Topic: [S:NE] Thoughts on fighters

Ok, my experience is only one game, but here is what I end up with fighters.
First of all, I've always thoughts that fighters in SAE weren't really reasistic and much too powerful, for the same reason essentially (I disregard strikers, heavy weapons, etc..). That reason being their ability to move and shoot and damage before ships.
Not only they were able to catch ships easily by moving after them, but they could degrade them 'especially on weapons and shields, reducing their firepower and making them more vulnerable for future shots), if not destroy them, before they had to opportunity to fire, even anti-fighter weapons.
That was what made fighters so powerful. But they were expensive, so, in a sort of way, fighters were balanced.
With SNE, everything changed. Fighters move and fire at the same time as ships, losing their biggest advantage (not that I'm complaining).
About their pure firepower, SAE fighters  inflicted on average 2 hits. If the target is unshielded, it means on average 1 hull and 2 damages. Those damage could be weapons and shield, as I said.
With a small ship, for example a DD with shield 6 and 4 hulls, you usually need about 5 fighters squadrons to kill it. If unlucky, you can be sure the ship was crippled.
With SNE, you have now 10 fighters counters, meaning a firepower of 30 dice ie 10 hits for a ship having now 6 hull points.
So ok, the fighter firepower has been increased, but the ships are now able to shoot first, or at least just after some (and surely not all) fighters, enabling them to reduce the threat.
In my game, 4 counters were unable to kill or at least damage sgnificantly a DD. IIRC, over three turns of fire, they inflicted one or two hull hits. And less than half of them survived.
Ojk, it was against ships specialized in anti-fighter defense, but, ECM, not only fighter fire was greatly reduced, but losses were mounting fast.
I know I only played once and need to try other races, but I can see that fighters are much less powerful now.
Not a bad thing as I said, but the cost should have been reduced accordingly.
With the current fire sequence (it seems it will change), I found that firing fighters first was not a good thing. Ok, you could lose them before they fire, but what would you chose: 2 (big) ships or two (lowly) fighters?

BTW, with the SNEmove sequence, it's possible that fighters will be unable to catch enemy ships if they must move before nearby ships. It's theoretically possible as I didn't have the problem yesterday, but I had to move fighters just after enemy ships and if moving first, had to move a ship to ensure fighters to catch someone.

Marc

Re: [S:NE] Thoughts on fighters

madpax wrote:

With SNE, everything changed. Fighters move and fire at the same time as ships, losing their biggest advantage (not that I'm complaining) ... BTW, with the SNEmove sequence, it's possible that fighters will be unable to catch enemy ships if they must move before nearby ships.

I may have found one reason why you found fighters to be underpowered -- you were moving them at the same time as ships. Fighters are meant to move AFTER all ships have completed their movement.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

I missed that rule, but no, this is not reason, at least in my game, because once engaging enemy ships, my fighters didn't lost them.
No, I still found them, not necessarily underpowered, but mainly not as cost-effective as their SAE counterpart. Mainly because they don't shoot first before ships. Also they are now affected by ECM, loseing a third of their firepower (I wonder why, as they could shoot from close enough to be unaffected by ECM).

I don't ask to change them, but maybe, if I'm not wrong, to reduce their price and makes them more affordable.

BTW, I feel there is a problem with rule references as fighters are treated as ships. The movement rules say that ships (thus including fighters) are moved alternatively. And if a player has X times ships (including fighters AFAIK, but that would be incoherent) more than its opponent, then he moves etc.
Then the carrier rules say that fighters move after all ships (but then, not fighters of course).
Something should be sorted out, here, no?

Marc

Re: [S:NE] Thoughts on fighters

madpax wrote:

BTW, I feel there is a problem with rule references as fighters are treated as ships. The movement rules say that ships (thus including fighters) are moved alternatively. And if a player has X times ships (including fighters AFAIK, but that would be incoherent) more than its opponent, then he moves etc.
Then the carrier rules say that fighters move after all ships (but then, not fighters of course).
Something should be sorted out, here, no?
Marc

This happened in A Call to Arms too.  You just end up with loads of errata for exceptions.  I always think there should be a collective term for ships/fighters so you are not always referencing both, but can also keep them separate if possible.  "Craft" or "Vessels" sound a bit rubbish, but you get the idea?

