Topic: Crew casualties weapon option is too cheap for its effect

Played a game today, up against large ships with weapons that do crew casualty hits and no hull damage, which made the weapon cheap and too effective at eliminating ships.

Such a weapon has no defensive countermeasures, like Armor Plating does for hull hits.  It automatically does "hull" damage, and still gets to damage other systems; would be like having the target ship's damage track having an "H" on every die roll instead of just 1,3,5.

We even took some crew casualty hits on Marines and Security Teams, which we found later were not in the X rules; although they're in the Compendium rules.

Opinions?  Is there something we're missing?

Glen

Re: Crew casualties weapon option is too cheap for its effect

beowulfjb wrote:

I played with Glen in the game with the the crew erasers which may be the ultimate weapon:
Weapon + {extra crew&no hull damage&repeating}.  We even borrowed the rules from the 'Compendium that allows 1-6 Security/marines, and perhaps troops, to be taken as crew casualties.  My ship had 30 security forces and 250 troops. 
yet, our side was was still devestated.  I think that the cost of "extra crew casualties" is too low.

Consider if all of your opponants are these weapons.  This combo is much less costly than "extra hull damage".  Yet, the "Extra crew casualities"  aren't blocked by armor as is "extra hull damage".  As a result, we have banned these "crew erasers. 
Has anyone else tried this devestating combo?  Try it and, unless your opponant has lotsa fighters, You Will Win!!!...

This last sentence kinda shows the counter to this -- use lots of fighters! smile

There are several instances which I can think of which, if used en masse, will result in an unbalanced game. But in most cases, there is an effective counter to the tactic. (Which shows the need for balanced forces, IMHO.)

I haven't experienced the problem with crew casualties myself, but I'm willing to consider a change in point cost if others see a problem.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

Some of us don't like fighters! Like me, for instance. If it aint got big guns, I don't want it! I want weapons that cripple cruisers with a single salvo, not some pop-guns on my new dreadnought!

However, drones are great...:D

Re: Crew casualties weapon option is too cheap for its effect

I'm not big into fighters, also.  I personally think that space combat, if it ever occurs, is going to be more like submarine combat, not the WW2-like surface/carrier stuff seen on sci-fi shows (or portrayed in several spaceship-combat miniatures games  :roll: ).  But since we'll never see that in real life any time soon, it's all speculation.

I also don't want to have to guess at what I'm facing and bring the right mix in one-off battles.  If I guess wrong I would then have to turn and run and say "You win."  It accomplishes nothing but wasting time.  But that's going to be the nature of any generic/design-your-own combat game like Starmada.

Back to the topic, I think that the combination of "Extra Crew Casualties" and "No Hull Damage" makes the ECC too cheap.  It's almost a given to add in NHD, since any hull damage done by an ECC-weapon is going to just wipe out a crew-damaged hull box anyway so in effect has no meaning (except against Spinal Mount or Shockwave equipped ships).  Maybe the two should not be combined?  Or, increase the ECC cost and then a designer can make it cheaper by using NHD to bring it down to the 2.0 modifier for ECC (which seems reasonable compared to the "Extra Hull Damage modifier).

Re: Crew casualties weapon option is too cheap for its effect

murtalianconfederacy wrote:

Some of us don't like fighters! Like me, for instance. If it aint got big guns, I don't want it! I want weapons that cripple cruisers with a single salvo, not some pop-guns on my new dreadnought!

However, drones are great...:D

I say Spinal Mounts should do the one-shot crippling, but SMs in Starmada are weak.  But since they only take up 10%, I designed a 3 SM-equipped ship to represent one large spinal.  I wasn't that impressed still.  The 5+ to hit is one problem.  Other problems with SMs are that they should have some other special abilities, for examples: Point Defense does not work against them (it's too massive/overpowering for tiny PD to stop),  +1 PEN vs shields; in other words, you cannot add in weapon modifiers to make more specific SMs.  The two options I mentioned are not normally available to weapons which would make the SM more special.

