Topic: AAR for our first 'real' game of Starmada.

Hey all,

OK, I'm sure most of you arent really interested in AARs, but for those of us still new to the game, it might be fun to swap stories and impressions. So with that in mind, here is a brief recounting of my group's first 'real' battle.

We played a 1500 point 2v2 battle using two homegrown races...a bug race (Hive Collective) and a feline race (Mrrshan Dominion...for those who remember MOO2... wink ).

The Hive use weapons like Acid Globules and Seeker Limpets (continuing damage) and Stinger Beams (close range, repeating). Their ships tend to have odd firing arcs and their larger vessels have Organic Hulls. Their main ship in a fleet is the Hive Mother, a Spawn Ship with 10 Squadrons of Spawn Fighters (basic). A few cruisers and a Stinger DD rounded out the contingent.

For the Mrrshan, their ships tend to be smaller and faster than those of the other races. Predatory instincts and high accuracy weapons means that they rarely miss (all weapons 3+ and may re-roll to-hit dice). Their weapons arent especially hard hitting, although at close range, their Raker Beam can be unpleasant (3 RoF and may re-roll to-hits). For this battle, they brought a Light Carrier (6 Squadrons of fast Claw Fighters), and array of smaller craft as escorts (4 FFs, 2 DDs and 2 CLs). The Mrrshan tend to have shorter ranged weapons, but they carry a lot and can land in the middle of a enemy formation and cause havoc.

The two fleets met over a nearby planet both were seeking to annex. The early game saw both fleets massing their squadrons and moving to engage while using Fighters to screen their movements. When they were generally within long weapon range, both side's Fighters rushed to engage the enemy starships largely ignoring their counter-part Fighters (we were enamoured of the Fighters halving shields and we werent using Dogfight rules, although we will be from now on). 60 Hive Fighters tore up a Mrrshan Light Cruiser, a FF and damaged a few other ships while the 36 Claws inflicted fair damage on the lead elements of the Hive fleet. At this point we were thinking that Fighter might be a little over the top...they get to fire first, are guaranteed to get their attack off unless hit by opposing Fighter, they halve the shields, and they would absorb a lot of firepower before going down.

And then the starships got their turn to fire...At short range, the Raker Beams and opposing Stinger Beams cuts swathes through the Fighters. Since the main fleet units werent really in effective range of each other at this point, nearly all weapons went to scraping off Fighters. By the end of the first real engagement turn, about half of the Swarm Fighters were down and maybe a third of the Mrrshan Fighters had died (the cats holding the edge here due to their unerring accuracy, even vs small targets like Fighters). Then the Hive, sensing that they probably did not have enough light weapons to completely remove the Fighter threat retargeted their own Fighters on them with telling effect.

Long range sparring then too place between the fleets as each side's surviving Fighters fled the close range destruction sleeting from the  escorting vessels.  The Hive Seeking Parasites began to accrue on opposing Mrsshan vessels and were slowing digesting them. The Mrrshan were replying in kind, but the initial Swarm Fighter attack had removed a number of their heavy weapons and had dragged their fleet out of optimum formation.

As the range closed (with the Hive primarly reversing to try and hold the range), casualties mounted (and parasites accrued...). Exploding ships began to cloud the area between the two combatants and a battle of maneuver ensued. In the end, it became apparent to the Mrrshan commanders that they simply didnt have the firepower remaining to take out the main Hive Swarm Ship which was slowing eating them alive with parasites. Their remaining vessels headed for Hyper or scattered away from the battle leaving the Hive to claim the planet below.

OK, some thoughts about the game after our battle.

1) Everyone really enjoyed the game. We had a number of players who just learned the game and it was very easy to teach and keep moving. Even with 96 Fighters in in the game, it moved fairly quickly and wasnt subject to long periods of down-time. The Fighter Initiative rules work well and provide a sort of suspense to that phase of the game.

