Topic: Thoughts behind the fighter vs. Shields rules

This is not a criticism..... more a curiousity.
Why are shields halved vs. fighters? The question was brought up in a phone conversation I had with a friend that is out of state, and he was curious.  He does not have internet access, but enjoys Starmada.......

However, he was looking at a recent game that he won, and he realized that his fighters are what almost destroyed the fleet he was facing. They would swoop in during the fighter phase, halve the opponts shields, destroy a bunch of stuff...... and then the crippled ship would receive fire form the other capital ships.

This is the situation that caused the question.....

Both he and his opponent were using screens instead of shields.

He had one fast destroyer (hull 6) and 3 wings of fighters attack an enemy carrier (hull 16)

The fighters swarmed in, and managed to hit the carrier from 3 different hexes (they hadn't designed the rof 3 anti-fighter weapons we have been discussing here). The carrier had an anti-fighter battery, but none of the fighters rolled a 1, so it had no effect. Neither player uses a point defense system, so the hits stood. During the damage, the carrier lost 7 hull, but more importantly, lost all but one remaining screen. Now, the destroyer got to fire, and finished all buy 1 hull point.

In one turn, a 16 hull carrier was rendered relatively inert due to a hull 6 destroyer, and a few fighters, and mostly due to the fighters.......
And mostly due to the fact that the fighters halved the shields..... alot of the pen rolls would not have made it without that.

SO........

We are asking why the decision was made to halve shields for fighters.

John

Re: Thoughts behind the fighter vs. Shields rules

Nahuris wrote:

We are asking why the decision was made to halve shields for fighters.

Because...  ?

I really don't know. It just seemed right at the time, and gave fighters an advantage, making them important to the game.

I suppose you could justify it by saying that fighters can get up close to the target and find the "weak spots" in the shielding... but that doesn't make a lot of sense, really...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Thoughts behind the fighter vs. Shields rules

We were both looking at the fact that

A) Fighters have their own phase of the combat turn, and their damage is applied before anyone gets to return fire on them....

B) They get really good movement, and they are re-usable turn after turn.... unlike drones.

C) They can roam the entire battlefield, unlike battle-satellites, and they carry a more potent damage capability with the halves shields ability.

D) They can start the game already on the board. This means that you can have 6 fighter bays, and not bother with launch bays.... and yet still have all 6 wings of fighters available on turn one.......

E) Capital ships get a -1 to hit fighters, and there is no option to declare a weapon as an anti-fighter weapon.... swapping the -1 vs. fighters for a -1 vs. capitals.

F) The only defense, other than having your own fighters, is the anti-fighter battery. It costs 10% of your SU, but only works 16% of the time, and only when the enemy rolls a one on the dice.

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Solutions that we use in our games..

The fighter phase is awesome.... but some things like shield loss and explosions, we have them go into effect at the end of the turn. Basically, the energy on the shield doesn't dissapate instantly, but gradually wears down. Reaching the new level at the end of the current turn....

Fighters must start launching after the game starts. At the beginning of Turn one, you may have 1 fighter flight on the board to represent the CAP (Combat Air Patrol) and launch the fighters at the end of the turn as standard... at the level of one plus one for each launch bay you have.

That's it so far.... we have discussed ways to make the anti-fighter batteries more pro-active, but haven't come up with a workable solution.... yet.

John

Re: Thoughts behind the fighter vs. Shields rules

In the end, they cost CR = to their effectiveness. If they didnt halve shields, they certainly wouldnt be worth 50+ CR each. They die like flies.

Fielding 3 squadrons of Fighters probably actually costs about 180 or so CR. Instead of those three, put in a CL with a shield halving weapon and a decent damage output. I bet you could do the same damage with the DD and the CL.

The Fighters real 'schtick' is that they get to act first. So, they have a chance to wipe out a target and not suffer the return fire. The downside is that they have to be so close to the target that really cheap high RoF weaponry rips them apart with easy.

To me they feel 'correct'. If they didnt halve shields, it would make Shield 5 ships feel really much more powerful. If that is the Sci-Fi feel you are shooting for (Capital ships are the determining factor more than Fighters), then take away the halves shields of the Fighters and cut their CR down to 40 or so. That will make them effective against smaller craft, but they arent worth using on the larger craft.