A better weapon is one in a normal battery slot with ROF 3, PEN 3, DMG 3, can have any number of options (up to 3 using the SXCA), and increased firing arc.  I had 3 on a "Federation" dreadnought representing "photon torpedo" launchers (actually, 3/2/3), with AB arcs and Extra Hull Damage.  They were devastating (like photon torpedoes should be, IMO).  Yeah, I had to go with the +2 tech modifier for weapons to get them on the ship ( tongue ).

Re: Crew casualties weapon option is too cheap for its effect

GamingGlen wrote:

I say Spinal Mounts should do the one-shot crippling, but SMs in Starmada are weak.
...
A better weapon is one in a normal battery slot with ROF 3, PEN 3, DMG 3, can have any number of options (up to 3 using the SXCA), and increased firing arc.

If we could just add fractional ROFs, extend or remove the ceiling on PEN and DMG, and add a "several hits to destroy" weapon option (possibly with degraded performance as the weapon takes damage), we could do away with special rules for spinal mounts.

Note that "several hits to destroy" could take the place of armored gun batteries.  Hmm, how would degraded performance work?  I guess each of ROF, PEN, and DMG would be reduced to the original number times the fraction of hits remaining, rounded up to the nearest integer or (ROF only) simple fraction.  So, consider a weapon with ROF 1/2, PEN 5, DMG 2, and 3 hits to destroy.  After the first hit, it would have ROF 1/3, PEN 4, DMG 2.  After the second hit, it would have ROF 1/6, PEN 2, DMG 1.

Re: Crew casualties weapon option is too cheap for its effect

Try this weapon for size...:D

Heavy Rail Cannon:

Range: 18, TH: 4+, Damage: 1/2/3, Other: Extra Hull Damage, Re-Rolls PEN.

With a TL of +2 in weapons, you can fit around 6 onto a hull 20 ship...:D

On a sorta related note...

Is this combination too powerful?

Continuing Damage, Extra Hull Damage

Re: Crew casualties weapon option is too cheap for its effect

for my money nothing beats a ship with Stealth Generator, LRS, and 18 range weapons of any flavor

Another nice one is Shield Resonant with PEN of 2 or 3


Sometimes it isn't about countering a tactic - like the extra crew casualties, but about being more effective yourself

Re: Crew casualties weapon option is too cheap for its effect

and you do that by layering your offensive and defensive capabilities.

You have to use combined arms or you're doomed.

Many years of gaming against Noel have taught me that. Unfortunately, I'm not talented enough to figure out that on my own...

Re: Crew casualties weapon option is too cheap for its effect

Taltos wrote:

for my money nothing beats a ship with Stealth Generator, LRS, and 18 range weapons of any flavor

Another nice one is Shield Resonant with PEN of 2 or 3


Sometimes it isn't about countering a tactic - like the extra crew casualties, but about being more effective yourself

Don't get me started about the Stealth Generator, an overpowered system.  It should not be as written, but instead add one to the To Hit modifier of ships attacking it (or -1 to the die, whatever the way the rules are).  Right now I see that every ship I design from now on will have it.

IMO, movement is too slow which makes the SG overpowered.

Btw, the super ship with the Extra Crew Casualties weapons had SG.  I was not happy when our largest ship was half dead before we got to fire a shot.  Then he reversed (and don't get me started on THAT) so again he could fire without us firing a shot in return.  Sound tactics, and I applaud the player for that, but I boo the game system.  Too many cheesy combinations are possible, especially with the "tech" system (his super ship was +8 in techs).  But I digress...

Glen

Re: Crew casualties weapon option is too cheap for its effect

GamingGlen wrote:

Don't get me started about the Stealth Generator, an overpowered system.  It should not be as written, but instead add one to the To Hit modifier of ships attacking it (or -1 to the die, whatever the way the rules are).

Then it would be identical to ECM.

Right now I see that every ship I design from now on will have it.

