Topic: Long Range Fighters

Is there an option in the game to give fighters a range greater than 1 hex?

Re: Long Range Fighters

Not at the moment, no.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Long Range Fighters

Sorry for bouncing up a two month old thread... I just got here.

cricket wrote:

Not at the moment, no.

I hope that means that there are plans to have that option.  Right now my Y-wings, B-wings, and TIE Bombers have to get way too close to the big guys before firing their torpedoes.  An option that allows fighter/bombers to deploy anti-capital ship weapons at range would be fantastic.  Even a short range like three hexes would make a work of difference.

Re: Long Range Fighters

RedTwoX wrote:

Sorry for bouncing up a two month old thread... I just got here.

Not a problem, gets done all the time....

RedTwoX wrote:

cricket wrote:

Not at the moment, no.

I hope that means that there are plans to have that option.  Right now my Y-wings, B-wings, and TIE Bombers have to get way too close to the big guys before firing their torpedoes.  An option that allows fighter/bombers to deploy anti-capital ship weapons at range would be fantastic.  Even a short range like three hexes would make a work of difference.

I can't speak for Dan (Cricket), but I'd say that if you asked REALY NICELY, Dan might give you the cost of doing something like this that's in line cost-wise with the current game. Having said that, I think that Dan's busy on something at the moment, so I'd be surprised if he gave you an answer right away.

You can't fire at ships with Fighters beyond one hex in the Standard Game, but - like everything else in Starmada - it can be added in with a new option for a cost. Doing the math is not in my job description, and I'd likely do it differently than Dan would.

In my way of thinking, such fighters would cost as much as a ship would in most cases, but I'm just the Art Fairy...
big_smile

Re: Long Range Fighters

Well, I was thinking about how much more powerful it would make Fighters if they had stand-off capability (without giving ships some additional ability to stave off fighter attacks), and I thought about making a powerful bomber without standoff capability:

Fighter    183    6    14    4    1    Increased IMP-2    Increased DMG-3        155

Since 155 is the capacity, this flight of six fast, hard-hitting bombers would cost 155 points to field.

For 126, you could field 6 of these... they don't get to move and fire after ships move and cause immediate damage, like fighters do BUT... they would get in quick and have stand-off capability, and probably last as well as fighters tend to (at least in my games).

Type: ,  Class,   Bomber  (21)
Hull: 1
Engines: [TL0] 14                             
Shields: [TL0] 1                             

Weapons : 1:[X], 2:[X], 3:[X], 4:[X], 5:[X], 6:[X]

Weapons
Battery X:   Guided Missile  TL0,  1/2/3, 1/4+/2/3
[AB]

Special Equipment
Countermeasures

Really, I think the 6 small ships are a better buy (and you could field a seventh and still cost less than the flight of non-standoff bombers costs). And really, at these costs, why not field some friggin' frigates.

Re: Long Range Fighters

I think he's trying to do 'Star Wars'....

The only 'balancer' that we could add would be to make 'ships' carry things like 'stores', 'medical facilities' and 'cargo', so that ships are more 'capable' in the setting than fighters, albeit in a non-combat way.

Doing that would be a very setting-specific requirement. You'd have to have a reason in the setting to use all the stuff in those ships, too - unless you simply specify by fiat. Then, the problem is that everyone's going to use nothing but jump capable fighters, and ignore using ships altogether.

How many months stores does the Deathstar carry anyway?

Re: Long Range Fighters

My gaming group is converting Star Wars and the new Battlestar Galactica to S:AE.  So we're going to need TIE bombers, Y-wings, B-wings, Raiders with nukes, and armed Raptors with nukes.  We're all veterans of the Lucas Arts space combat simulators as well (I still break out X-wing: Alliance every once in a while), so we're used to having these fighter-bombers launch bombs and missiles with out having to get into point blank range.  The trade of, at least in those games, is that if you fire from too far out your missile can get shot down.  We'd like to be able to simulate that in S:AE.  Currently the vast majority of capital ships we've converted have some quantity of quad-lasers/Anti-aircraft Batteries with the anti-fighter trait and (if i'm remembering correctly) a range of 6 hexes.  So a three hex shooting range would give the fighter-bombers some more capability, while still having to brave the anti-fighter batteries to get their shots in.

I currently have Y-wings in flights of 4 with speed 8, 5+ accuracy, 2 defense, and damage 2 for 51 space units/combat rating
B-wings are also in squadrons of 4 with speed 9, 5+ accuracy, 2 defense, and Extra Hull Damage for 71 space units.

I have been considered writing these up as Hull 1 or 2 ships and see how that works, but you lose the possibility to land on a carrier and the protection that provides.

We're still play testing and trying to balance things out to get the right feel.  I'm sure we can make this work with out fighters having ranged attacks, but it would feel like more like Star Wars if that option were there.

P.S. Thanks for the great game.  My group hasn't been this fired up about playing in quite some time.

Re: Long Range Fighters

I like the range three bombers.  I will use something similiar as torpedo boats.  These will mix well with the DNs that I have.  I hope they vex my nephew Psycho829. tongue
No one tell him!!  <LOL>

Re: Long Range Fighters

BeowulfJB wrote:

I hope they vex my nephew Psycho829. tongue
No one tell him!!  <LOL>

My lips are sealed  :mrgreen:

Re: Long Range Fighters

How about using the flotilla rules. If I remember Y-wings/X-wings most of the rebel ships have hyperdrives. Making them sz 1 ships in not much of a strech for this game. With the flotilla rules you can even give the ships weapons that have a prettty long range.


Just a thought.

...............Doug

Re: Long Range Fighters

Inari7 wrote:

How about using the flotilla rules. If I remember Y-wings/X-wings most of the rebel ships have hyperdrives. Making them sz 1 ships in not much of a strech for this game. With the flotilla rules you can even give the ships weapons that have a prettty long range.


Just a thought.

...............Doug

That's a brillianter idea!

Re: Long Range Fighters

Maybe a half way solution would be to use Dual-Mode fighters and with strikers as the second mode, given a range of 3?

Perhaps this could be introduced exclusive for Dual-Mode "Space" fighters?
Paul

Re: Long Range Fighters

Or you could do something similar to breachers, where they can launch a single flight of missiles, but operate as fighters (or modified fighter flights) otherwise.