In that realm, they hit on 5-6, penetrate only a 6 vs a Shield 5 Cap ship. To do even a single point of damage on average, you'd need 3 full squadrons. Even vs Shield 4 ships, 3 squadrons are only going to average 2 points of damage.

So, given their vulnerability to return fire, they have to have some sort of punch or else they dont have much of a reason to be fielded. Any number of things can take out weakly shielded ships, but not much can really touch a Shield 5 rock. The current Fighters make for a more dynamic field IMO. Its one more element in the puzzle.

Re: Thoughts behind the fighter vs. Shields rules

I'm not saying nay on it.... just looking at it in the scope with everything else. Most of the issues we have run into were fixed with the change to the rule that fighters must be launched during game, not start on the board.

It adds strategic depth to the game to have to launch the fighters on game, rather than doing the mass charge on turn one.

We could possible consider that it is bombers that halve shields, and that fighters do not, or maybe subtract 1 from shield levels for the fighters......... It would make having bombers more deadly..... and keep the fighters out there to intercept other fighters, target drones and boarding pods, and watch for bombers..........


The high ROF weapons chewing up fighters also limits the ship deploying them......  They take up an entire weapon bank. They usually only have a range of 3, which means they aren't all that useful if there aren't any fighters on the field, or the fighters are used carefully.  Remember, fighters have a speed of 10, but they do not have to move 10 every turn..... you could have them get into position on one turn (outside of weapon range) rush in the next turn using evasive maneuvers (the rules do not state that fighters cannot use it) and then run away during the fighter phase the next turn........ At most, you have 1 turn to shoot at them, with modifiers of -2 (being fighters and evasive movement) and the next turn, they move before you can shoot again. If you use multiple wings at once...... it can get deadly.


This is not a slam on the current rules for the fighters. We actually like the as they are written, but were discussing it as well.  I like the greater depth that is possible with Starmada, and if we can do it without a whole bunch of rules, or die rolls, so much the better.

John

Re: Thoughts behind the fighter vs. Shields rules

We could possible consider that it is bombers that halve shields, and that fighters do not, or maybe subtract 1 from shield levels for the fighters......... It would make having bombers more deadly..... and keep the fighters out there to intercept other fighters, target drones and boarding pods, and watch for bombers..........

From an effectiveness PoV, Assault is far better than Bomber any day of the week and twice on Sundays. Assault is also better at killing Fighters than Interceptors. For 10 more CR than either you get a far more versatile Fighter that is better than either Bombers or Interceptors at their assigned role.

So, Bombers probably do need some sort of help. But I would be cautious about reducing the effectiveness of other Fighters (especially stock Fighters).

AA weapons dont have to have a short ranged. A friend of mine ported over the SFB version of the Interstellar Concordium and they bristled with 'Phasers' which are R:9 4+ 3/1/1 weapons. They are mounted in fairly high numbers and in good arcs. Vs Fighters, they hit on a 4+ at Fighter range which means 1&1/2 Fighters per shot per weapon on average. Most ships have between 4-6 Phasers (with the BBs and whatnot having upwards of 10). Its a good all-around weapon and still reduces Fighters with frightening efficiency.

For a 'dedicated' AA weapon, a R:3 3+ 2/1/1 Repeating, Dble Range Mods is almost guaranteed to kill a squadron per turn at range 1 and a R:3 3+ 3/1/1 Range Based RoF is also going to average 1 squadron per turn smoked. Neither of these does much at range, but they make fine 'scrubbers' for anything that remains adjacent. They are also small and will tear up ships that get too close as well, making them 'dual-purpose' weapons.

FWIW, for our games, we allow ships to start with one turn's worth of Fighters deployed. This still encourages Launch Bays while still giving Fighters some of their original ability to mass early. It also means that Carrier Fleets dont spend the first few turns 'wasting' time trying to back up or evade until they get everything in the air. Its just a time saver IMO.