2) Fighters can cause hideous amounts of damage to even well protected ships, but their attrition rate is very high against proper escorts. Our game saw nearly 45 fighters dying in a single turn (on both sides). Luckily both sides had some sort of rapid fire capability, but woe to a fleet that neglects to bring something like that along....

3) Some of our players didnt care much for the Reverse movement option. It felt kinda cheesy just backing up and holding the range like that. With a faster fleet and a preponderance of LR weaponry and systems (like the LRS), it could be extremely annoying. Our jury is still out on this one with the Hive players feeling they wouldnt have had a chance without it there to hold the range out. Obviously the cat players feel otherwise... smile

4) Its completely amazing how the game allows for such flavor differences between weapon types:

Seeking Parasites: Range 15, 4+ 1/2/2 Doubled Range Mods and Continuous Damage...it felt perfect for the weapon envisioned and the continued damage rolls each turn evoked joy and amusement on one side and groans on the other... wink ..."and now we get to roll to see the limpets eating your ships"!!!

Raker Beam: Range 3, 3+ 3/1/1 Can re-roll To-Hit, made for an effective weapon to land in the midst of the enemy and cause mayhem. A few mounts of these to either side and rear and it really felt like a feline way to fight. Fighters did NOT like these things at close range!

Spine Launcher: Range 12, 4+ 2/1/2 Variable RoF, Can re-roll Pen...each turn leads to a potential storm of enemy shards flying at your fleet.

All of the above lead to much amusement by all the players as both sides felt 'into' their respective races. I had spent the time to make each race feel somewhat unique and had written up a few paragraph blurbs about the respective design philosophies. Its amazing how much better that was than just having generic Beam or Torpedo and whatnot.

Anyways, all in the all everyone who played had a good time. There is a lot of luck factor involved with the dice (especially Pen rolls for high Dam weapons), but the upside is that you are generally rolling so MANY dice over the course of the battle that the luck has good chance of evening out. This is far superior to many other systems I've played (and I include some home-grown stuff in there...), where a single turn of good rolling can effectively end the entire battle. By the end, everyone was commenting on the system and how much they had enjoyed it. I believe everyone is looking forward to playing it again.

Thanks for reading my drivel! smile Feel free to post question, poke fun, or generally comment on how the newbs are playing the game!

Re: AAR for our first 'real' game of Starmada.

Sounds like you "got it".

Your AAR reminds me of my first experiences with Starmada;  and you've captured the beauty of the design system in a nutshell.  The variety of designs is only limited by your imagination.

It sounds like you also have found a good pair of races to match up too. The anti-fighter weapons are brilliant.  I never considered "may re-roll to hit" as an anti-fighter mechanism. I will now.

I've always wanted to build a good organic race never quite made one work though. Hopefully we'll see some designs for those and the Mrrshan in the upcoming Fleet section?

Thanks for an enjoyable read. It makes me want to play.

I'll be at Just for Fun Games in Peoria today, bring your stuff!

Re: AAR for our first 'real' game of Starmada.

I just finished a solo game last night to figure out the rules before I get anyone else to play.

I have to agree with #2- fighters can cause some serious havoc with the big ships, especially when they've lost a good chunk of their shields. And neither of my fleets had any rapid fire, so it was up to the fighters on each side to make the defense against them.

Unfortunately one of my fleets had twice as many fighters as the other, so much carnage ensued.

Re: AAR for our first 'real' game of Starmada.

tabascojunkie wrote:

I just finished a solo game last night to figure out the rules before I get anyone else to play.

I have to agree with #2- fighters can cause some serious havoc with the big ships, especially when they've lost a good chunk of their shields. And neither of my fleets had any rapid fire, so it was up to the fighters on each side to make the defense against them.

Which is exactly the way it should be.  big_smile

That's the whole concept behind fighters...a cheap, expendable weapons platform able to deliver a whole LOT of whoop-@#$!  :twisted:

Re: AAR for our first 'real' game of Starmada.

