Topic: Seekers and simultaneous play

I was thinking of how seekers would work in the round of firing.  With interactive sequence, there usually will be few opportunities during the back and forth to take potshots at just fired seekers.  With the one player does all attacks, followed by the other of the simul mode, the side firing second will have the advantage of not having their seekers susceptible to 2 rounds of fire.  Are there any house rules floating around with solution (say require all seeker fire to happen before all other weapon fire)?

Edit: same issue would apply to flares as well.

Thanks,

Lucas

Re: Seekers and simultaneous play

Hi Lucas,

We've been playing with simultaneous combat for quite a while.  What we've been doing is to place all fired seekers when we declare (ship) targets.  We then go through every ships combat fire.  After all of this we resolve seekers that fired the turn before.  This gives every ship the option to fire at seekers before they hit.

I will have to admit that we almost never fire at just fired seekers though.

Re: Seekers and simultaneous play

netWilk wrote:

With interactive sequence, there usually will be few opportunities during the back and forth to take potshots at just fired seekers.  With the one player does all attacks, followed by the other of the simul mode, the side firing second will have the advantage of not having their seekers susceptible to 2 rounds of fire.

I don't understand the problem with seekers here. During turn N, ships are alternating fire, and thus would place seekers face down when they fire. During turn N+1, you resolve seekers effect after the target ship have been activated to fire.
So even in the worst of world, a ship targeted by seekers would have one opportunity to fire at them.

Marc

Re: Seekers and simultaneous play

madpax wrote:

I don't understand the problem with seekers here. During turn N, ships are alternating fire, and thus would place seekers face down when they fire. During turn N+1, you resolve seekers effect after the target ship have been activated to fire.
So even in the worst of world, a ship targeted by seekers would have one opportunity to fire at them.

Except during simultaneous play ships do not alternate fire, or at least according to the rules "The order in which attacks are made is irrelevant.  It is usually best to resolve all of one player's attacks first, followed by the opposing player."  This also affects Flares...

Re: Seekers and simultaneous play

IIRC, seekers attack in the same turn they are fired, after all normal ship and fighter fire has been resolved. So the turn would look like this:

Side w/ seekers announces targets

Normal ship/fighter fire, including anti-seeker fire

Remaining seekers make their attacks

The "resolve one sides' fire before the other" suggestion is merely to aid players. Note that damage does not occur until all fire has been resolved, so even if your pinpoint battery had lost a step it would still attack at its initial strength that turn.

Re: Seekers and simultaneous play

murtalianconfederacy wrote:

IIRC, seekers attack in the same turn they are fired, after all normal ship and fighter fire has been resolved.

I don't believe this is correct.
We use seekers to simulate fighters, and I believe they attack in the turn following the turn they are launched.

Kevin

Re: Seekers and simultaneous play

In normal, initiative play, yes. In simultaneous play, they don't. As the rules state, on page 32:

"3) Seeking weapons make their attacks at the end of the Combat Phase, after all ships have completed their attacks"

Combine this with the previous paragraph, where ALL damage is done at the end of the Combat Phase, that would suggest this is the correct order of play:

1) Standard weapons attack; anti-seeker fire takes place

2) Remaining seeker weapons attack

3) Damage from all attacks is resolved

Re: Seekers and simultaneous play

murtalianconfederacy wrote:

In normal, initiative play, yes. In simultaneous play, they don't. As the rules state, on page 32:

"3) Seeking weapons make their attacks at the end of the Combat Phase, after all ships have completed their attacks"

Combine this with the previous paragraph, where ALL damage is done at the end of the Combat Phase, that would suggest this is the correct order of play:

1) Standard weapons attack; anti-seeker fire takes place

2) Remaining seeker weapons attack

3) Damage from all attacks is resolved

I don't see why this would eliminate the requirement of a seeking weapon to attack the turn after it is fired. To me the way the rules read is that all other fire is conducted before the seeking weapons that are eligible to attack on that turn as per the rules for seekers.
Erik

Re: Seekers and simultaneous play

I agree. What is changes is when the seeking weapon gets to attack. Instead of attacking when the ship that launched it gets to attack for the turn after launching (i.e. when the seeking weapon is face up). It attacks after all ships have fired (i.e. when the seeking weapon is face up).

