Topic: Stations in S:NE

Okay, I'm sure I'm not going to get a definitive, complete answer, but a partial answer would be nice.

Do stations in S:NE (or at least the SFU versions of S:NE) have different rules regarding their construction to ships?

If so, are they the same as, or different from, the station rules present in SFU S:AE versions?

Do they have different rules regarding gameplay to ships?

If so, are they the same as, or different from, the station rules present in SFU S:AE versions?

Re: Stations in S:NE

This is a good question; in earlier editions there were special rules.
My friends & I here in Florida limit the range on shipboard weapons to 18.  Only bases, etc can have range 24 or 30 weapons.  I would consider putting overthrusters on a base if I made one, with lots of fighters and drones!

Re: Stations in S:NE

After reading The Lost Fleet, Stations should be more vulnerable than they are. Aft all, they are immobile i.e., sitting ducks. But for game purposes, I dont feel they should be treated that way.
IIRC, SAE rules gaves them a bonus when firing because they are stable platforms. But it should be ships, and nt stations, that should earn a bonus just because they can't evade shots.
For my own SFU-like designs, I created for most races bases stations and star bases. BS are DN-sized, with fire control, reinforced structure, the heavier version of the race heavy weapon, some short range weapon, and fighters. And also ECM even this if not used by the ships of their race.
SB are less than double te size of BS but having more of everything
That way, BSs cost about twice a DN, and SB three times a BS.

Marc

Re: Stations in S:NE

I think that Stations & etc are very Vulnerable in S:NE.
:arrow: Note, my friends here in Jacksonville & in S.Fla limit shipboard weapons top range 18.  Only Stations, etc can have weapons that fire out to 24 or 30.
:idea: An attacker could roar in speeding up & speeding up and go from a range of 31 hexes to range one in one turn, say turn 3 or 4.  Then these ships use short range weapons, R=3, that have Dfs, Dx2, Dx3, Rpt & Slw.  Slw will reduce the weapons' cost.  If the station had long range weapons, they would not be able to take their long range weapons before the attackers arrive.  Or, if not using a map long enough, the attackers line upright behind eachother & beside eachother in a hex row.  Armed with some flares & using EM too, they can degrade the stations long range firepower also as they make their attack run from 31 to 1 hex range.

Re: Stations in S:NE

I think it dépends on the way you are playing SNE. I remember a SAE topic. It was, more or less, 'what do you think about my space station?'. This SS looked like the Death Star. Very big, a lot of very powerful, long-range, weaponry adapted to kill ships. And the answer was 'well, I design a massive fleet of small gunboats with just one very short range, narrow arc, weapon, an engine with a value equal to 1, begining at that range and accelerating each turn in order to being 31 hexes bthe turn before ending adjacent to your SS and blasting it to ribbons in just one massive shooting from all unscathed gunboats'.
I agree that looking this way,stations can be very vulnerable with any rules. I was thinking more of using them in some settings where ships are designed along some lines where efficiency is not the main factor and where you will not necessarily find the exact answer to any problem.
Just a different philosophy.

Marc

Re: Stations in S:NE

Agreed.
But during a war between hostile forces, one side could design a special attack force to deal with a formitable Station that is in the way.  It would be similiar to the armored ships/floating batteries that the French designed to bombard Russian forts during the Crimean War.  They saw service & got the job done.
(These ships/floating batteries lead to the building of Ironclad warships by the French, then the British just before the USA's Civil War...)

Re: Stations in S:NE

madpax wrote:

I think it dépends on the way you are playing SNE. I remember a SAE topic. It was, more or less, 'what do you think about my space station?'. This SS looked like the Death Star. Very big, a lot of very powerful, long-range, weaponry adapted to kill ships. And the answer was 'well, I design a massive fleet of small gunboats with just one very short range, narrow arc, weapon, an engine with a value equal to 1, begining at that range and accelerating each turn in order to being 31 hexes bthe turn before ending adjacent to your SS and blasting it to ribbons in just one massive shooting from all unscathed gunboats'.

That was my spacestation XD

Re: Stations in S:NE

Back to the original question:
No. There appears to be no special construction rules, other than phaser 4s cannot be mounted on ships.

No. There are no special base rules for game play.

That's from building some bases in the shipyard and getting the same point counts and reading the rules in KA and RA.

On the wider question of 'are bases worthwhile?'.
In the real world the balance between fixed defences and ships changes over time until at the beginning of the 20th century when small fast torpedo armed boats pushed the larger ships away from the coast, from a close blockade to a distant blockade. This generally rendering shore naval gun emplacements redundant. To a degree they are returning with shore based missile batteries having such massive range they are making those vulnerable small boats less attractive.

So in Starmada as always it depends on your setting. big_smile

Re: Stations in S:NE

Okay, thanks mikeaxe, that means I might be constructing some bases very soon...:)