Topic: Fighter/Seeker Query

Do I read the rules correctly that if a fighter or seeker is launched during the game it will be able to attack/strike its target without the target ever having the opportunity to fire on it (provided it is within 10 hexes or whatever movement rate is assigned)?  Somehow that doesn't seem right.

Re: Fighter/Seeker Query

Well, in the case of the fighter there will be retaliatory fire at least.

I agree that as I understand the seekers, they seem rather brutal in that regard.

Re: Fighter/Seeker Query

Does nobody use seekers?  It seems rather unbalancing, at least conceptually...

Re: Fighter/Seeker Query

(I do not have the rules right in front of me...so this is not confirmed)

Seekers, being a subset of small craft/ fighters should be subject to the same movement/attack/retaliatory rules as a normal fighter squadron. 

The main differences as I understand them are that they are one use, have to have a designated target which they move towards along the shortest line of travel possible, and cannot initiate dogfights.

Re: Fighter/Seeker Query

Yes but essentially if fired within range of their target they strike it with zero chance of ever being shot down enroute...

Re: Fighter/Seeker Query

graydo wrote:

Do I read the rules correctly that if a fighter or seeker is launched during the game it will be able to attack/strike its target without the target ever having the opportunity to fire on it (provided it is within 10 hexes or whatever movement rate is assigned)?  Somehow that doesn't seem right.

You do read the rules correctly.

However, as flights are launched in the End Phase, there is the opportunity for ships to move away before the subsequent Fighter Phase. Also, enemy fighters/seekers have the opportunity to intercept the newly-launched flight.

Theoretically, you could house rule it so that flights are launched during the Fighter Phase (but don't move until the next turn), giving ships at least one opportunity to fire at them. But I'm not sure such an adjustment is necessary.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fighter/Seeker Query

cricket wrote:

Theoretically, you could house rule it so that flights are launched during the Fighter Phase (but don't move until the next turn), giving ships at least one opportunity to fire at them. But I'm not sure such an adjustment is necessary.

That makes a lot of sense to me.  Feels right (which in sci-fi counts for a lot)...

Re: Fighter/Seeker Query

I would like to see a "Reaction Fire" or "Point Defense" trait for ship weapons. This would allow them to fire during the Fighter phase, after a fighter has moved, but before the fighter fires.

Obviosly the weapon would not be able to fire during the regular fire phase, and maybe limit it to range 1 making it self defense only. :?:

No idea what off/def mod or SU value to give it though.

Re: Fighter/Seeker Query

That increases tracking issues...which weapons have fired...which haven't etc.  Not attractive to some.

Re: Fighter/Seeker Query

bekosh wrote:

I would like to see a "Reaction Fire" or "Point Defense" trait for ship weapons. This would allow them to fire during the Fighter phase, after a fighter has moved, but before the fighter fires.

Obviosly the weapon would not be able to fire during the regular fire phase, and maybe limit it to range 1 making it self defense only. :?:

No idea what off/def mod or SU value to give it though.

No tracking if you mod it so that reaction fire weapons cannot fire during ship-ship phase.

I like it

Re: Fighter/Seeker Query

jimbeau wrote:
bekosh wrote:

I would like to see a "Reaction Fire" or "Point Defense" trait for ship weapons. This would allow them to fire during the Fighter phase, after a fighter has moved, but before the fighter fires.

Obviosly the weapon would not be able to fire during the regular fire phase, and maybe limit it to range 1 making it self defense only. :?:

No idea what off/def mod or SU value to give it though.

No tracking if you mod it so that reaction fire weapons cannot fire during ship-ship phase.

I like it

So if you want to waste a battery of weapons on this....hmmm....I see where this is going.  Would make for some interesting escort ships.

Re: Fighter/Seeker Query

jimbeau wrote:

No tracking if you mod it so that reaction fire weapons cannot fire during ship-ship phase.

I like it

Actually I was thinking of tracking it. Either fire in the fighter phase or the ship phase.

But I think you're right, only allowing it to fire in the fighter phase makes it easier.