Re: Seekers and simultaneous play

I think we need a clarification from Dan, because to me my interpretation makes more sense. Your interpretation means that seekers have to survive 2 turns of anti-seeker fire in simultaneous gameplay, which makes them far less useful.

Re: Seekers and simultaneous play

I tend to agree with murtalian, although I Wonder if the seekers are not attacking the turn after they are fired, but may only be fired at that same turn. Ie, during turn N, avery ship is firing, and those seekers fired that turn are immune to fire, and during turn N+1, everyship may fire at seekers along normal antiship fire, and then, after all fires done, seekers are attacking too.

But, how do we determine range between ships firing at seekers and seekers during that turn?

With non simultaneous play, that range depends on the turn (when seekers are fired or the following turn). In the second turn, range is not computed the same way whether the firing ship is the one targeted by seekers or not.

Marc

Re: Seekers and simultaneous play

Huh?  Seeking Weapons are fired like every other weapon in the Nova Edition. So they can not be fired at on the turn that they a "fired", only the turn that they will hit the target. Since the all attacks/firing is done simultaneously.

Note: I am not talking about Drones.

Re: Seekers and simultaneous play

Seekers can be fired at during the turn they are fired, i.e. when they are face-down. Top of second column, p25. Of course, this is for non-simultaneous play.
I don't play with simultaneous play. Not only does it seem, to me, not realistic, it does bring some problems non-simultaneous play resolves. For example, I don't have to remember what damages were suffered that turn of before.
Of course, for people wanting to play with simultaneous play, I would propose that seekers can only be fired at the turn after, just before they attack.

Marc

Re: Seekers and simultaneous play

I just reread the rules, and I don't think the rules change much from sequential to simultaneous play.

During the End Phase of the turn that the seekers are fired, they flip face up.

For sequential play, seekers resolve their fire against the target ship immediately after that target ship fires during the combat phase of the following turn.

For simultaneous play, seekers resolve their fire against the target ship after all other ships have fired at the end of the combat phase of the following turn.

It seems fairly clear to me.

Kevin

Re: Seekers and simultaneous play

I don't feel  this is the problem, Kevin.
In non simultaneous play, seekers are fired during the turn N and attack during the turn N+1.
In simultaneous play, seekers are fired during the turn N, but exactly when?
As enemy ship can fire at seekers when they are fired, simultaneous play poses some problem. If you suppose any enemy ship may fire at them, then seekers are disadvantaged over simultaneous play (more ships ie opportunities to fire at them).
And at the end of turn N+1, they attack, giving the opponent more ships to fire at them.

Marc

Re: Seekers and simultaneous play

madpax wrote:

I don't feel  this is the problem, Kevin.
In non simultaneous play, seekers are fired during the turn N and attack during the turn N+1.
In simultaneous play, seekers are fired during the turn N, but exactly when?

Per the rules, or at least my interpretation of the rules, they would fire at the end of the combat phase of turn N+1.
I don't think anything in the rules changes this.

madpax wrote:

As enemy ship can fire at seekers when they are fired, simultaneous play poses some problem. If you suppose any enemy ship may fire at them, then seekers are disadvantaged over simultaneous play (more ships ie opportunities to fire at them).
And at the end of turn N+1, they attack, giving the opponent more ships to fire at them.
Marc

Yep, they appear to be at a disadvantage due to the fact that they can't fire early in the combat phase.

