, etc.

1 huge 'heavy bomber'  or 'assault shuttle' (costing 15-25 CR), makes sense because such a craft obviously requires a lot of supplies, ammunition storage, and even crew bunking capacity than either of the two examples.

But any of these would fit into the 'fighter rack' equipment -- which could represent, in your ship design, the varying launch facilities required for whichever one(s) you choose.

-Adso

21

(18 replies, posted in Starmada)

With a 'backfiring' type weapon, why roll?

1) A to-hit roll isn't needed -- it's going off on you, by definition.
2) A PEN roll would be silly -- its one of those "the shields were pointed the other direction" or "we put the armor on the OUTSIDE for a reason" situations.

It's easier to do something like my suggestion, and just apply damage points -- captures the feel of a misfiring torpedo sending blazing hot walls of plasma down every corridor in C deck better, too.

-Adso

22

(18 replies, posted in Starmada)

This seems to introduce an awful lot of rolling for what is essentially a simple idea: Make a weapon cheaper, but introduce a chance it will harm the firer.  Variant on this is that the harm done to the firer is in proportion to the harm done to the enemy (the shield reaction idea).

So...

Weapon Mod: Volatile.   CR:  -.05 OCR    SU: -.15 SU
   When this weapon rolls a 1 or a 6 to hit, its volatility comes into play.  On a 1, immediately apply a number of damage dice equal to 1/2 weapon's DMG rating, rounding down to a minimum of 1, to the firing ship.  When the weapon rolls a 6, apply the same damage to the firing ship as if it had rolled a 1, but also apply 1 extra point of damage per "6" to the enemy vessel.

Thus, a volatile weapon can be normal, screw up badly and backfire, or have a "power surge / shield interaction / chain reaction" and damage the enemy ship more, as well as inflicting damage on your own systems.

23

(6 replies, posted in Starmada)

With the proliferation of discussions on fighters earlier, I thought I would give a try to new fighter types and methods.  One conclusion I came to, especially when using the (exceedingly clever!) SX Fighter sheet, was that traditional fighter bays didn't cut it when you started creating really unusual fighter types.  In combination with a rule that lets fighters of the same type 'bunch' into larger flights during the fighter phase, this system has been working in neat ways:

Design Options:

    “Fighter Racks”  Cost: 40 SU
ALLOWS: Up to 35 CR of fighters to be carried and up to six fighters to be launched / turn.  If a ship takes Racks, it must designate one and only one type of fighter which can be carried and launched by the racks.

    “Fighter Bay”:  55 SU
ALLOWS: Up to 50 CR of fighters to be carried, and three fighters to be launched / turn.

    “Tactical Fighter Bay”: 70 SU
ALLOWS: Up to 65 CR of fighters to be carried, and three fighters to be launched / turn

    “Bomber Bay”:  80 SU
ALLOWS: Up to 75 CR of fighters to be carried, and three fighters to be launched / turn.

    “Limited Flight Deck”: 100 SU
        ALLOWS: Up to 80 CR of fighters to be carried / up to three launched.

    “Flight Deck”:  130 SU
        ALLOWS: Up to 110 CR of fighters to be carried / up to three launched.

    “Launch Catapult” 15 SU
        ALLOWS: An additional three fighters to launched/turn.
   
    “Flat Top”:  5% total Sus
        ALLOWS: Up to sixteen fighters to be launched/turn.

In this system, its a little harder to built uber-carriers, and launch facilities are a little more limited.  Thus, a ship with just a bay can hold anywhere from six to eight fighters, but it might not have all the speed it desires at deploying them. 

So, using these, I could construct a simple patrol cruiser with two "fighter racks" for 80 SU, and have it carry a small flight of three rapidly deployable fighters.  I could also go all out and build a ship with Flat Top and three Flight Decks, taking up 390 and more SU, but allowing the carrying of up to 330 points worth of fighters, and simultaneous deployment on 25 of them.

So...too complicated, or a good way of dealing?

-Adso

24

(44 replies, posted in Starmada)

Jimmy,

Now that fighters have 'engines' on your SCXA Fighter, do they also have to keep track of their facing?  Or are they just considered to have 'infinite overthrusters'.

On another note, we played a couple battles last night, neither was super fighter heavy, but the little guys did do some interesting things.  In one battle, by carefully sneaking them around and concentrating them just out of enemy range before striking, I disabled my opponent's Warhawk class cruiser (once again, see the Bourbaki board) with four squadrons of Defenders.  In the meantime, he sent three squadrons of Cropduster-D's and one squadron of Tiger heavy fighters in a straight but staggered wave at my formation of two Ranger-I light cruisers and one Warhawk.  Though they disabled one Ranger-I, the combination of AFB, the manuverability of the Warhawk (which ran like hell), and the four ROF-2 4+ to hit batteries on each Ranger meant the results were dissapointing to him, at best.

In the second game, a number of Warhammer heavy bombers had an inconclusive slugging match with a Thunderchild (the exact sort of ship that was supposed to be able to counter them), while successful interceptions led to several long running dogfights that kept most of the other fighters (Impis, Cropduster-D's) tied up.

Anyhow, we've expressed interest in that 'constructed fighters' idea, but as my question above indicates, there are still issues to be worked out with it...

-Sam

25

(44 replies, posted in Starmada)

Oh, when I said 'if you're interested,' I meant to point out that my Deltan Sector ships are on the Bourbaki Basin board, under 'the Deltan Sector Redux'....doy.

-Adso