Re: [S:NE] Thoughts on fighters

I just finished another S:NE game. This time I took a 720 pt Carrier with Twenty flights of Strong Fighters as part of a 1400 fleet.  My opponants had ships Strength 3+ shields on all of their ships.  These Strong Fighters were very, very Ineffective; almost useless.  After my opponants shot at the fighters, only 18 flights were left and they did not do much, only 7 hits.   Then I did the math.  Statisticly speaking, 18 flights of Strong fighters attacking a ship of Shields 3+ should only do 8 points of damage.  I am amazed how semi-useless these Strong Fighters were. 
I think that there needs to be a Piercing option for fighters, just as there was for fighters in S:AE.  Otherwise, fighters in S:NE are simply Not Worth Their Cost against well-shielded (3+) ships.  I am disappointed that the 720 point CV USS Hornet w/20 flights of Strong Fighters in the game I just played an hour ago was not even close to being worth 720 points. (this CV is in another post).  Since my friends like shields 3+ on their ships, I won't be using fighters any more. My 1400 point force was soundly crushed. I presume that drones would be just as ineffective against ships with Shields3+. 
All of my CVs & DDGs are going to be moth-balled...
What an eye-opener today's game was.

Re: [S:NE] Thoughts on fighters

I continue to think that, if fighters are left untouched, they should be much more cheaper, otherwise, there will be no more of them on the table. Sad, too sad.

Marc

Re: [S:NE] Thoughts on fighters

Agreed.   Based on the game I played this afternoon, they are definitely too weak.  The force I faced did not have a lot of AA fire, so the fighters got to attack for several turns, doing not much.
I won't be using fighters again.  My CVs are going to the scrapyard...

Re: [S:NE] Thoughts on fighters

I've read on this forum that Daniel said fighters were a bit more powerful. In fact, they have llost at least 33% of their power, just because ships have now 33% more hull. Add to that they fire no more before ships, that maybe you prefer fire ships than fighters and they have llost much more than that.

Marc

Re: [S:NE] Thoughts on fighters

It would not matter if fighters shot first.  Statisticly speaking, 18 flights of Strong fighters (rolling 4 attack dice) can only do 8 damage to a ship with Shields3+.  That is NOT formitable, that is not even significant, and the cost of these fighters is over 500.  When attacking well shieldes ships, fighters are not very useful. 
They Need Piercing!  yikes

Re: [S:NE] Thoughts on fighters

I played with a few fighters in my recent game and I found another issue.  Their weapon display is so short that ships with ECM and stealth mean they suddenly become useless.  Everything else in the game can scale.  If in my universe I want high ECM and use EPM and scouts then I can also increase weapons to compensate for the column shifts.  With fighters they are fixed and so get left behind.

We are house ruling that fighters always have 1 dice to represent the fact that in the end there's someone looking out of the cockpit firing on manual.  This works for B5 and how stealth works.

Re: [S:NE] Thoughts on fighters

Fighters have one big 'drawback', they can fire from only one hex. But that drawback would also have been an advantage IF ECM and Stealth would have no effect on fighter firing, as they fire from so close as to be unaffected by those traits.
Other than that, I agree with you.
the more I read what you say, the more I think about that, the more I see fighters are crappy and more crappy.
Especially when seeing their price.
The solution would be a mix 'price reduced/efficiency increased".
Losing fighters would be losing a not so small part of interest in starmada.

Marc

Re: [S:NE] Thoughts on fighters

diddimus wrote:

We are house ruling that fighters always have 1 dice to represent the fact that in the end there's someone looking out of the cockpit firing on manual.  This works for B5 and how stealth works.

With the "long shots" rule, fighters still get at least one attack die out to -7.

However, you could allow two full strength or two damaged flights to combine fire with a +2 bonus. One full-strength and one damaged flight would combine at +1.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

madpax wrote:

I've read on this forum that Daniel said fighters were a bit more powerful. In fact, they have llost at least 33% of their power, just because ships have now 33% more hull. Add to that they fire no more before ships, that maybe you prefer fire ships than fighters and they have llost much more than that.

