Topic: Aegis Systems

jmpehrson wrote:

Fighters and drones have always been an important part of our games.  One consideration we'd like to incorporate into our weapon designs is the ability to fire at different times in the play sequence.  We have broken it down as:

Fire prior to fighter/striker/seeker attacks (defensive fire against attacking fighters/strikers/seekers only)

Fire simultaneously with fighter/striker/seeker attacks (basically, defensive fire against attacking fighters/strikers/seekers only)

Fire during normal ship combat (standard)

The question we have for the Starmada designers is, what would appropriate modifiers (SU cost and CR impact) be for pre-fighter attacks and simultaneous fighter attack weaponry?  We see this mod being applied as a weapon trait and possibly a modifier to the Anti-Fighter Batteries offered in ISS.

All opinions are welcome.

I would never allow fire BEFORE fighter attacks... not only does it take away the fighter advantage, it trumps it -- which then leads to questions about fighters that activate before defensive fire that happens before normal fighter movement... wink

If you were to allow for weapons that can fire during the Fighter Phase, I'd start with a x2 multiplier to the SU cost. Then, I'd "activate" ships during the fighter activation sequence.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Aegis Systems

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

Re: Aegis Systems

FlakMagnet wrote:

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.

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.

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.

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.

Re: Aegis Systems

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

Re: Aegis Systems

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.

Re: Aegis Systems

FlakMagnet wrote:

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

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.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Aegis Systems

cricket wrote:
FlakMagnet wrote:

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

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.

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.
Kevin

Re: Aegis Systems

Underling's option is very good... it allows the fighters to remain the fast reaction force on the board, while making all weapon fire simultaneous...

I'll have to try it out and see if it works....

My only complaint with fighters was the massed destruction effect that I saw used once. This is from a Starmada X game.... and the player in question first made it a point to look at the control sheets for the other players. If the opponent did not have sunbursts (at the time, one of the only area of effect weapons), he would use a fleet consisting of a couple of light Hull 1 or 2 ships that were extremely fast. The rest of his fleet consisted of long range fighters..... no carrier needed, they had their own hyperdrives.

He would mass his fighters and then rush in on one of your ships, he was pretty much guaranteed a kill, and would then hide behind the explosion, making it hard for the rest of the fleet to target the fighters. His explanation was that it was the same as a Star Wars fighter strike, ala the X-Wing novels.

If his opponent had sunbursts, he avoided massing the wings in single hexes, and instead tried to turn it into a running battle with the floating map option. If his opponent had carronades, he would insist on long range fighters (2 hex range)..... and everyone was eventually forced to take both sunbursts and carronades... limiting any form of unique design for each fleet. I havent't had time to play any AE games yet, so I cannot say whether the same problem exists or not.

What are the odds of a dedicated anti-fighter escort ship? Something like the Carrack class, from Star Wars. Maybe if you take "anti-fighter" as a weapon mod, you get to fire during the fighter phase at the normal to hit, but the weapon cannot be used against capital ships (flachette ammo, or whatever reason).
I want to avoid the paper, rock, scissors,..... Nuke argument as well, but have always been intrigued with the anti-fighter escort ships.

John

Re: Aegis Systems

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.

Absolutely. That is why I'm glad "ignores shields", "advanced ECM" and co have gradually disappeared in every iteration of the game.

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.

I share that feeling as well. Ok, I'm biased in that I don't really like fighters in sci-fi; I see them as a somewhat effective weapon no more or less than other weapons. I guess that's why I'm not a big SW fan, where capital ships take a backseat to fighters. Anyways, digression over...

I really like Underling's idea; I might even playtest it. Basically have fighters shoot (and be fired upon) simultaneously as capital ships BUT they'd keep an edge by freely moving AFTER all capital ships have moved AND not requiring any planning.

With the current system my favorite anti-fighter defense is a range-3, wide arched (often ABCDEF), 2+ (3+ if there's FC) and range-based ROF weapon. The drawback is that you have to pull out the bucket of dice (for instance if I have 4 such weapons bearing on attacking flights with ROF-3 at short range, that gives 36 dice to roll...). Fighters may cripple a ship but they will most likely suffer heavy casualties. That in itself is a decent balance. If I expand on the example above, and say we use somewhat average fighters (6 per flight, 2 shields) and there are 3 flights attacking, on average there should be very few fighters left at the end of their attack run (36 rolls vs 18 targets, say 30 hits and 20 penetrating = no more fighters... on average). And then again such fighters will be much more expensive than the "default" fighters from S:X, which means many less will be fielded.

Something I like in other games is the concept of morale for fighters. A fighter group that has been decimated may not feel it is such a good idea to go back for another pass. That could blunt the effectiveness of fighters. But OTOH that would entail further bookkeeping... so I don't know.

Re: Aegis Systems

Cartman wrote:

Something I like in other games is the concept of morale for fighters. A fighter group that has been decimated may not feel it is such a good idea to go back for another pass. That could blunt the effectiveness of fighters. But OTOH that would entail further bookkeeping... so I don't know.

I'd be careful in doing anything to blunt the effectiveness of fighters -- this includes making them attack simultaneously with ships -- unless they have been shown to be unbalancing.

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... big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Aegis Systems

Hello everyone,

Here is one solution to the "Fighter problem".  If you give each of your ships one or two regular weapons batteries but save the third (Battery-Z), for an anti fighter weapon that shoots far, 24 or even out to 30 hexes, but has only one shot, just as expendables had in SX.  This can be done by making ammo=1 for this last one shot anti-fighter weapon.  Give it a 2+ to hit and you can add,  as a weapon ability, anti-fighter, area effect, or piercing to deal with any fighter shields. 
Or you can use all four of these. :shock:
You will only get one shot with this AA battery, but if most of the hostile fighters, strikers, etc are wiped out; it worked!
And if there are no fighters, etc. in the game, just pound a hostile ship at long range with this Z-battery as a way to say "Welcome to the Battle!...

Steven Gilchrist

Re: Aegis Systems

I don' think there is such a thing as a "fighter problem", at least not yet so far. As I said my aversion to having fighters being significant is a question of personal taste, but not of game balance.

Yes, with SAE fighters have the opportunity to become much more powerful than their predecessors were in S:X but they've become much more expensive. While they may not be attacked anymore within their phase (ie anti-fighter batteries) they lost their shield-reducing advantage, and a "stock" flight costs the same.

What would REALLY be unbalancing is going back to allowing extended range fighters or strikers.

Re: Aegis Systems

I always like the idea that some equipment system had a possibility of destroying fighters when they made their attack runs (the way Anti-fighter batteries worked in SX).  I haven't tried the new systems enough in SAE to really make an opinion one way or another as too their effectiveness, but there are always new campaign books that might come up with new fighter options (only time will tell)...

-Bren

Re: Aegis Systems

[quote="cricket
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... big_smile

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