Topic: Another New Admiral Checking In

Hello all, I hope that everyone had a great Christmas/New Years celebration.

I just got back in to starship games, having passed quite a few years ago through just about all of them (going back to 1985).  I've been searching through the forums here, and have garnered a great bit of information that I and my gaming group have incorporated into our games (most notably the 18 hex max range proposition).

The 'official' ship builder is pretty easy to use, but I'm wondering: will it be updated to include the option of V and W batteries, as well as the other variables related to strikers, etc, or is that being left to 'aftermarket' enthusiasts (no offense intended, the shipyard in the above forums is AWESOME, but somewhat overwhelming).

I've got some Z4 minis in the shipyard (paint) table now (pics coming soon), and some GZG and Brigade ships on the way!

Just thought I'd check in and say Hi   big_smile

Tom

Re: Another New Admiral Checking In

Since nobody else has yet, let me be the first to welcome you:
HI!
Cheers,
Erik

Re: Another New Admiral Checking In

Welcome and congratulations. You and your ship have been assigned to the forward screening elements of task force 1.  :geek:

Re: Another New Admiral Checking In

go0gleplex wrote:

Welcome and congratulations. You and your ship have been assigned to the forward screening elements of task force 1.  :geek:

Great, new ships straight out of dry dock, new systems, green crew, no shakedown, and....cannon fodder.  What else could go wrong today?   big_smile

By the way, what's the secret to designing carriers?  I either end up with a bubble carrier with lots of empty space that goes "pop" as soon as it's hit, or a battle ship with lots of empty space, or one that costs a galactic butt ton.  Where's the balance?

Re: Another New Admiral Checking In

That is a good question.  I use many drones (flights of strikers).  I put them on smaller ships that then only have one weapon and level 1 shields.  After the drones are launched, these DDGs have done their job.  If someone wants to fire on them and not on the the 17 & 18 hull DNs, that is great!  If I made fighter carriers, I would use the same plan.  These fighter-carriers would be like the escort carriers of WW2, not the fleet carriers.

Re: Another New Admiral Checking In

I tend to have carriers a point or two slower than the rest of the actual battleline ships, heavy on the close defense, and light on the offensive weaponry...then cram about 6-10 fighter flights aboard. Or, if I don't want fighters...it becomes a missile spawning monster...  :twisted:

Heck...you're not cannon fodder...mine fodder...but seldom cannon... lol

Re: Another New Admiral Checking In

Most of my carriers have screens and long range weaponry, their job is to hang back and not die.
Most of my standard ships have shields and more balanced weaponry, so fighters can't get to my carriers before they launch, and closing range with my carriers becomes difficult.
Although my carriers are more expensive than most I've seen, costing 7/8 of the value of my battleships <.<.

Re: Another New Admiral Checking In

I like the escort carrier idea - no shields, very slow, just a hull carrying fighters - you can get them as down as cheap as independent fighter flights would be, without exposure to the points loss at the front of battle.  This makes a sitting duck if your opponent gains fighter superiority or can get some seekers through your defences, but then they're not firing those resources at the actual fighting ships.

In a campaign setting there's a much better case for armoured carriers - not so much punch for the cost, but more likely to stick around from game to game.  Depends how your games are structured.

I'm interested in the use of strikers and seekers and how others do this?  Not had much chance to experiment yet, but it seems to me that using cheap strikers as interceptors, and seekers as bombers, would enable big carriers to pulverise opposition at long range with little risk to self (or a host of smaller ships to do so).

Re: Another New Admiral Checking In

I rarely use fighters.  They are simply too easy to shoot down, and rarely get to attack twice.  All of my ships have weapons that have no piercing or anything exotic.  They are reserved for AA fire.  I usually am able to shoot down most , if not all of the attacking fighters b4 they get into range.  All my weapons fire out to 18, which means that I will get at least one shot at the fighters. 8-)   
I don't put any AntiFighter batteries on my ships.  Their inability to shoot until after the fighters attacks makes them not worth their cost IMHO. :?

Re: Another New Admiral Checking In

BeowulfJB wrote:

I rarely use fighters.  They are simply too easy to shoot down, and rarely get to attack twice.  All of my ships have weapons that have no piercing or anything exotic.  They are reserved for AA fire.  I usually am able to shoot down most , if not all of the attacking fighters b4 they get into range.  All my weapons fire out to 18, which means that I will get at least one shot at the fighters. 8-)   
I don't put any AntiFighter batteries on my ships.  Their inability to shoot until after the fighters attacks makes them not worth their cost IMHO. :?