If you want a weapon that can fire in either phase you could use a Dual-mode weapon. One mode reaction fire one not. Make your choice at the beginning of the turn. Could make for interesting desicions. Do I need to engage the fighter swarm or the ship bearing down on me?

Re: Fighter/Seeker Query

I know we already had this discussion during the Starmada X days....
I have always been for having weapons that can fire on fighters during the fighter phase - however, there are arguments against it that make just as much sense.

I always wanted to list it as special equipment -- i.e. interceptor turret similar to B5 - but not let it do any damage to capital ships -- I'd also consider a range cap of 3.... anything larger would end up creating enough overlap of the different ship's fire that it would more or less eradicate fighters completely, and capping it at a range of one makes it unusable for anything other than the ship it is on.... which eliminates it's usage on escort ships.

For that matter, we could also specify that each unit covers 3 arcs in a 180 degree arc... so a ship that wants 360 coverage would need to buy at least 2 of them.... and that would also limit how many could be concentrated on a fighter flight.....

Nahuris

Re: Fighter/Seeker Query

Seems to me that Anti-Fighter Batteries should have been given the option to fire in either the Fighter Phase or the Ship Combat Phase, with AFBs being able to fire before the fighters attack their target. 

Rule suggestion:
The AFBs of a ship must be plotted at the start of the turn as to which phase, Fighter Phase or Ship Combat Phase, they can fire in and all AFBs of that ship can only fire in that phase.  Any number of AFBs can be fired at a fighter group, but all that are to be fired at a specific target must be designated before dice are rolled.  Example: BB Bozo has 24 AFBs which have been plotted to fire in the Fighter Phase.  It is attacked by the first of three enemy fighter groups (6 units per group) that could attack it, so the player chooses to fire 8 AFBs at the fighter group, leaving 16 AFBs for any possible other attacks by fighter groups.  The dice rolls are 1,1,1,3,4,4,5,6 thus two fighters are destroyed before they get to roll their attacks against the ship.

Optional idea for damaging AFBs: if any AFB roll is a 1, one AFB is destroyed and unrepairable (keep track like you do with lost Marines); this would be one of the currently fired AFBs.  Perhaps this would keep the current cost of the AFBs if you think the above rule should increase their cost.

Re: Fighter/Seeker Query

Concerning the AFB, if a rule ajustment is made, I'm sure it would increase the price of the batteries. So, why not simply making it a pool of dice against fighters in the fighter phase and no longer any use against ships(always thought that such point defense weapons could not damage a cap-ship)?  :?:

Re: Fighter/Seeker Query

Lone Gunman wrote:

Concerning the AFB, if a rule ajustment is made, I'm sure it would increase the price of the batteries. So, why not simply making it a pool of dice against fighters in the fighter phase and no longer any use against ships(always thought that such point defense weapons could not damage a cap-ship)?  :?:

They aren't worth their cost now.  Usually, it's either you have too many (enemy does not have any fighters) or you do not have enough and are pointless if the ship dies or is severely damaged in the Fighter Phase before the AFBs get to fire.  They are worthless against strikers/seekers.

Re: Fighter/Seeker Query

Lone Gunman wrote:Concerning the AFB, if a rule ajustment is made, I'm sure it would increase the price of the batteries. So, why not simply making it a pool of dice against fighters in the fighter phase and no longer any use against ships(always thought that such point defense weapons could not damage a cap-ship)?

They aren't worth their cost now. Usually, it's either you have too many (enemy does not have any fighters) or you do not have enough and are pointless if the ship dies or is severely damaged in the Fighter Phase before the AFBs get to fire. They are worthless against strikers/seekers.

Ok, we haven't played with striker so far and got the book with the afb-rules one week ago. Ok, then the change would make sense. Perhaps this change would warrent the addition of some kind of "escort-trait", a possibility to grant its afb to other ships within a certain distance?

Re: Fighter/Seeker Query

GamingGlen wrote:

Seems to me that Anti-Fighter Batteries should have been given the option to fire in either the Fighter Phase or the Ship Combat Phase, with AFBs being able to fire before the fighters attack their target.

This has got to be THE most-suggested rule -- ship weapons that get to go in the fighter phase...

