Topic: Extra Range on Fighters?

Hello,

I have recently purchased Starmada: AE and am absolutely enthralled with the system and particularly the ship construction system, which basically, when embodied in the form of those ship builder spreadsheets, is an addictive and destructive force in my life  :wink:

Having said that, I have a specific question.

Can anyone suggest an informal mechanism/cost formula for allowing 'fighters' to have increased range on their attacks?

The reason I ask is because I have my eye on those tiny little Star Blazers escorts. These things are ludicrously tiny little models and I plugged in some stats for them as 'corvettes' or what have you at size level one. I then realized that with a Combat rating of 16 or so, I was much better off making them as fighters (a lot less paper around for one thing)

I think they will work great like this, but the thing is they should be able to shoot farther than point blank range (I think a weapon range of '3' sounds good).

I realize this could break the system if implemented formally, but i am confident I can do so while facilitating a good balanced game.

Thanks much for suffering my long wind'edness!   8)

Re: Extra Range on Fighters?

Barmy Flutterz wrote:

I have recently purchased Starmada: AE and am absolutely enthralled with the system and particularly the ship construction system, which basically, when embodied in the form of those ship builder spreadsheets, an addictive and destructive force in my life  :wink:

Glad to have you around! smile

Having said that, I have a specific question.

Can anyone suggest an informal mechanism/cost formula for allowing 'fighters' to have increased range on their attacks?

I could suggest such a thing...

But then I'd regret it almost immediately. wink

Fighters are VERY fragile things -- they work as is, but mess with the wrong bit and they'll fall apart (from a game-balance perspective). Right now, one of the simplest ways to counteract your opponent's fighters is to have some of your own.

But, if you allow fighters to conduct "stand-off" attacks, without needing to come within range of opposing fighters, that could be a huge problem.

Something from Starmada: Dreadnoughts might solve your problem: the "Flotilla" rules...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Extra Range on Fighters?

Well, I have poked around at any reference to the Flotilla rule and what little I have been able to infer does seem to do what I am looking for.

Ok, maybe I will have to get Dreadnoughts then.

It would be great for your business if every query like this led to a sale, no?

big_smile

Re: Extra Range on Fighters?

Oh, for cryin' out loud, I broke down and bought the Dreadnought rules thanks to your 'hard sell' tactics! :wink:

I hope your happy now!

Re: Extra Range on Fighters?

*sinister echoing voice* Ahhh....

The master plan is proceeding well.   :twisted:

Re: Extra Range on Fighters?

cricket wrote:

Something from Starmada: Dreadnoughts might solve your problem: the "Flotilla" rules...

Curse you and your speed of replying (and buying as the case may be)!  I saw this message and thought of the 'Flotilla' rules myself.

They will be awesome for the much needed 'gunboat' rules in starmada.
-Bren

Re: Extra Range on Fighters?

Oh, and Barmy - any time Dan can't keep you fixed up with product, check out my stuff in The Other Guys topic.

I make crack cocaine for people who like ship design tools. smile

Re: Extra Range on Fighters?

This is indeed a tangled web that has snagged me here! sad

Re: Extra Range on Fighters?

I TOTALLY agree that giving fighters extra range is a very bad idea. It would indeed throw game balance out of the window.

Re: Extra Range on Fighters?

Cartman wrote:

I TOTALLY agree that giving fighters extra range is a very bad idea. It would indeed throw game balance out of the window.

I more or less agree for 'Mada.  I might see making an advanced fighter that could shoot to range 2 or 3 rather than 1.

Might.  And they should be easily 4x to 6x as expensive in points.

Re: Extra Range on Fighters?

I can see that extra range on fighters is dangerous.

But having sixteen separate printouts for minuscule escorts with CRAT's of about 15-20 (per side!), and then issuing independent orders to each of these, would have been much worse as it would have sucked all the fun from the game in record keeping tedium.

I was of course counting on my own fleet/scenario design to keep things balanced.

Anyway, that's all moot as the flotilla rules are a better solution. I may well tweak it a bit though (like that suggestion that ROF establishes the maximum number of hits listed under that dread Bat-Rep)