Topic: Distant Armada design questions

First of all, I'm very pleased to see ships from two of my prefered nations (races?) from the SFU;
But I wonder about the following:
- I recomputed the Hydran Ranger CA and I found a CR of 478, about 30 points less than what say the book. I used the shipyard latest for that. I already found that regular fighters made carriers too expensive, here that seems worse.
- What is the 'extended range' for Stingers?
- AFAIK, Stingers are equipped with a gatling phaser and some fusion bombs. As the latter is 'one-shot' only, I feel their ROF 3 and IMP 2 are a bit over the top.
- Why fusion beams and Hellbore are slow-firing? AFAIK, they shoot every other turn in FC, as Photon torps. Why have they become slow-firing?

Marc

Re: Distant Armada design questions

madpax wrote:

- I recomputed the Hydran Ranger CA and I found a CR of 478, about 30 points less than what say the book. I used the shipyard latest for that.

Without more details, I cannot answer this. For example, what values are you getting for ORAT/DRAT?

- What is the 'extended range' for Stingers?

3 hexes. I don't have a copy of DSA in front of me (out of town for the weekend) but this should be explained on the page prior to the description of stingers.

- AFAIK, Stingers are equipped with a gatling phaser and some fusion bombs. As the latter is 'one-shot' only, I feel their ROF 3 and IMP 2 are a bit over the top.

The gatling phaser itself has ROF-4, meaning the stinger gets two additional dice (3x2=6) for the fusion bomb. I could have used the dual-mode option for fighters, but chose not to.

- Why fusion beams and Hellbore are slow-firing? AFAIK, they shoot every other turn in FC, as Photon torps. Why have they become slow-firing?

SFB/FC have two methods for differentiating weapons, aside from actual damage caused: power allocation and firing rate. Starmada has only one of these. Thus, the translation of weapon stats is a subjective decision.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Distant Armada design questions

cricket wrote:

Without more details, I cannot answer this. For example, what values are you getting for ORAT/DRAT?

Hmmm, sorry, I recomputed again and found a result more similar to yours.

- What is the 'extended range' for Stingers?

3 hexes. I don't have a copy of DSA in front of me (out of town for the weekend) but this should be explained on the page prior to the description of stingers.

You mean they can fire from 3 hexes?
Sorry, I reread DSA but didn't find the reference.

- AFAIK, Stingers are equipped with a gatling phaser and some fusion bombs. As the latter is 'one-shot' only, I feel their ROF 3 and IMP 2 are a bit over the top.

The gatling phaser itself has ROF-4, meaning the stinger gets two additional dice (3x2=6) for the fusion bomb. I could have used the dual-mode option for fighters, but chose not to.

OK. I just regret Stingers are too expensive.  big_smile

SFB/FC have two methods for differentiating weapons, aside from actual damage caused: power allocation and firing rate. Starmada has only one of these. Thus, the translation of weapon stats is a subjective decision.

OK. Thanks for the answers.

Marc

Re: Distant Armada design questions

madpax wrote:

- I recomputed the Hydran Ranger CA and I found a CR of 478, about 30 points less than what say the book. I used the shipyard latest for that. IMarc

It is possible that the shipyard will be "Out of date" until at least the 18th (if ADB release Distant Armada as a pdf on that date).
Not knowing what is in the book, I cannot say for sure why you have a wrong figure but from what you mention there must be at least one trait missing (fighters trait).
I only put "Hellbore" in the weapon traits because ADB posted it on their forum.
Sorry for the delay, comes from being on the other side of the pond, I just have to wait patiently.

Paul

Re: Distant Armada design questions

OldnGrey wrote:

Not knowing what is in the book, I cannot say for sure why you have a wrong figure but from what you mention there must be at least one trait missing (fighters trait).

As far as I can tell, the shipyard is up to date. And I added the fighter characteristics  (didn't found the extended range, though) in the small craft part. It added the correct carrier capacity value.

Sorry for the delay, comes from being on the other side of the pond, I just have to wait patiently.

The good side, I suppose.  big_smile

Marc

Re: Distant Armada design questions

Fighter extended range is on page 9, top of left column, under Appendix F: Fighter Options.

To me, Stingers seem about right. A Stinger in SFB has a Gatling phaser-3 (four shots per turn, capable of doing as much damage as an overloaded photon at Range 0), and two fusion beams each with two charges, so it can fire each twice before needing to reload. A point-blank fusion beam is pretty deadly in SFB. Not quite as deadly as a photon, but guaranteed to hit and inflict significant damage. Three Stingers are capable of wrecking a Klingon D7 in SFB.

If anything, Stingers are less heavily gunned in Star Fleet Mada than in SFB/FC.

Re: Distant Armada design questions

terryoc wrote:

Fighter extended range is on page 9, top of left column, under Appendix F: Fighter Options.

You're right, I found that earlier.
BTW, the same fighter as a Stinger with an ACC 4 and no fighter extended range is more expensive... :roll:

Marc

Re: Distant Armada design questions

Presumably, 50% more hits are better than extended range. big_smile

Even with extended range, phasers will slaughter Stingers by the bucketload.

Re: Distant Armada design questions

terryoc wrote:

Presumably, 50% more hits are better than extended range. big_smile

With extended range, the fighter can hit with an ACC one point better. Thus, the stinger will have an ACC 4+.
As I don't see any reasons to stay at 3 hex from a target (aside having not enough speed), I fail to see why Stingers should avoid closing to 1 hex range. Thus (if I've understood everything), an ACC 5+ with extended range is far better (cheaper and more flexible) than and ACC 4+.

Even with extended range, phasers will slaughter Stingers by the bucketload.

They have the advantage of firing first, and seeing the target crumble under their fire.

Marc

Re: Distant Armada design questions

With extended range, the fighter can hit with an ACC one point better. Thus, the stinger will have an ACC 4+.

Really? I assumed the range bands rule did not apply to fighters with extended range. I read it as meaning that the fighters could shoot out to three hexes rather than only the adjacent hex, not that it conferred any other benefits/penalties. I'm going to ask about this in the rules questions thread (if there is one).

EDITED TO ADD: Just re-read the fighter extended range rule. Totally missed that, it does make them better than a fighter with an ACC of 4+!

Even so, the number of Stingers a ship can launch each turn is limited, getting your full complement launched will be difficult for Rangers and other fusion ships. If they loiter while waiting for the rest of the squadron to launch they'll get picked off, if they charge in small numbers they'll be less effective.

Re: Distant Armada design questions

terryoc wrote:

With extended range, the fighter can hit with an ACC one point better. Thus, the stinger will have an ACC 4+.

Really? I assumed the range bands rule did not apply to fighters with extended range.

Well, the extended range rule acts like a range of 3. 1 hex is a short range, 3 hexes is long range .

EDITED TO ADD: Just re-read the fighter extended range rule. Totally missed that, it does make them better than a fighter with an ACC of 4+!

Funny, isn't it?

Even so, the number of Stingers a ship can launch each turn is limited, getting your full complement launched will be difficult for Rangers and other fusion ships. If they loiter while waiting for the rest of the squadron to launch they'll get picked off, if they charge in small numbers they'll be less effective.

Agreed. It's easier to launch 3 squadrons of 6 fighters than 6 lone fighters.  big_smile

Marc