Topic: Are Fighters really all that effective?

Hi everyone, I'm one of Beowulf's friends from Jacksonville. Although I frequently visit this forum, a game Beowulf and I played yesterday has inspired me to make my first post.

Last night, I experimented with fighters for the first time. Although Beowulf had used them previously, and was less then impressed, I wanted to try my luck with them. During the battle, I was forced to come to the same conclusion he did: Fighters just aren't all that effective.

In this battle, I ran a 1000+ point carrier, whose 30 fighter squadrons (20 fast/weak/fragile, 10 fast/strong/tough) barely managed to inflict 20 points of damage on a single vessel before being annihilated. I found myself wondering why fighters aren't able to be improved further, the way ships are. I know that in earlier editions of the game, this was most definitely the case. Why are fighters' options so limited now?

Re: Are Fighters really all that effective?

In my opinion fighters are not very effective.  They combine two hits with a pretty terrible gun and come out to 25 pts each.  If your opponent brought ECM or Stealth you shouldn't even bother deploying them.

I've been trying various methods to make them more effective.  So far I've come up with either making them a small ship with hull equal to fighter numbers, short range weapons and a high thrust value (10-12) or making them a seeker type weapon and just abstracting things.  The seeker method has the advantage of being simple and cost effective.  The ship method has the advantage of being closer to how fighters worked in previous versions of the game, but the disadvantage of the "flight" being slowed by damage.  If flotilla rules are reintroduced at some point that would be ideal.

Example one: (From Dockyard)
NAME:
Centauri ALTARIAN-class Destroyer  (179)
ARMOR[_][_] [_] [_]
HULL    [_][_][_] [_][_][_] [_][_]
THRUST    [5][4][3][2][1]       WEAPONS    [_][1][2][3][4]
ECM    [2][1][1][1][1]    SHIELDS    [_][_][_][_][_]
Hyperdrive
WEAPONS    ARCS    RANGE    ATTACK DICE    -4         -6         -8    -10
3× Matter Cannon    [FX1][AA3]    4-8-12    12    8    6    4    3    2    2    1    1    1    0    0
4× Twin Array (Pnp)    [TT2][FX2]    1-2-3    24    17    12    8    6    4    3    2    2    1    1    1
1× Sentri Fighters (Acr/Skr/Slw)    [TT]    6-12-18    4    3    2    1    1    1    1    0    0    0    0    0

Example 2: (also from Dockyard)
NAME:
Centauri SENTRI-class Fighters  (36)
ARMOR           
HULL    [_][_]    [_][_]    [_][_]
THRUST    [12][8][6][4][3]       WEAPONS    [_][1][2][3][4]
ECM    [_][_][_][_][_]    SHIELDS    [_][_][_][_][_]
Stealth (2)
WEAPONS    ARCS    RANGE    ATTACK DICE    -4         -6         -8    -10
6× Ultra-light Particle Beam    [FR]    1-2-3      12    8    6    4    3    2    2    1    1    1    0    0

Re: Are Fighters really all that effective?

Personnaly, I cheated (shame on me) when creating ships with fighters. I feel fighters are an interesting dimension on Starmada. losing them because they are way too ineffective is too bad.
So I significantly reduced the CR of ships carrying them, because currently, carriers are way too expensive. I've played one game with them so far (from my own SFA ships), but ships were dying too early to see fighters action. Maybe my current game (hydran vs kzinti) will tem me more).
Also, I've begun to like the 'seekers' as fighters. It could be an interesting way to simulate them, launching from fighter bays, attacking, then coming back to refuel, rearm and repair.

Re: Are Fighters really all that effective?

Hello everyone,
The ships I played in the game here in Jacksonville Thursday were fairly typical ships of mine; they had no shields, no ECM, and no stealth.  They did have good firepower tho.  If you look in the B-Basin, you can get an idea of what my DNs look like.
I am puzzled with how ineffective fighters are in S:NE.  In earlier editions, they were formitable, having good firepower.  Here are some simple ideas to bring them up to par:
One idea is to give fighters "Accuracy", they will now hit on 4+  at no added cost.  This will boost their firepower 50%, and will involve no changes to any ship designer programs. 
If this is not enough, perhaps fighters can hit on 3+ at no extra cost.  Again, I am trying to make them more cost-effective with as little trouble as possible. 
:idea: Maybe we can try these ideas here in Jacksonville...  What are other people's thoughts?

Re: Are Fighters really all that effective?