Uncle_Joe wrote:

OK, I'm sure most of you arent really interested in AARs, but for those of us still new to the game, it might be fun to swap stories and impressions. So with that in mind, here is a brief recounting of my group's first 'real' battle.

Personally, I find battle reports fascinating... keep 'em coming! smile

OK, some thoughts about the game after our battle.

1) Everyone really enjoyed the game. We had a number of players who just learned the game and it was very easy to teach and keep moving. Even with 96 Fighters in in the game, it moved fairly quickly and wasnt subject to long periods of down-time. The Fighter Initiative rules work well and provide a sort of suspense to that phase of the game.

Glad to hear it, since that was the intent... smile

2) Fighters can cause hideous amounts of damage to even well protected ships, but their attrition rate is very high against proper escorts. Our game saw nearly 45 fighters dying in a single turn (on both sides). Luckily both sides had some sort of rapid fire capability, but woe to a fleet that neglects to bring something like that along....

Yup. The thing about fighters is that they are nasty if you are unprepared, but they are relatively easy to counter (just have some of your own, if nothing else... )

3) Some of our players didnt care much for the Reverse movement option. It felt kinda cheesy just backing up and holding the range like that. With a faster fleet and a preponderance of LR weaponry and systems (like the LRS), it could be extremely annoying. Our jury is still out on this one with the Hive players feeling they wouldnt have had a chance without it there to hold the range out. Obviously the cat players feel otherwise... smile

I've been hearing more and more discontent about backwards movement lately. Hmm.

4) Its completely amazing how the game allows for such flavor differences between weapon types:

I think we calculated that there are several million possible weapon types, so I'm glad there is some distinction between them. Otherwise, that's a whole lotta nothing... wink

By the end, everyone was commenting on the system and how much they had enjoyed it. I believe everyone is looking forward to playing it again.

Glad to hear it! So, all your friends will be buying their own copies of the game, right?

smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: AAR for our first 'real' game of Starmada.

I've always wanted to build a good organic race never quite made one work though. Hopefully we'll see some designs for those and the Mrrshan in the upcoming Fleet section?

Sure. Let me know how and when. A way to upload an accompanying text file might be good to give a brief description or flavor blurb.

I'll be at Just for Fun Games in Peoria today, bring your stuff!

I'd love to, but the drive from Virginia might be a little rough. Besides, the NFL playoffs are today...cant miss that! smile

I have to agree with #2- fighters can cause some serious havoc with the big ships, especially when they've lost a good chunk of their shields. And neither of my fleets had any rapid fire, so it was up to the fighters on each side to make the defense against them.

We didnt use the DogFight rules in that game, but probably will from now on. We felt there needed to be some way to prevent that initial 'alpha strike' on all the capital ships.

That's the whole concept behind fighters...a cheap, expendable weapons platform able to deliver a whole LOT of whoop-@#$!

And thats exactly what they felt like! wink

I've been hearing more and more discontent about backwards movement lately. Hmm.

Perhaps if it was limited to just one hex per turn? That would still allow for some (probably needed) close in maneuvering, but doesnt allow people to hold the long range for quite as long. As it stands now, all things equal, a range 12 weapon will cost twice as much as a range 6 weapon. But if it gets four times the firing opportunities as the fleets close, its by far the better deal. Since fleets are pretty much required to start at distant ranges, you are guaranteed to get some value out of your long-ranged weapons. We just didnt see the need to continuously allow for them to hold that range and maintain that advantage.

Glad to hear it! So, all your friends will be buying their own copies of the game, right?

Well, I'm generally the 'game owner' in my group so I'm not sure everyone will have a copy. But I have two if that helps? (or will when my printed copy arrives) smile

Thanks for the input guys!

Re: AAR for our first 'real' game of Starmada.