This is incorrect. If you convert the Admiralty fighter weapons per the "conversion" rules, each flight would receive 4.5 attack dice. However, each Nova flight (half the size) gets 3 dice. So, in fact, fighters are gaining 33% firepower.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

Ok, but as ships are 33% more resilient, as fighters fire during the same phase as ships (and are not necessarily chosen first) and thus can be damaged before firing, as their firepower can be reduced by ECM and stealth, I'm still not convinced with the ratio efficiency/cost for fighters.
I may need some more playing with them, though.

BTW, what is the rationale behind the ability of ECM and stealth to reduce fighter firepower?
Up till now, fighters weren't affected by such, especially as they need to come at point blank to fire and thus in a zone where ECM and stealth shouldn't operate.

Marc

Re: [S:NE] Thoughts on fighters

Fighters use their Targeting Computers to attack, much the same as a starship.  As such, this firc control system can also be degrades, just like a ships.  Ships at range still are effected by ECM & Stealth, so should Fighters & Drones, IMHO

Re: [S:NE] Thoughts on fighters

madpax wrote:

Ok, but as ships are 33% more resilient

Also incorrect. Ships do have 50% more hull boxes than in Admiralty edition; however, every hit goes to the hull (or armor) rather than a 50/50 split between hull damage and systems-only damage. Thus, ships in Nova are actually 25% LESS resilient than in Admiralty.

BTW, what is the rationale behind the ability of ECM and stealth to reduce fighter firepower?

The primary rationale is retaining the balance between the different forms of defense.

In any event, I am open to playtest reports. If someone wants to try giving fighters an additional +1 attack modifier across the board to see how they fare, I'm happy to listen. However, be advised that I'm relatively confident fighters are costed appropriately for their current capabilities -- even though they may be underpowered compared to their Admiralty edition counterparts.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

I like the way fighters are presented in S:NE; its a major improvement over S:AE.  It was very simple to move and keep track of the 20 flights in the game I played yesterday.  The only change I would make is adding Piercing as a fighter trait.  I realize that it will raise the cost of fighters that have it, but it would make them more useful against ships with shield3+.
Other than that, the way Fighters is handled in S:NE is the best ever. 8-)

Re: [S:NE] Thoughts on fighters

BeowulfJB wrote:

The only change I would make is adding Piercing as a fighter trait.  I realize that it will raise the cost of fighters that have it, but it would make them more useful against ships with shield3+.

Sjips with ECM and/or stealth would create the same problem, unless creating an ECCM trait.

BTW, I've thought over what Daniel said, that SNE fighters are more powerful than SAE ones, and that ships are less resilient.
Suppose a hull-6 SAE ship (no shield or other defense for simplicity sake. As one fighter  inflicts two hits one average (one of which is a hull), you need 6 fighters to kill it. If not killed, it will be badly damaged (twice those hull hits on engine, etc.).
With SNE, the ship has now 9 hulls, and you will need 9 SNE fighters (thus 4.5 SAE fighters). Of course, with ECM and stealth, the need of fighters is vastly increased in Nova.
Funny, because I still have the impression (but it could be just that) that you need much more fighters in Nova than in Admiralty to do the same job.

On a side note, the cost of ships is more or less the same when comparing SAE and SNE.

Marc

Re: [S:NE] Thoughts on fighters

madpax wrote:

Of course, with ECM and stealth, the need of fighters is vastly increased in Nova.

I'm not sure I understand this comment (nor, relatedly, do I "get" BeowulfJB's comment that shields of 3+ make fighters "useless").

ECM/Stealth/Shields all increase the average number of attacks required to cause one point of hull damage. This increase is consistent; i.e. it applies to all types of attack equally. Why is there a perception that a specific level of ECM/Stealth/Shields affects fighters disproportionately?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

cricket wrote:
madpax wrote:

Of course, with ECM and stealth, the need of fighters is vastly increased in Nova.