IMO, movement is too slow which makes the SG overpowered.

The stealth generator is very powerful, I agree (especially in combination with the old version of long-range sensors), but I have yet to be convinced that it is OVER-powered.

But then, if you think it's too much, then up the point cost, or outlaw it entirely. Starmada is not a tournament system, but a "mix-n-match" game to help players simulate whatever setting they want.

Btw, the super ship with the Extra Crew Casualties weapons had SG.  I was not happy when our largest ship was half dead before we got to fire a shot.  Then he reversed (and don't get me started on THAT) so again he could fire without us firing a shot in return.  Sound tactics, and I applaud the player for that, but I boo the game system.  Too many cheesy combinations are possible, especially with the "tech" system (his super ship was +8 in techs).  But I digress...

In looking over the ECC ability, I can't remember why I decided it should only be x2 instead of x3, as with Extra Hull Damage. It may have been because crew casualties can be "overlapped" by hull damage...

Again, I haven't experienced a problem with ECC, but I'm listening.

Regarding reverse movement and the tech levels, neither should be unbalancing. If ships are too slow for your tastes, bulk up on smaller ships and/or fighters. The tech levels don't unbalance anything -- they just make for more fragile targets, really.

Finally, I'm not sure it's fair to say there are "too many" cheesy combinations; outside of the SG/LRS combo (which has been weakened in "X") and the possible ECC/No Hull Damage combo, I'm not aware of anything that has been determined to be game-changing.

But, as always, your mileage may vary. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

murtalianconfederacy wrote:

Some of us don't like fighters! Like me, for instance. If it aint got big guns, I don't want it! I want weapons that cripple cruisers with a single salvo, not some pop-guns on my new dreadnought!

Fair enough.

Then perhaps there needs to be an option to "speed up" ships at the expense of protection... ?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

I agree.  Make a couple of size 5, movement 8, shield 3 ships with ECM

Weapon A: 5 two arc
Range 6, To hit: 3+, ROF:3, PEN: 1, DMG: 1 ; no range modifiers

Weapon B: 2 four arc, 2 three arc weapons
Range: 3, To hit: 5+ ROF:1, PEN:1, DMG:1

Cost: 116 VP

OR remove the ECM and add cloaking device, remove 2 "Weapon A" and change a 3rd to cover 4 arcs.

Cost: 104 VP

They should be able to survive to get into range fairly quickly.
-Bren

Re: Crew casualties weapon option is too cheap for its effect

I might just do that.

My vision of space combat is very simple, really. Each side has a heavy unit and two or so smaller units. The dreadnought is equipped to go toe-to-toe with another dreadnought and trade blows until one side gives up...:D The lighter units gun for each other, and attempt to shoot down fighters if there are any. Drones, since a previous battle, are a must for me--if your target hasn't got AFB, then he won't like ten drones hurling into him and detonating.

Re: Crew casualties weapon option is too cheap for its effect

murtalianconfederacy wrote:

if your target hasn't got AFB, then he won't like ten drones hurling into him and detonating.

Just to clarify....
I don't like that when I do have AFB.   lol

Re: Crew casualties weapon option is too cheap for its effect

Hehe...:D

Only problem is is the dreaded dice of doom. Theres nothing like you throwing ten drones at a target...and see only one cause damage. Thats why I like big guns. Once they hit, you know the enemy is hurting...:D

Re: Crew casualties weapon option is too cheap for its effect

cricket wrote:
GamingGlen wrote:

Don't get me started about the Stealth Generator, an overpowered system.  It should not be as written, but instead add one to the To Hit modifier of ships attacking it (or -1 to the die, whatever the way the rules are).

Then it would be identical to ECM.

And how would that be a problem?  A ship with both would be -2.

Or, how about a ship equipped with a Stealth generator that decides to fire
negates its Stealth feature for that turn?



Glen

Re: Crew casualties weapon option is too cheap for its effect

Stealth generators are twice the space of a ECM system. If it were to be a simple - on the to-hit roll, it should be -2 on its own.