Ok, on the reverse movement.... I tend to allow it, as it does make sense. Considering the fact that you are only moving at half speed, It shouldn't be too much of a factor.

I had one opponent that made really fast ships, with one forward firing large repeating cannon and a high speed.  I countered this with the following ships......

Light Corvettes
Hull 2
Shields 3
movement 8
2 light lasers  rof 1 pen 1 dmg 1 range 9
special equipment is a few security teams to round out the numbers.....

However, these only cost 23 or 26 points each (don't specifically remember at the moment) and I can always include at least 3 or 4 in any battle group. 

I rune these in on his flanks, and use them in conjunction with my fighters and some drones..... The speed of fighters and drones, along with fast corvettes like these tend to severly limit the use of reverse movement.

At least, that is my take on things.....

John

Re: AAR for our first 'real' game of Starmada.

I also love a good battle report, and this one was right up there.

Some thoughts to the discussion mix.

For a ship determined to back and up and keep range, you can generally assume that the designer skimped on the side and rear arcs. Fast ships and fighters of any kind swooping to the sides can rain on his parade.

When I deploy fighters I tend to include some interceptors, just in case. Particularly Assault/Interceptors - they chew through enemy fighters like butter. Especially if dogfighting.

I hadn't thought of 'may re-roll to hit' as anti-fighter either. nice. I tend to use range based ROF, or just a ROF 3 on a really short ranged weapon (3 or 6) to keep the price down.

Re: AAR for our first 'real' game of Starmada.

About reverse movement, I used it a couple of times in my game, but it was the easiest form of retreat for an Orion cruiser that had just taken a severe beating the previous turn. Not something I would use as a normal form of movement, as I try to avoid the Velveeta school of tactics.

Re: AAR for our first 'real' game of Starmada.

Taltos wrote:

I hadn't thought of 'may re-roll to hit' as anti-fighter either. nice. I tend to use range based ROF, or just a ROF 3 on a really short ranged weapon (3 or 6) to keep the price down.

Same here. I tend to have Range 9, though, so if the enemy has slow fighters, I can try to have two shots before they attack...:D

Im going to have to test that out. Thanks, I think some races will do very nicely with this now...:D

Re: AAR for our first 'real' game of Starmada.

Uncle_Joe wrote:

3) Some of our players didnt care much for the Reverse movement option. It felt kinda cheesy just backing up and holding the range like that. With a faster fleet and a preponderance of LR weaponry and systems (like the LRS), it could be extremely annoying. Our jury is still out on this one with the Hive players feeling they wouldnt have had a chance without it there to hold the range out. Obviously the cat players feel otherwise... smile

My group didn't like the backward movement either.  We felt that it didn't really capture the movement for spaceship combat (not that we were using vector movement either).  It makes for more manuevering (spelling?) which is something my group wanted more of.

Report was really keen.  Glad you enjoyed the game.
-Bren

Re: AAR for our first 'real' game of Starmada.

Hey Joe, Where you goin' with that gun-  I mean, um, how many turns did your game run?

My 2000 pt a side ran 4 turns, and if I would have tried for the fifth it would have consisted of the only ship and last fighter flight on the Terran side scooting off the board.

Re: AAR for our first 'real' game of Starmada.

We ended at the end of Turn 6. There were a few scattered Mrrshan ships left, but most had little or no weaponry and certainly not enough to take down the larger but lightly armed surviving Hive Swarm Ship. Both side's Fighters were totally annihilated by that point as well.

For a frame of reference, the starting range between the fleets was 23 and the speeds of the ships involved ranged between 3 and 6. The range was held open for a while by the Hive who kept reversing to keep out of the close range firepower of the cat Raker Beams.

Most of the Fighters were down by turn 4, and the fleets had closed to range 6 or so by then. Turn 5 was pretty much the last turn where the battle could probably have still gone either way. By turn 6, the Continuing Damage had just eaten enough out of the surviving cat ships to convince them that it was truly over.