Maybe do a similar step to what Beowulf is proposing, but instead add a +1 modifier to fighter attacks on ships, so they'd achieve a ~40% firepower increase? That, or allow fighters to ignore the first level of stealth/ECM against a target...?

TBH, I'm not that much of a fighter jock (as many will know, I'm a big gun battleship fan and I only put fighters on my ships to deal with the fighter swarms that seemed an instant-win button in earlier editions), so I haven't really noticed that much of an issue (unfortunately, I haven't been able to play a single game of Nova Edition because Real Life always gets in the way... sad )

Re: Are Fighters really all that effective?

We played another game of Starmada here in Jacksonville with my friend Jabba6z playing a swarm of fighters with his fleet.  We kept the costs & hit points of the fighter-flights the same as in the book and on the DryDock, but let them hit on a 3+.  Although the fighters did more damage, my fleet of 2 DNs and three DDs triumphed.  I lost one DN and had two DDs damaged, but all the fighters were shot down and the ships escorting them were destroyed.  Only the lightly armed & armored CV survived of the fleet Jabba6Z brought.  This CV wisely stayed far away and descretely warped out.
:idea: What we may try next is giving fighters twice the number of shots.  A regular fighter-flight gets 6 shots and a strong-fighter flight gets 8 shots.  This might make the fighters Cost Effective.
No one here in Jacksonville used ECM, Stealth, (or even shields) so these things are not a problem.  Perhaps a fighter-flight could half the ECM/Stealth rating, rounding down.  So an ECM/Stealth rating of one would be ignored, a rating of 2 or 3 would give fighter flights a -1, etc.  This would reflect the fighter pilots attacking at shorter range than ships do.
We will continue to find a way to make fighters cost effective without changing their cost, etc, but rather by adjusting their firepower.
Cheers

Re: Are Fighters really all that effective?

My friends and I are playing Starmada tomorrow (Thursday Dec19) here in Jacksonville.
We will use fighters, probably giving them twice the number of shots as they have in the Rulebook.  This will give regular fighter-flights six shots, strong fighter-flights eight shots.  We will have them hit on either 3+.  This will probably make them cost effective, without having to change their CRs or SUs.  This way there is no need to modify the DryDock or any of the ships in the supplements.
Any thoughts from anyone else? 
We are determined to find the right combination of firepower and to-hit-number.  I think we're close. 8-)

Re: Are Fighters really all that effective?

I think that we have been successful in increasing the firepower of fighters to make them more worth their cost.
:idea: We gave the fighters twice the number of shots as they have in the Rulebook. Thus regular fighter-flights have six shots, strong fighter-flights have eight shots. We have them hit on either 3+. This made them cost effective, without having to change their CRs or SUs. This way there is no need to modify the DryDock or any of the ships in the supplements.
Having them hit on a 3+ can be justified by the manuverability of fighters; the much-bigger ships are easier for them to aim at and fire at.
But more important is that this worked; this increased firepower makes fighters much more formitable. 8-)
Cheers

Re: Are Fighters really all that effective?

Great. I'm almost over reworking all my SFA fleets, and one modification involved making all fighters as seekers. Currently, slow fighters are range 12 seekers, fast ones are range 18 and average speed is range 15. Normally I play Starmada thrusday and will try them as they are. Maybe I will increase the range if I find that carriers are too vulnerable because they have to enter heavy weapon reach.
I can also propose the carrier in two flavour, normal fighters with your mods (double attacks, hit on 3+) and seekers.

Marc

Re: Are Fighters really all that effective?

madpax wrote:

I can also propose the carrier in two flavour, normal fighters with your mods (double attacks, hit on 3+) and seekers.

Marc

I quote myself, that's a first.  big_smile
Finally, I won't. My problem was not -only- that there are not powerful enough, it's mainly that their cost is horrendous. Here are two versions of the same carrier:
- The common basis is hull 24, thrust 5, Shield 3+, armor 18, hyperdrive, 12 point defense phaser (TT, BAS .8, RNG 3, Pnp)
- Seeker mode: Add 24 fighters (TT, BAS 1.5, RNG 15, Skr, Gid, Dx2, Slw), cost 494
- Real Fighter mode: Add 30 medium fighters, cost 1157

Thus, filling the basis with fighters as seekers cost less than half than filling the same SU with real fighters. I can say that the fighter-mode carrier is more efficient, especially with twice the number of shots and 3+ (hence four times the power of official fighters), but my wish is to have carriers costing about the same as ships the same size. For instance, replacing fighters as seeker and point defense phaser with 6 x photon torps (FF, BAS 1, RNG 15, Gid, Dx2, Prc) and 12 x phasers (TT, BAS 1.2, RNG 9) costs 486.
Almost the same cost, two different ship using the same hull.
With a cost of 1157, I'm sure it will never ever be deployed on my table.