Re: Crew casualties weapon option is too cheap for its effect

murtalianconfederacy wrote:

Stealth generators are twice the space of a ECM system. If it were to be a simple - on the to-hit roll, it should be -2 on its own.

Below is another option to consider... what do people think?

Dan

> -----Original Message-----
> From: mj12games@yahoogroups.com
> [mailto:mj12games@yahoogroups.com] On Behalf Of beowulfjb@aol.com
> Sent: Friday, January 13, 2006 5:48 AM
> To: mj12games@yahoogroups.com
> Subject: [mj12games] Re: Ideas on the Stealth Generator
>
> Hello everyone,

> I have heard some thoughts on the Stealth Generator as used
> in  Starmada"X". 
> It has been suggested to make ships equipped with this to 
> have a "-1" to hit (as in one harder to hit).  The regular
> ECM gives a "-1"  also, but it can be
> countered by the EWS.   Perhaps the Stealth  Generator's -1 could be
> something that can Not be countered by the EWS.   Then it
> would function exactly as
> the "Advanced ECM" that is available in the  Starmada
> Compendium version of the
> game.  This Advanced ECM system cannot  be countered.   I am
> still playing with
>  friends here in Jacksonville  using the 'Compendium.  0ne of
> my friends equips all of his ships with this  Advanced ECM. 
> It is effective and seems worth the high cost...

> Steven Gilchrist
> Jacksonville, Fla.
>
>
> [Non-text portions of this message have been removed]
>
>
>
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Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

I have actually run into the Extra Crew Casualty w/ no Hull Damage combo once as well..... I only managed to pull off a draw out of shear luck.
I had a trio of hull 3 ships, armed with Sunbursts........ Since a sunburst creates an explosion counter, and explosions block line of site, I basically fired them at empty hexes, and used them to block fire until I was close enough to group fire on the ships with the combo...... couple that with the fact that my fleet included a carrier w/ 8 flights of fighters, and a drone carrier, and I was able to pull a draw on the scenario.......

Since that day, I have noted a number of combinations that are similar.....

Ships with large numbers of longer range weapons that are No Hull Damage, and very short range 3 weapons w/ ROF:1 PEN:1 DMG:3 that also have Extra Hull Damage and Increased Damage, or Continual Damage, with Must Re-Roll Penetration.

They use the NHD weapons to take out your shields and then they have a much better chance of hurting you severely in close with the other weapons.

For the crew casualty issue, one of the tactics I came up with was Protected Crew Quarters or Enhanced Live Support (I hadn't decided which). Basically for 5 percent of your SU, you get armor plated crew.

One of my other players buys a batch of drones and removes 1 crew unit..... the drones are listed as "Droid Crew" and counted as the missing crew unit..... immune to Extra Crew Casualty weapons. When a ship is forced to run on Droid Crew, they have a -1 to all fire and cannot use cloaking devices, due to the limited AI. Also, the droid crew is dormant until all living crew get killed, and then they become special equipment, and can be hit as such.

John

Re: Crew casualties weapon option is too cheap for its effect

Nahuris wrote:

Since that day, I have noted a number of combinations that are similar.....

Ships with large numbers of longer range weapons that are No Hull Damage, and very short range 3 weapons w/ ROF:1 PEN:1 DMG:3 that also have Extra Hull Damage and Increased Damage, or Continual Damage, with Must Re-Roll Penetration.

They use the NHD weapons to take out your shields and then they have a much better chance of hurting you severely in close with the other weapons.

Call me sensitive, but I would argue there's a distinction between abusive game mechanics and good strategy. There are many combinations of weapons and equipment that synergize well, but few (if any) that you can argue unbalance the game.

For the crew casualty issue, one of the tactics I came up with was Protected Crew Quarters or Enhanced Live Support (I hadn't decided which). Basically for 5 percent of your SU, you get armor plated crew.

Not a bad suggestion.