Haven't yet decided if it breaks things too much, tho.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Fighter/Seeker Query

Because a pool of dice against fighters would change the cost as well?

I don't think we're really dealing with the problem here. Fighters are too tough.

Is this still a problem with AE? I haven't honestly played enough to determine that. However, I'd suggest we bring back the old AFB which effectively "fires" during the fighter phase by killing fighters when they roll a "1" to hit. I always thought that was a very elegant way to do it. more powerful AFBs can be built by changing the number to a "2" and doubling the modifier.

I wouldn't adjust it any more than that.

Re: Fighter/Seeker Query

jimbeau wrote:

I don't think we're really dealing with the problem here. Fighters are too tough.

Is this still a problem with AE? I haven't honestly played enough to determine that. However, I'd suggest we bring back the old AFB which effectively "fires" during the fighter phase by killing fighters when they roll a "1" to hit. I always thought that was a very elegant way to do it. more powerful AFBs can be built by changing the number to a "2" and doubling the modifier.

I wouldn't adjust it any more than that.

Fighters have been contentious in both of the spaceship combat games I've played (Full Thrust and now Starmada X/AE).  Both games have arguably been based on paradigms and assumptions about space-ship combat that make it much like WWII naval combat in space.  With that in mind, it makes sense that a fleet with fighter is going to be more powerful than a fleet without.  Once the Japanese showed the world the power and flexibility of naval aircraft (not talking about Pearl Harbor, which is as much about the power of ambush than air-power) it was essential that almost any naval group include aircraft.  I'm sketchy on my naval tactics, but entire operational groups were organized around the support and protection of the carriers.

So with the WWII-esque effect of Fighters in SAE we're running into players who don't WANT to include Fighters in their fleet having problems dealing with opposing players who do include them.  I know I'm not all that fired up about using swarms of fighters, but I also don't like to get b-slapped around by them. 

IMO, fighters/seekers/drones are affecting the battle "from the outside".  They are treated differently from everything else in the game.  They move differently, they fire differently and they do their damage differently.  It's no wonder that they have consistently had issues with points-costing and the like.  Something has to be done to bring how fighters move, attack and are destroyed more in line with the rest of the ways we destroy each other's ships.  Somehow that has to be done without nerfing them into uselessness or making them feel like their not fighters anymore.

I know that Dan is pretty invested (meaning, he likes them) in some of the rules covering fighters and the "feel" that gives them, but those differences are, IMO part of the problem.  I love the game, don't get me wrong, I just really don't like the "Feel" of getting ambushed by fighters that were launched within sight and range of fleet without my getting a shot off at them.  It "feels" wrong because in spite of all the other WWII-like assumptions, the fact that Fighters were very vulnerable when launching from the carrier during WWII is missing from Starmada.  Even today they're still very vulnerable when they launch, assuming something can get into range of the carrier... (not likely these days given that our current enemies are more into attacking civilians and soft targets).

So what to do, what to do?  Like a lot of you, I've been thinking about it.  My life is kinda hectic right now with little free-time, but I'm going to try to write up some house-rules that will over-ride the fighter rules as written.  I'll post 'em on my blog and invite comments when I get to it.  It'll be kind of an overhaul of the fighters, and my humble efforts might suck, but *shrug* I wanna give it a go anyway.

--Flak Magnet

Re: Fighter/Seeker Query

The problem with fighters is one of scale. Most games, including starmada, treat fighter weapons as on par with capitol ship weapons.  While this would be true for fighters with missiles and torpedoes, it should be a limited number of attacks for the squadron (1-3 max), 1 die per individual fighter as currently used. If using "Beam" weaponry, then fighters as a group should have only one attack, not six individual because of the power disparity in the weapons and size of craft. 

Also any fighter group that is hit more than once in a turn by AFB's or other anti-fighter weaponry is treated as disrupted and returns to the carrier to re-organize.  (Anti-fighter tactics do not merely depend on destruction of the squadron...disruption is also a desired effect)

Anyhow...those were my arguements and how I tend to treat them when I manage to get a game in. And no, I do not adjust costs.