Marc

Re: Are Fighters really all that effective?

I've been continuing my testing of fighter flights as small ships.  The main problem is that you need a ship sheet for each flight.  This becomes a problem in larger battles.

What do you guys think about a new trait (let's call it reliable systems) that causes threshold checks to automatically be -1.  What would such a trait cost?  It would have to be greater than x1 modifier (since there are two chances to get a -2 and only one chance to get a 0).

Re: Are Fighters really all that effective?

I know they are not effective, but they can be very when worst comes to worst...
During a VASSAL gamme, 6 regular fighters fire on a lioght cruiser. Of 18 dice of fire, 8 are striking a 5+ shield. Only one goes through... Next impulse, another group of 6 fighter fire the same cruiser, but from the front and with directionnal defense, they have 12 dice. Only 3 hits... and worst, two are blocked by the 5+ shield. 30 dice and 2 damages where on average I would have 10 hits meaning at least 6 damage...
I know some pilots who are going to be shot down when they come back to the carrier...

Marc

Re: Are Fighters really all that effective?

We played another game of Starmada here in Jacksonville.  We think we have fixed Fighters & drones by giving them the equalivant of these weapon traits:  {Acr,Acr,Dfs}, for the same CR & SU Cost.  That is, they hit on 3+ and roll twice as many dice as they would in the rules.  A new player friend of ours played a CV that had 15 fast, tough fighter-flights and also launched drones.  It was escorted by two frigates.  It was a brutal fight, but we were able to win by shooting down the fighters after losing two ships and then destroying the drone launching CV.    Boy did it carry lots of drones!  0ur changes have made fighters formitable & worth the cost, but not excessively powerful.  We think that they are balanced.  I have designed a CR=450 CVL with 10 flights of strong fighters, and a CV with 20 strong fighters that has  a CR=900.  It will be fun to try them. 
Some of my friends don't have any short-ranged AA type weapons on their ships... :twisted:

Re: Are Fighters really all that effective?

madpax wrote:

Of 18 dice of fire, 8 are striking a 5+ shield. Only one goes through... Marc

SEVEN 5 or 6 saves out of a throw of eight dice!!!!

Fighters are not effective against those dice..... where can I buy some? lol

Paul

Re: Are Fighters really all that effective?

I like your fighter fix, and I'm glad fighters and drones don't shoot automatically before everyone else does anymore (that was evil).
We'll have to try it when you come back down here.

Re: Are Fighters really all that effective?

Sounds like a plan

Re: Are Fighters really all that effective?

Just curious...

Is there still the same problem for fighters in simultaneous play? I've noticed that the main source of the 'fighters are not worth it' argument seems to be from those that use the initiative system, and that could be skewing the results.

When I eventually get round to playing a game or two (ha, ha) I'm going to be using simultaneous play.

Re: Are Fighters really all that effective?

What we do with fighters is allow all of the fighters in a hex (up to six are allowed) to fire just as a ship would during the owning players time to fire a ship.  The player can hve the hex of fighters fire instead of firing a ship.  This makes manuevering them important.  This has worked well.  It makes drones significant because once they attack, there is no opportunity to fire at them and weaken their number the way that fighters can be fired at with the next turn in mind. 

Suncoast Comics & Games here in Jacksonville has changed owners and is now called the Friendly Local Gaming Store.  The store's Grand Opening is today and I will be running Starmada @ 1pm.  I am hoping to have a game with four players, with c3000 points per side.
Cheers

Re: Are Fighters really all that effective?

BeowulfJB wrote:

We played another game of Starmada here in Jacksonville.  We think we have fixed Fighters & drones by giving them the equalivant of these weapon traits:  {Acr,Acr,Dfs}, for the same CR & SU Cost.

I do not understand. You gave the Acr trait twice?
As Acr means a hit on 4 also (and not giving a +1 to AD), how it is useful?

That is, they hit on 3+ and roll twice as many dice as they would in the rules.


Aside for the 3+, giving Dfs is curious as there s no short of long range  fighters. Hence, Dfs doesn't apply to them.

I have designed a CR=450 CVL with 10 flights of strong fighters, and a CV with 20 strong fighters that has  a CR=900.  It will be fun to try them.