We also dont have ships exploding till the End Phase so the Fighters cant hide behind explosions all the time. That got awful ridiculous awfully fast...

From what I've seen, Fighters tend to more effective the more that there  are (more than in just the added numbers). For example, 20 Fighters seem much more than twice as powerful as 10 Fighters which is way more than twice as powerful as 5. The reason is the first strike. The more Fighters that get to hit first the less return fire that is taken, greatly magnifying the Fighters' survivability. Survivability is the real weakpoint for Fighters so anything that helps there is a force multiplier for them. So, for us, we just tend to 'gentlemen's agreement' to not have more than a dozen or so squadrons in a 1500 point battle.

Re: Thoughts behind the fighter vs. Shields rules

How about bomber squads get one single shot with a range 6 "torpedo/bomb"  that is 1/2/2.  It would mean keeping a sheet for the bomber squadron..... but that shouldn't be a problem... and if you need to designate a hit on a bomber squadron, just roll a d6.... basically have a sheet numbered 1-6, and put a check for each bomber firing a torp.... later fire would be randomly rolled... to avoid the defending player sacrificing bombers that already fired....

Something like tactical Nukes.... but limited, so that bombers don't turn into major ship killers.

On a side note, I would make bombers a movement 8 or 9, and have them use a specific "bomber bay" to signify the fact that they cost a little more, and are tactical weapons, not generic fighters...... IMO

John

Re: Thoughts behind the fighter vs. Shields rules

Nahuris wrote:

How about bomber squads get one single shot with a range 6 "torpedo/bomb"  that is 1/2/2.
[...]
On a side note, I would make bombers a movement 8 or 9, and have them use a specific "bomber bay" to signify the fact that they cost a little more, and are tactical weapons, not generic fighters...... IMO

There has been talk in the past about allowing fighters to be "designed" like ships -- i.e., give them 50 SUs or something and have at it...

Would that be worth pursuing?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Thoughts behind the fighter vs. Shields rules

To use a historical occurrence as an example...

When the US went after the Yamamoto they did so with 400+ planes.  Only a small percentage of these aircraft even really used their ordinance.  One of the main problems in the battle wasn't the enemy AA but air traffic control due to the number of aircraft.

Maybe a reasonable 'house' rule would be to limit the number of squadrons to 6-12 squadrons per target due to the 'air traffic control' problems of the attack.  It still lets fighters be effective...and doesn't present an 'kill it all at once' situation. 

Just a half cent thought...

Halving shields...as Dan said...fighters are able to exploit the weak spots which tend to be around engine nozzles.  The ships weapons firing can also open up 'windows' in the shields that fighters have a much better chance of exploiting than warships since they are up close and personal with the target.  That's how I tend to view it anyhow. smile

Fighter defense...really to be effective you need to have your AA in layers.  Active layers being the dual purpose stuff that Uncle was mentioning and the AA batteries (after a fashion).  Passive would be the shields, point defense, armor, or what...
Nothing will realistically prevent infliction of damage but it should be able to mitigate it to a degree if you design for it. 

(goes back to the corner closet now)

Re: Thoughts behind the fighter vs. Shields rules

Go0gleplex wrote:

When the US went after the Yamamoto they did so with 400+ planes.  Only a small percentage of these aircraft even really used their ordinance.  One of the main problems in the battle wasn't the enemy AA but air traffic control due to the number of aircraft.

And it still took like 8-10 hours to sink the thing, right?

At least, until it was salvaged and reconfigured as a spaceship several centuries later... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Thoughts behind the fighter vs. Shields rules

I do see what you are saying about AA guns....... 

This one is tough... I want fighters to be a potent force, but not the horrible swarms of killer bees they can sometimes be...... and yet, I do not want fighters to be the expendible casualty..... like drones, as they do have pilots, and there should be some self reason they are on the field.


There are 2 schools of thought with this..... Star Wars and Star Trek.
A Star Destroyer in SW has 72 combat craft onboard... 12 bays to be specific... while a ST ship is unlikely to even have fighters........

I like seeing both schools on the table, as the different representations of various thoughts add so much to the game enjoyment......