One of my other players buys a batch of drones and removes 1 crew unit..... the drones are listed as "Droid Crew" and counted as the missing crew unit..... immune to Extra Crew Casualty weapons. When a ship is forced to run on Droid Crew, they have a -1 to all fire and cannot use cloaking devices, due to the limited AI. Also, the droid crew is dormant until all living crew get killed, and then they become special equipment, and can be hit as such.

Okay, now that's creative, but definitely pushing the boundaries of fair play... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Crew casualties weapon option is too cheap for its effect

The weapons became unbalanced when the player gave the ships a movement of 1, shields 5 and then has the cannons with Extra Hull Damage, Continuous Damage, and Increased Damage with must re-roll penetration to get the cost back down..... ect. It is more the fact that I actually saw him do 21 dice of damage in one shot to someone else that was annoying....... he set his weapons to fire in ACE and then parked the ships right on the edge of the board they were using.......

I guess the issue is the minimizing / maximizing withing the game system, not the issues on the weapons themselves... the extra crew casualties w/ no hull damage would make sense with a race that is out to steal technology, or someone like the Ferengi from Star Trek TNG.  However, I would expect to see something like this on a few ships within their fleet ( maybe with oversized engines for maximal towing capacity) // rather than on every ship in the fleet.

The other thing was one player that would design a bunch of hull 6 an 7 ships with really high tech levels (usually +1 in all categories, or +2 in weapons and +1 engines and shields) while his larger ships were set at zero in all categories, to keep their cost low. He would have fits if he was forced to use the same tech levels across the board.....

Maybe there would be a way to push a better balance within the system.... or make it the standard that everyone agree with certain rules before a game starts.

Re: Crew casualties weapon option is too cheap for its effect

I do know that one of the house rules that we use is that a ship can only be in one fire arc at a time. This same player would make a whole bunch of weapons, place some in the A arc, and some in the B arc and then declare that if he was pointed right at you, you were obviously "on the line between arcs" and therefor in both fire arcs........

Actually, as I was typing this, I had an idea...... maybe we should sit down and create a "guide to playing ethics." More of a guidline for players, than a rule change, or disallowance of things that are currently within the rules......
Like I mentioned, I could see the Ferengi using a weapon that does extra crew damage, but no hull damage, while something like the Reavers in Serenity would use the No Hull Damage, to get as many edible crew as possible.....

Nahuris

Re: Crew casualties weapon option is too cheap for its effect

Nahuris wrote:

The weapons became unbalanced when the player gave the ships a movement of 1, shields 5 and then has the cannons with Extra Hull Damage, Continuous Damage, and Increased Damage with must re-roll penetration to get the cost back down..... ect. It is more the fact that I actually saw him do 21 dice of damage in one shot to someone else that was annoying....... he set his weapons to fire in ACE and then parked the ships right on the edge of the board they were using.......

I have to admit that if someone did that to me I would just fly around and force the map to float, or hyperdrive out and not play with him again. Definitely not in the spirit of fair play. People have called my Stealth Gen/LRS combo cheesy - I hold up your story as vindication for my fair efforts.

Nahuris wrote:

I guess the issue is the minimizing / maximizing withing the game system, not the issues on the weapons themselves... the extra crew casualties w/ no hull damage would make sense with a race that is out to steal technology, or someone like the Ferengi from Star Trek TNG.  However, I would expect to see something like this on a few ships within their fleet ( maybe with oversized engines for maximal towing capacity) // rather than on every ship in the fleet.

there is nothing requiring that ships vary in abilities, and frankly if he over specializes and you find an exploit then the whole fleet becomes vulnerable...

Nahuris wrote:

The other thing was one player that would design a bunch of hull 6 an 7 ships with really high tech levels (usually +1 in all categories, or +2 in weapons and +1 engines and shields) while his larger ships were set at zero in all categories, to keep their cost low. He would have fits if he was forced to use the same tech levels across the board.....