I'm not sure I understand this comment (nor, relatedly, do I "get" BeowulfJB's comment that shields of 3+ make fighters "useless").

Sorry, I will try to make myself clearer.
It was about a comparison between SAE and SNE. In SAE, fighters attacks are unaffected by both countermeasures and stealth.
In SNE, countermeasures becomes ECM and stealth remains stealth, but both affect now fighters attacks (that's was one of the reasons I didn't understand why fighters are now affected by those).

Of course, SAE shield can also be converted in SNE ECM (by the way, in the Nova conversion rules, you should say that SAE shields could be converted either as SNE shield, armor, ECM or a mix), but those shield are already acting as a defense in SAE games.
What I meant is that SNE fighters suffer now from ECLM and stealth, and thus you need more fighters in SNE than what you needed in SAE when attacks ships with ECM and/or stealth.

ECM/Stealth/Shields all increase the average number of attacks required to cause one point of hull damage. This increase is consistent; i.e. it applies to all types of attack equally. Why is there a perception that a specific level of ECM/Stealth/Shields affects fighters disproportionately?

I didn't imply otherwise. I agree that defenses reduce the effectivness of fighter attacks, that's normal, but maybe not, IMHO, for ECM and stealth (or at least, they should/could have an integrated ECCM, ie, they always have the ability to cancel one point of ECM/stealth).

Marc

Re: [S:NE] Thoughts on fighters

madpax wrote:

It was about a comparison between SAE and SNE. In SAE, fighters attacks are unaffected by both countermeasures and stealth.
In SNE, countermeasures becomes ECM and stealth remains stealth, but both affect now fighters attacks (that's was one of the reasons I didn't understand why fighters are now affected by those).

Ah, I get you now.

(by the way, in the Nova conversion rules, you should say that SAE shields could be converted either as SNE shield, armor, ECM or a mix)

Good point.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

madpax wrote:

Of course, SAE shield can also be converted in SNE ECM (by the way, in the Nova conversion rules, you should say that SAE shields could be converted either as SNE shield, armor, ECM or a mix).
Marc

Have I missed a new rule book?
Conversions state SAE shields = Nova Shields, where did the rest come from?
House rules, wishful thinking or I Want? smile
Just add, "Take any ship from any previous Starmada and re-invent it". lol

"Never in the field of game rules have so few said so much about so little"

Sorry, really bad headache, trying to process it all is making it worse.

Paul

Re: [S:NE] Thoughts on fighters

OldnGrey wrote:

Conversions state SAE shields = Nova Shields, where did the rest come from?

It is true that for the sake of simplicity, the existing conversion chapter assumes shields = shields.

However, "It should be noted that 'shields' is used as a generic term for starship defenses—it is possible that the 'shield' rating may in fact be due to point-defense lasers, neutronium armor, reflective hull paint, magic beans, or any number and/or combination of different systems." (Admiralty Core Rulebook).

So, it's theoretically possible that when converting an Admiralty ship to Nova, one could instead replace the shields with the equivalent number of armor boxes, ECM Rating, or combination thereof.

Let's all remember the "Conversions" chapter is meant as a starting point for people who want to understand what their Admiralty ships might look like when made into Nova designs -- there's nothing preventing you from completely re-imagining your ships, as we did for the "default" background ships.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [S:NE] Thoughts on fighters

This is going to be the one thing that is going to be hard to wrap my brain around.  Especially since I have a bunch of tiny fighters on bases for the old edition.  Any chance that the fighter options are going to make their way back in the nova edition.  I need fighters to behave differently!

-B

Re: [S:NE] Thoughts on fighters

I like having "Long Range Fighters"  the way the were in earlier editions.  Would their cost in S:NE be
25 x cost-for-fighter-traits x 1.1 ? 
If so, I wanted to make some Long-range bombers that have {tough+strong+piercing+LongRangeFighter}.  These could act as B-25s or Beaty Bombers, etc did in WW2. 
:idea: Are these numbers good for a trial?
Cheers
PS:  The Gaming-con Rapier2012 is in 2 1/2 weeks here in Jacksonville.  I will be running several games of S:NE  8-)