Maybe we need to design an active AA system.... or give fighters a slightly different "evasive" ability.... if they take a -1 to hit, then everyone gets an additional -1 to hit them... but their movement is the same.


That would give the player the option of using his fighters to harrass the enemy, without any other issues.......

On a side note,  I was also thinking of having fighter weapons count as "no hull damage" vs. capital ships only.... the premise is that while they can target subsystems on a ship, they can't really do enough damage to destroy the hull.........

actually, that would boost bombers, making them the only fighter that can actually do hull damage to a capital ship........

These are ideas.... I'd like to flesh these out.

John

Re: Thoughts behind the fighter vs. Shields rules

Fleet tactics are also a pretty good foil on Fighter attacks. Escort vessels with R:6 weaponry backed up by R:9 weaponry on the main body should produce decent results. Just keep the shorter ranged guys out in front. If the Fighters attack them, the longer ranged stuff behind gets free shots. If the Fighters try and bypass the escorts, they should still be in R:6 to the escorts.

A few LR inverted or no-range mod weapons helps vs Fighters although they can be expensive to field. Use Variable RoF to get the most out of them (Shard Launcher: Range 12 3+ 3/1/1 No Range Mod/Variable RoF). These should get at least one round of fire into any Fighters that dont take a really long way around. Even at that, if you deploy them properly, you can usually get a few rounds off and that is enough to make a nice mess out of a few squadrons.

Luckily, all of these weapons are equally effective against opposing ships. So there is no fear of being defended against Fighters only to lose to the opposing line of battle! wink

Re: Thoughts behind the fighter vs. Shields rules

Uncle_Joe wrote:

FWIW, for our games, we allow ships to start with one turn's worth of Fighters deployed. This still encourages Launch Bays while still giving Fighters some of their original ability to mass early. It also means that Carrier Fleets dont spend the first few turns 'wasting' time trying to back up or evade until they get everything in the air. Its just a time saver IMO.

Not a bad idea, actually...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Thoughts behind the fighter vs. Shields rules

I also like the having one turn's worth of fighters in the air.

I just don't like the huge mass of fighters already in the air on the first turn........  One of my friends fielded 4 Star Destroyers in one game... and we ended up with 48 Wings of fighters attacking my ally's cruiser..... the result was extremely messy....LOL
And yes....... it was all in one turn....LOL (the Mon Calamari Cruiser rushed foward, while sending it's fighters off in a different direction.......)

To shorten the die rolls, the Mon Calamari player decided that his ship was dead........ to quote... " I messed up, here I was, but now..............I'm dead"

John

Re: Thoughts behind the fighter vs. Shields rules

I think an easy adjustment/house rule would be to limit the number of Fighters that can stack in a hex to 2-3. 'Realism' is obviously second fiddle to gameplay and simple elegance in a rules set like Starmada so I dont see that this would be a problem. The benefits would be that huge masses of Fighters dont gang up so well and cut down on the mess on the gaming table as well.

Re: Thoughts behind the fighter vs. Shields rules

I would think that 4 wings could stack....... that would give you 24 dice from one "stack" on the attack........

We have had some really strange encounters, as one of the things that we occasionally do is go to extremes just to see how things play out.... like a hull 20 carrier with engines of 1, shields of 3, only 6 lasers at range 6 and the rest of the ship as fighter bays and 1 launch bay per each 2 or 3 fighter bays....... (he fielded 5 of these carriers) 

I don't remember exactly how many fighter wings were on each ship...... but I do know that my friend started losing track of the fighters, as there were so many of them that he filled half the board..........

I do really like the idea of different flavors in a game. The case in point, my Kayeshi do not field carriers yet...... they have some retro-fitted light cruisers that each carry 3 wings of fighters..... and they usually don't launch them, unless the enemy has fighters deployed.......as Kayeshi fighters are very poorly designed (weapon does no hull damage to capital ships, and they have a movement of 9...... they lack good fuel efficiency, and their weapons are re-fitted ballistic weapons from ground vehicles and they have problems with controlling recoil, so the calibers are small) I still pay normal price for my fighters, and that's what I field. Right now, in our campaign, they are attempting to create a better engine to get their speed up to match their opponents.... but they haven't succeeded........ yet.