Uneven tech levels make sense, if you consider the history/origin of the ships and their implementation over time for a fleet. It doesn't make sense simply to control which of your ships is the best. Granted given that the CR should balance, it shouldn't greatly effect your game play, but you never know...

Nahuris wrote:

Maybe there would be a way to push a better balance within the system.... or make it the standard that everyone agree with certain rules before a game starts.

Sad when it comes to having to mandate fair play for some players... but I do like your later suggestion of a "fairness guide". That could actually have some interesting design discussions in it.

Re: Crew casualties weapon option is too cheap for its effect

I fully support story line driven play.... i.e. a race comes up with a new ship based on some new advanced tech, so you have one as part of a fleet with older designs.

The issue that we had with this player is that he sat with a calculator and found that two ships at 6 hull points with advanced tech, were cheaper than a single hull 12 ship with the same tech levels..... He would sit and spend hours min/maxing every point... which, Ok, in a one off game where the objective is to win with this many overall points, was fine... but when you are doing campaign style scenarios... it became a problem.
He also has a hull 1 ship, w/ 1 shield and 1 move that is nothing but a flying hospital. He never puts it on the table.... it is considered in reserve, but he likes to count the medical on it for his restoring crew casualties. He has a hull 20 ship that is at engine 1, and shield 1 w/ no weapons, but is nothing but repair bays for the same reason...... Again, I support the mobile repair bay, and would love to see a battle where he is defending it, while the other players are trying to take it, but he either refuses to put it on the table, or suddenly has to leave and go home.....ect.

Part of this is a mild rant, I guess, and looking at it, I do apologize to the other readers.

What actually came to mind when I first saw this thread was not just the certain weapon combos, but some of the remarks. That's why I put out my Improved Life Support idea. It gives you armored crew quarters and gives the same protection to your crew that armor plating gives vs. extra hull damage, ect.  Some other things I would love to see is short range weapons that maybe have a -1 vs capital ships, but roll as normal vs. fighters w/ range 3 or even 1 (think the Firelance Frigate in Star Wars.... a small size capital ship designed to take out swarms of fighters) and maybe throw out a mod to the spinal mount to give it a touch more clout.

I once had a ship with 11 hull and 5 shields killed via one hit from a hull 14 spinal mount. It happened, and that was cool.....however, later in that fight, along comes my little hull 2 corvette, which had taken a couple of ion cannon hits (no hull damage) and was reduced to 1 shield. I then was hit by that same spinal mount (I hadn't been able to do anything about it yet). I am figuring that I am so very dead there, but the player rolled a 1 on the PEN die.  Next turn, he hits me again, and again rolled a 1.... other than the comedy of this itty bitty ship taking hit after hit, there was a bit of playful frustration on the other players part.... (no anger, just sort of "I can't believe this")

We talked after the game, and came up with an idea that gives some oomf to a spinal mount, without using the anime rules.......

For every 2 hull points or fraction thereof, you get 1 penetration dice, w/ dmg 2. A 10 hull ship would get 5 dice to penetrate, and up to 10 dice damage, so the damage didn't change.... he still gets the range normally associated with spinal mounts, so the advantage is still there.  With odd hull values, you get a slight advantage, but not enough to unbalance the issue.

The other idea was to have the ability to add some of the weapon special values to the spinal mount.... but then again, a hull 16 ship firing a spinal mount w/ re-roll hit, extra crew casualty, and no hull damage (had to throw it in) just kind of gives me the willies. Actually his example was repeater with extra hull damage......LOL

We have tested the first way out, and it does work well, with Spinal Mounts now giving glancing blows, and not everything relying on a single penetration die. It seems to work with us, and isn't causing any real unbalancing issues that we have seen yet. I don't know if anyone else has tried any mods with the spinal mounts, but I would be very interested in seeing them.

On a side note, I like to scratch build my ships, and I like creating my own designs.....  I would love to see us all get together and create our own races and ships.... I'd love to see if we could make an open game universe for play.

Nahuris