Re: Fighter/Seeker Query

The British were already showing the value of naval air power in WW2 before the Japanese got involved, even with British "obsolete" naval aircraft.  Swordfish vs. Bismarck, anyone?    smile   

Now, we are not playing a WW2-era game.  And in space, there really is no difference between a "fighter" and a "ship" in terms of the medium they are maneuvering in.  What can be  different is mass vs maneuvering engine in the construction.  If fighters are considered to be a short duration combat vessel then it can sacrifice the amenities of living conditions (like a bowling alley  lol ), most life support functions that a ship has, powerful sensors, scientific gear, medcial facilities, and all the staff needed for such things, which cuts down on the fighter's mass and lets it have more maneuverability for the same size engine.  It can also be made smaller for the same abilities that a similar ship has.  But the cost is that it must return to a base very soon after launch.

What does this mean for Starmada?  I like the fighter movement rules, it lets the fighters be more flexible and maneuverable, and saves game time plotting movement/actions for all those squadrons (and striker/seeker salvos). What I don't like is the free action that fighters get vs. ships.  Both in WW2, and seen in the movies (such a great standard of reality  :roll: ), anti-aircraft/starfighter systems got to damage and destroy some of fighters before those fighters got to attack ships; but not in Starmada. 

Luke wouldn't have needed to fly down the trench of the Death Star since a few of the first wave of bombers that was shot down by anti-fighter defenses probably would have instead been able to drop their special package down that vulnerable spot if Starmada was used to simulate the battle.  tongue 

Changing how AFBs work seems to me to be the simplest, and most logical considering their name and how they function now, way to allow some sort of active defense for ships vs fighters.  And, make them useful against strikers and seekers.

Re: Fighter/Seeker Query

I've heard this discussion so much that my eyes glaze over when someone starts one, but here's MY point of view...(feel free to breath now everyone).  :roll:

Once upon a time, over on the SF-CONSIML list (on some odd server, then on Egroups, now I think it's still on Yahoo Groups), this was beat to death over the course of many months. A ships firepower, so long as current technological asumptions could be applied, increases with at least a SQUARE of it's size, Power goes up by the CUBE, as does armor protection given that all things are equal.Fighters in space do NOT possess the three things they would in a surface Navy - at least a 10:1 speed advantage, the ability to utilize a 3rd dimension in combat, and the ability to get fairly close before shooting or being seen.

The first two are obvious, and about the third I'll say this - the Shuttle's main engines would show up on modern sensors in Earth orbit, if the Shuttle were in Saturn's orbit....you ain't doing too much sneaking up in space given current extrapolations of technology.

The reason that fighters are as they are in the Admiralty edition is because the Admiralty felt that fighter effectivenesss is largely effected by the assumptions of the technology in the setting and what the players in question thought was fun.

If you don't like them, make some house rules - it's YOUR game - Otherwise, you'll have to wait until we can get another setting out the door.  smile

Re: Fighter/Seeker Query

GamingGlen wrote:

 
Changing how AFBs work seems to me to be the simplest, and most logical considering their name and how they function now, way to allow some sort of active defense for ships vs fighters.  And, make them useful against strikers and seekers.

The simplest way I've thought of to do this would be to have the AFBs work on the same dice pool they use now, but be a reaction shot- That is, the attack dice are rolled when an offending group moves into AFB range, with the damage being resolved before any action by the squadron in question. The AFB pool represents how many dice may be rolled against squadrons in this way per turn. This allows AFBs to act in the fighter phase, but purely in a defensive capacity. Any offensive use of AFBs against other ships would have to wait until the ship phase.

Re: Fighter/Seeker Query

Fighters in space games are all about the 'rule of cool' - if they're cool, they're worth having.  Anyone trying to put realism into space fighters isn't going to be happy with the end result of that discovery process.  (Short answer: Cruise missiles.)

Fighters from a game design perspective are one of those places where linear cost increases can bring nonlinear benefits.  In Starmada, more than most other titles, this sticks out like a sore thumb, because Dan's been pretty good about making sure that nonlinear benefits get appropriately scaled costs.