One factor that might make it not quite as disadvantageous as it appears is the fact that during sequential play you can be more surgical in your attacks against a seeker. One ship can fire at it, you can see what damage it causes, and then subsequent ships can choose to fire at it or not.
During simultaneous play, I believe all fire would have to be pre-plotted. So you might end up with some overkill if you've allocated a bunch of fire at it and it gets destroyed.
The flip side is you might not have directed enough fire at it, and so it has most of its dice remaining when it attacks.

All of our playtesting involved sequential play, so I don't really have any frame of reference for how effective they are or aren't in simultaneous play.

Kevin

Re: Seekers and simultaneous play

murtalianconfederacy wrote:

I think we need a clarification from Dan, because to me my interpretation makes more sense. Your interpretation means that seekers have to survive 2 turns of anti-seeker fire in simultaneous gameplay, which makes them far less useful.

I don't see how they can be fired on in the launch turn in simultaneous play. To fire at them they mst be targeted, to be targeted they must be in play, but they are not in play until after the targeting part. So in my interperatation they can only be targeted on the "Attack" turn, in which they begin the turn in play and available for targeting.

We need a final ruling from the Great and Powerful Cricket.
Cheers,
Erik

Re: Seekers and simultaneous play

I agree. That is the way I understand it too.

Re: Seekers and simultaneous play

My 2p worth.

Turn N.
Declare the launching of seekers first in the combat phase calculating AD as normal (taking into account any Active flares etc). Weapons fired at seekers in the same phase use the range to the "Launching" hex.
You should remember that the seeker is not actually sitting there but already on it's way to the target but the process has been simplified so that it is targeted at the beginning and end of it's flight.
Turn N+1.
Seekers resolve their attacks after all other weapons. Weapons fired at seekers during this combat phase use the range to the seekers intended target.

There was the question of Flares. Fired during Turn N and marker placed but are Activated (flipped) for turn N+1.
In the end phase remember to remove all flares that were active during that turn then flip flares that were fired (Launched) in the combat phase to activate them for the next turn.

Paul

Re: Seekers and simultaneous play

I'm going to be the bigger man, and admit I'm wrong and that I think, after reading through the seeker rules, OldnGrey, Andromedan and Blacklancer99 are correct. I'd forgotten when seeker markers are laid down... :oops:

I think this is how seeker fire would be resolved now.

In simultaneous play:

Turn N

Normal fire takes place. Seeker fire is announced in Combat Phase. Seeker markers are set down.

Because of the effects of simultaneous fire (announce fire, then roll AD, then resolve damage after all attacks are resolved), normally you'd be able to fire at the face-down seeker markers, but you can't in simultaneous play. For people who want to have that ability, maybe a house rule that says you can conserve batteries with the Pinpoint trait to fire at seeker markers laid down that turn, but no other weapons can do that.

Turn N+1

Normal fire takes place, including anti-seeker fire at face-up seeker markers. Surviving seekers make their attacks. Damage is resolved after all fire is resolved.

Re: Seekers and simultaneous play

madpax wrote:

I don't play with simultaneous play. Not only does it seem, to me, not realistic, it does bring some problems non-simultaneous play resolves. For example, I don't have to remember what damages were suffered that turn of before.

Marc

I'm sorry, but I don't agree with the idea that simultaneous play has more problems. Initiative play has a serious problem that you could have a ship destroyed before it returns fire and, if you're incredibly unlucky, before it has a chance to fire at all (unlikely, but possible).

It also has the 'realism' problem to me that, for example when targeting a seeker marker (or in game perspectives, a shoal of missiles), you can fire some weapons, have enough time to see what happens, and then fire more weapons at them, yet if you lose initiative next turn, your ability to fire several salvoes before the enemy reacts is suddenly flipped on its head and your gun crews are the ones metaphorically scratching their heads as several laser beams slash into your ship.