Interesting tactic, wouldn't its success depend on the number of fighters faced?  I'm wondering how a fleet heavy on fighters that was able to synchronise ship, fighter and seeker attacks would do.

Re: Another New Admiral Checking In

I bring Many Strikers into battle.  Some are antiship, others are merely 1/3+/1/1 Piercing+1 "Terrier Strikers"  They can be used to hit fighters or to attack ships.  So far, no problems with fighters.  I have rarely faced an opponant who brought lots of fighters.  It would be interesting...

Re: Another New Admiral Checking In

I had reached similar conclusions about AFBs recently...  longer range, higher rate-of-fire, more accurate weapons tend to work much better for the same price.  I've been experimenting with creating a 'bubble' of overlapping anti-fighter weapons fire, with some success; the last time I used it (against a fairly carrier-heavy fleet), I cleaned almost all of their fighters out in the first turn, which opened up the way for my seekers in turn 2.  I tend to go with missile frigates full of seekers or strikers, backed up by cruisers and battlecruisers that also carry one or two flights each.  Rarely use fighters, and when I do I make sure to increase their accuracy significantly and use them mainly for defense against enemy fighters and strikers; on offense they die too easily.

Re: Another New Admiral Checking In

Nomad wrote:

  Rarely use fighters, and when I do I make sure to increase their accuracy significantly and use them mainly for defense against enemy fighters and strikers; on offense they die too easily.

I like this idea - especially with the dogfighting pinning rules, and the interceptor (combat air patrol type) rules.  Issue I can see for seekers/strikers is ensuring you get fighter superiority to prevent the opponent doing the same.  However, that's a nicely circular bit of Starmada - I have the sense that the "missile frigate" tactic could fail to a fleet defended with cheap interceptors and heavy on well armed ships, which in turn would fail to an all ship fleet, which would then fail against a fighter/seeker/striker heavy fleet and so on, ad infinitum.. very paper/scissors/stone.

Re: Another New Admiral Checking In

Yeah, I find CAP to be fairly effective.  I had not considered combining CAP and Dogfighting; can a flight on CAP start a dogfight instead of attacking when intercepting?  That would be kind of awesome, and makes reasonable sense.  Yeah, fighter superiority is tricky...  I tend to go for striker saturation against my brother (my primary opponent), who favors using a few expensive ships, one of which is usually a dedicated fighter carrier.  He tends to use his fighters to attack my ships, though, rather than intercepting.
And the rock-paper-scissoring is an interesting notion.  It's something I've sort of seen in my recent playtests of converted Battlefleet Gothic ships; the Imperials have the missiles and armor, Chaos has the guns, and the Eldar have the fighters and the speed.  Tactics and fire arcs can make the difference, though; one game, the Eldar tried to outflank/envelope the Imperials, only to find the Imperial C and D weapons to be rather effective.

Re: Another New Admiral Checking In

You know me friend and I were playing the other day and that exact issue came up (whether CAP can initiate a dogfight)  We kind of kicked it around a bit and decided that they could not.  This is coming from both a strict interpretation of the rules (Combat Interception is allowed to move up to half it's move and make one attack when it reaches the adjacent hex) and from a gameplay standpoint.  If Combat Interception can initiate a dogfight, that means that any anti-shipping strike can be completely neutralized for several turns (dogfights usually take us at least 2-3 turns to resolve) without even making a single attack run.  Giving the defending player the first shot is bad enough, but to let them also interrupt the strike completely tips the balance too much in the favor of the CAP. 
Although on a somewhat related note, one thing we were wondering about is movement through enemy occupied hexes.  I know it says in the rules that opposing forces can't end their turn in the same hex, but can ships or flights pass through an opposing forces location.  We were thinking about instituting a house rule where any fighter flight that passed within one hex (or through the same hex) of an enemy flight would have to make it's attack against that flight and then stop one hex beyond.  This gives some of the same elements of CAP+dogfighting, the defending player does get to put up a sort of fighter wall, but the attacker still gets to be the one that holds the initiative. 
Just a thought, we haven't playtested it, but I think something like it might have potential.