Topic: Questions and observations after a first game.

Last night I played a solo game to figure the rules out using Cold Navy stats, 2,000 pts. each of Kharadorn and Terran.

My first question is are Fighter Bays valid targets for Q hits?
It seems like they wouldn't be since the only purpose of them, unless I'm missing something, is to determine how many fighters a ship starts the game with.

Question # next- Explosions-
When caused by fighter hits they would happen immediately just like all other fighter damage,yes?
And when under normal ship to ship exchanges it's after all attacks are resolved and damage takes effect. Am I getting that right?

Thanks for any help, and I really like this game. Here's a couple of observations-

Fighters are a lot nastier than I thought they would be. My Kharadorn force had twice as many fighters as the Terran and really did a number on them. And neither force really had appropriate defenses against fighters as far as high ROF or anything. I think they made a huge difference in the game.I had 2 completely destroyed vessels on the Terrran side and the fighters were responsible for one of them.

Spinal mounts- they don't hit often but when they do they're rough. 11 dice of damage at one time hurts and led to one my destroyed ships. I think I tried to hit with them at least 6 or 8 times and only hit once.

I also really like the orders phase, it's a new concept to me. Leads to lots of surprises upon finishing movement. And as far as the Cold Navy stuff goes, the Kharadorn have an advantage with all their ships having overthusters. That led to lots of opportunity that wouldn't have been there without it.

Well, sorry if this rambled a bit, but thanks for any help.

Re: Questions and observations after a first game.

2000 points? Wow, you started out big! We 'only' did 1500 points and that was with 2 people on a side...and you did this SOLO? Kudos to you...

I'm not 'official' by any means but here you go:

1) It appears that Fighter Bays are valid 'Q' hits. The number of 'Q' hits on your damage chart goes up proportionally to the number of Fighter Bays, so it does appear that they are in the calculation normally.

2) Explosions....yeah, we had the same question. We played it with the explosions caused by Fighter attacks blocking LOS immediately. It did make for some confusion trying to remember which explosions were 'fresh'.

We thought that Fighters would be overly dominant too, but in practice, they really werent. Of course if you have no rapid fire weapon, few multi-bank weapons, and no Fighters of your own you are going to get hurt, but thats not much different than some of the other interactions in the game. For example, if you have nothing buy high factor shields and your opponent has no 'Ignore' or 'Half' Shield weapon (or at least multi-Pen weapons), its going to be rough going.

For my group, I've tried to keep most of the fleet designs in line with 'traditional' ship roles. So pretty much without even looking at the designs my players know that Frigates and Destroyers will most likely have some anti-Fighter weapons (with an occasional short-ranged ship killer) while the CAs and larger will tend to have the heavier ship-to-ship firepower. It keeps things consistant and allows players to focus more on fleet design rather than bogging down in the detail of each individual ship class. There are exception to the rule, but they easily identified (ie, a 'standard' Frigate should sport some AA weapons, but dont expect as much from a ship designated a Torpedo Frigate).

I've avoided Spinal Mounts so far. I had them in my test battle and didnt like the results of what basically boiled down to a lucky shot. In smaller (1500 and less) point battles a few successes with those things can make all the difference in who wins or loses. Thats just pinning too much on a few rolls for me. In fact, I've gone through and tried to make sure that most of my weapons are not incredibly dependent on one good roll that wipes out the target. More weapons or higher RoF is generally preferable to the One Big Gun that either smacks its target or does nothing. This is just purely a preference thing and I'm sure many people enjoy that thrill of the big hit or relief of a Spinal missing them, but for my group its just too much.

I agree 100% on the plotted movement. It definately sped the game up (we have a lot of analysis paralysis in our group...). It also makes for an interesting dynamic with regards to weapon ranges and arcs. It is possible to design some hideously effective short ranged weaponry, but the movement system prevents any form of guarantee that you can use said weapon. In most systems you can pretty much count on getting adjacent to the enemy, but in Starmada it takes some planning and a little luck. Once the range closes, the firing arcs really come into play.

Here's a quick question...do people tend to play 'open' or hidden? For example are players allowed to know what an opponent's ship does? Are ship records always considered common knowledge or do you just have to guess when a specific weapon or shield is KOed? We were playing fairly open (giving general information when asked...ie, "shields are about half strength, she's missing a few of the Spine Launchers and she cant make more than half speed"). Is there a consensus on this?

Re: Questions and observations after a first game.

If you really want to get nasty..... hand design the ships, and use the option for bombers.....  They are there in the fighter rules. I used 2 wings of bombers and 4 wings of fighter escorts on some enemy capital ships during one game and the results were really nasty...... I also usually keep a wing of fast fighters around to hunt down drones and boarding pods during the game as well......

I personally would like to see a fighter option where the fighter carries a single shot heavy weapon for use against a capital ship // for now, I am making Hull 1 ships with expendible weapons, and insane engine speeds to simulate.... but would love to see a wing of maybe 3 torpedo carrier fighters with a single shot torp each, plus the standard fighter weapon.....

John

Re: Questions and observations after a first game.

Nahuris wrote:

If you really want to get nasty..... hand design the ships, and use the option for bombers.....

John

I hadn't looked through the optional rules at all til I read that. Cool stuff. And I like the alternate fighter initiative a lot better. I play CAV and Warlord from Reaper Miniatures a lot and that's how the initiative works in those, so it's what I'm used to. And sometimes we use glass beads in a bag instead of cards.

Re: Questions and observations after a first game.

tabascojunkie wrote:

My first question is are Fighter Bays valid targets for Q hits?
It seems like they wouldn't be since the only purpose of them, unless I'm missing something, is to determine how many fighters a ship starts the game with.

No. The chart in section A.1.5 details which bits of equipment are valid targets for "Q" hits.

Also, note the paragraph in section 4.2.3:

When a starship takes a special equipment hit, note that only those items with an associated damage box (or boxes) can be damaged—for example, the Admirable cannot lose its fighter bays to damage. The exact special equipment lost is up to the defending player.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Questions and observations after a first game.

OK, I'm lost here.

Table A.1.5 in the Starmada X book indicates that Fighter Bays CAN be hit (ie, in the column for Hit? there is a 'Yes').

My section 4.2.3 also doesnt have any example about an Admirable and damage.

Are there multiple editions of Starmada X floating around out there? And if so (or even if not), what is the correct ruling on Fighter Bays and 'Q' hits? From what I've seen in the spreadsheets, Fighter Bays contribute to the number of 'Q' hits on the Damage Chart which should mean that they are valid targets for those hits.

Am I just misinterpreting what your posted?

So, I guess for the record, are Fighter Bays eligble targets for 'Q' hits?

Thanks

Re: Questions and observations after a first game.

They are.

Fighter bays in Starmada X are legitimate targets for Q hits. If you are still worried, design a quick ship with the SXCA or the Shipyard with dozens of fighter bays. You should have multiple Qs, indicating all fighter bays are legitimate targets.

Re: Questions and observations after a first game.

Uncle_Joe wrote:

OK, I'm lost here.

Table A.1.5 in the Starmada X book indicates that Fighter Bays CAN be hit (ie, in the column for Hit? there is a 'Yes').

My section 4.2.3 also doesnt have any example about an Admirable and damage.

Ah, yes, I was just seeing if you were paying attention... smile

Grr... I need to make sure I label the different editions of the rulebook I have on my hard drive...

Fighter bays are, indeed, valid targets for "Q" hits.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com