Of course, thats just me, and I have been known to be wrong before  wink

Re: Seekers and simultaneous play

madpax wrote:

I don't play with simultaneous play. Not only does it seem, to me, not realistic, it does bring some problems non-simultaneous play resolves. For example, I don't have to remember what damages were suffered that turn of before.
Marc

"not realistic" .. muhahahahaha... for a made up game with made up rules, what is "realistic"?  big_smile

I find the attack dice mechanic to be "unrealistic" and I dislike it, but.. not much I can do about it except not to play at all.

Personally, I'd put in a launch subphase at the beginning of the attack phase then all direct fire weapons will have all the targets available to them.

Re: Seekers and simultaneous play

GamingGlen wrote:
madpax wrote:

I don't play with simultaneous play. Not only does it seem, to me, not realistic, it does bring some problems non-simultaneous play resolves. For example, I don't have to remember what damages were suffered that turn of before.
Marc

"not realistic" .. muhahahahaha... for a made up game with made up rules, what is "realistic"?  big_smile

And you forgot to say that it's a game about science fiction (ie something that has never happened) with ships that will never be built and obvisouly will never fight. We do not even know when such ship (ie ships that will look like what we can imagine as starships) will ever exit and even if ever there will be starships able to fight in space.
But when I say 'realistic', I suppose a sense of thought and a lot of imagination to determine how such thing should work that way, etc.
For simultaneous play, we can imagine real warships (wet navies) fighting with guns and missiles and IMHO, true simultaenous combat is not realistic. Just to imagine many dreadnought firing at each other in simultaneous way is making me laugh. Good for a game POV, a bit ridiculous otherwise. But it's just my opinion and it's just a game and all that.

Marc

Re: Seekers and simultaneous play

madpax wrote:
GamingGlen wrote:
madpax wrote:

I don't play with simultaneous play. Not only does it seem, to me, not realistic, it does bring some problems non-simultaneous play resolves. For example, I don't have to remember what damages were suffered that turn of before.
Marc

"not realistic" .. muhahahahaha... for a made up game with made up rules, what is "realistic"?  big_smile

And you forgot to say that it's a game about science fiction (ie something that has never happened) with ships that will never be built and obvisouly will never fight. We do not even know when such ship (ie ships that will look like what we can imagine as starships) will ever exit and even if ever there will be starships able to fight in space.
But when I say 'realistic', I suppose a sense of thought and a lot of imagination to determine how such thing should work that way, etc.
For simultaneous play, we can imagine real warships (wet navies) fighting with guns and missiles and IMHO, true simultaenous combat is not realistic. Just to imagine many dreadnought firing at each other in simultaneous way is making me laugh. Good for a game POV, a bit ridiculous otherwise. But it's just my opinion and it's just a game and all that.

Marc

I can not help but wonder what "true simultaneous combat" is as the word means at the same time.
Dreadnoughts did fire at each other at the same time with the shells reportedly passing each other mid way.
Even with the "British sense of fair play" at no time did a captain call the enemy to say "after you old chap, I'll go second". A ship could be doomed not knowing if it had hit the enemy ship. One side only got to fire first if it had a range advantage.

I would say use whichever method of play suits you although combat turns are probably best for new players.
Remember it is a game to be shared and enjoyed, do not get serious and bogged down with technicalities.
Not sure about something, throw a dice and ask Dan later. smile

Paul

Re: Seekers and simultaneous play

Many Naval games use simultaneous fire because each turn represents up to ten minutes of fire between the ships.  But is space combat where each turn is of shorter duration, this may not be the case, but it could.  In the games we play here in Jacksonville and at GamingGlenn's store down in Davie, Fla, we only roll for initiative the first turn and after that it goes back & forth, just like in the game Ogre.  This way players can plan accordingly.

My experience with seekers is that they're rarely fired at the turn that they are launched because they are distant from the hostile fleet which added to all of the minuses makes it not worth taking shots at them.

The idea of having a launch-seekers pre-phase before the simultaneous-fire phase seems like a viable solution.

Cheers