My problem with fighters is not that they are undereffective, but that they are very expensive AND unereffective.
If a DN costs about 500 points, why should a CV the same but replacing heavy weapons by fighters costs twice its CR?
The problem will be that,with me, expensive ships will never be deployed.
So unless the figher cost isn't drastically reduced, it will thanks but no thanks. Currently, hey are simulated by seekers. Too bad, I liked the fighters acting as fighters.

Marc

Re: Are Fighters really all that effective?

BeowulfJB wrote:

What we do with fighters is allow all of the fighters in a hex (up to six are allowed) to fire just as a ship would during the owning players time to fire a ship.

Those are the rules, no?

The player can hve the hex of fighters fire instead of firing a ship.  This makes manuevering them important.  This has worked well.  It makes drones significant because once they attack, there is no opportunity to fire at them and weaken their number the way that fighters can be fired at with the next turn in mind.


I tried drones once and they didn't seem effective. Just having to fire small numbers of them each turn isn't very interesting. Maybe I overlook something.

Marc

Re: Are Fighters really all that effective?

madpax wrote:

I do not understand. You gave the Acr trait twice?
As Acr means a hit on 4 also (and not giving a +1 to AD), how it is useful?

He's basically saying Acr makes it 1 easier to hit, so that allows the fighters to hit on a 3+ (which there aren't currently any rules for).

madpax wrote:

Aside for the 3+, giving Dfs is curious as there s no short of long range  fighters. Hence, Dfs doesn't apply to them.

Exactly, it was just an easy way of saying that he doubled their firepower.

madpax wrote:

My problem with fighters is not that they are undereffective, but that they are very expensive AND unereffective.
If a DN costs about 500 points, why should a CV the same but replacing heavy weapons by fighters costs twice its CR?
The problem will be that,with me, expensive ships will never be deployed.
So unless the figher cost isn't drastically reduced, it will thanks but no thanks. Currently, hey are simulated by seekers. Too bad, I liked the fighters acting as fighters.

Marc

Which is why he simply kept the fighters at the same cost, but made them roll more dice AND hit easier. It effectively gave them cost effective firepower.

Re: Are Fighters really all that effective?

PSYCO829 wrote:
madpax wrote:

I do not understand. You gave the Acr trait twice?
As Acr means a hit on 4 also (and not giving a +1 to AD), how it is useful?

He's basically saying Acr makes it 1 easier to hit, so that allows the fighters to hit on a 3+ (which there aren't currently any rules for).

Right, I was talking from a strict rules point of view.

Which is why he simply kept the fighters at the same cost, but made them roll more dice AND hit easier. It effectively gave them cost effective firepower.

That doesn't solve my problem. If I want to use the same hull for, for example, a DN and a CV, the DN will be far cheaper than the CV. If my budget allows me to deploy one  DN, along other smaller ships, it will not allow to deploy a CV.
Your solution is a solution, making fighters much better for the same cost, my solution would have been to make them cheaper for the same efficiency. Unfortunately, my solution means a modification in the way to create ship. It's simple to do, but has profound effects on the ship design.

Marc

Re: Are Fighters really all that effective?

We played three games of Starmada here in Jacksonville yesterday (Saturday 2/16).  Although fighters were not used, my friend in the Navy did have a cruiser that carried 18 flights of drones, which he launched three flights at a time.  Using the changes we made, these were brutal when they attacked.  Fortunately my ships have good AA, but when he fired the drones on a turn that he had innitiative before the defending BB could shoot, these drones really pounded the BB blowing off 2/3 of its armor.  I think the changes we made have "fixed" fighters, drones, and shuttles without the need to change any of the ship designing programs, nor do any changes to/recosting of the printed ships in any of the books. 
IMHO, this is a better fix than trying to change/lower the cost of fighters because that would mean that all of the ship designing programs will have to be changed, and all of the printed ships in the suppliments, books, etc. will have to be changed too.

Re: Are Fighters really all that effective?

Agreed with you totally. The only problem I see is when creating ships from another design. If, for example, a CV has 48 'real' fighters, and that is translated by 24 or 16 Nova fighters, I fear the CV's CR will be horrenduous...
No that I said that, I will design some carriers with modest fighter number ad see what I obtain.

Marc

Re: Are Fighters really all that effective?

Hi Marc,
Give the fighters a try.  Have them enter range of the weapons of hostile ships the same time that your ships do so that any weapons firing at ur fighters aren't firing at your ships, etc.  It is a challange to both use fighters and to defend against them.
Let me know how it goes.  I have a CR=450 CVL with the weapons of a CR=150 DD, and 10 Strong Fighter flights.  It works well.