John

Re: Thoughts behind the fighter vs. Shields rules

There are 2 schools of thought with this..... Star Wars and Star Trek.

Um, isn't that a bit restrictive?  There's bound to be more than two schools of thought.

Re: Thoughts behind the fighter vs. Shields rules

The two extremes.... meant to follow along the general paths of thought... I.E Star Trek..... primarily capital ships, very few fighters, and a old sailing navy feel to the game, and Star Wars...... fighters are the main focus in attack, and individually are quite dangerous. More akin in feeling to the modern navy.

John

Re: Thoughts behind the fighter vs. Shields rules

Well, I did ask a similar question to this with my Anti-Fighter Fire Control...

The way I see it, there are three ways to resolve any potential fighter 'scourge':

1) Reduce the fighter's effectiveness

2) Re-introduce the Fighter Defence Network from the Compendium

3) Add an anti-fighter weapon enhancement or AFFC that allows vessels the ability to target fighters effectively.

1) I don't think would be a good idea. I don't like fighters, but I acknowledge that quite a few players love 'em, and also that fighters might be a potent force on the battlefield

2) This might be a good idea. However, maybe re-name it to AEGIS, or something similar.

3) As Im the one who came up with this idea on my own, Im leaning more towards this point big_smile I think that both 2) and 3) could be very good--it allows you the opportunity to combat large swarms, but you've got to decide whether to equip your lighter weapons with the ability, or install an AEGIS platform/AFFC or not. (as to space requirements, I refer you to the AFFC thread. As to a weapon enhancement, I suggest a x2 modifier)

Re: Thoughts behind the fighter vs. Shields rules

1) Reduce the fighter's effectiveness

2) Re-introduce the Fighter Defence Network from the Compendium

3) Add an anti-fighter weapon enhancement or AFFC that allows vessels the ability to target fighters effectively.

Option 3 attempts to model the affect of option 2 (and really the anti-fighter battery, as well).

Now I tend to like option 3, "Fighter tracking" as a weapon enhancement that gives +1 versus fighters and -1 versus ships, just seems to make sense to me. It brings the considerations of how to deal with fighters into the realm of serious ship design considerations. It would end up taking a lot more space than option 2, I imagine, but it would allow true anti-fighter escorts.


Fighters ignoring shields has always honked me off (especially when the fighters are blazing away at my ships), but it also makes some sense if they attack from that close...

Star Wars (taken with a grain of salt I know) seems to use this idea also, how else can an X-Wing fly at a star destroyer (that shrugs off cruiser blasts) and blow big holes in it.

Re: Thoughts behind the fighter vs. Shields rules

They proton torpedo the heck outta the shield generators first!  tongue

Re: Thoughts behind the fighter vs. Shields rules

According to the books, it takes several x-wings, and they link their fire so that the torpedoes all hit the same spot, staggerd by a split second.... the first couple of torpedoes overload the shield in that location, and the next couple get through.....


I am still thinking that the halving shields should be a property of bombers, while interceptors concentrate on shooting down fighters, bombers, drones and battle-sats......but am not sure how to put this in game.

John

Re: Thoughts behind the fighter vs. Shields rules

That's not how the fighters in Starmada work.

They work this way:

The Starmada generic fighter uses a complicated system of manevuers and Electronics to partially overload the Shield Generator systems. 

OR

Their incredible rate of fire (42,457.3 Rounds per minute) helps them get through the shields half the time.  Individually, fighter shot (chicken feed as the engineers refer to it, especially after dropping a box full) has little effect on a ship, it's only in highly concentrated amounts that the particles make a difference.

Do you see how the game system will let you get whatever feel you want from it?  Maybe your fighters link fire and overload the shields that way, but mine use chicken feed and Dan's might use the Maneuvers and Electronics method.

Now, if fighters as a force in Starmada have issues with point cost, then that's another story.  I can say that I've never noticed it to be a problem with us.

Again, I defer to Dan and his ultimate kingship

Re: Thoughts behind the fighter vs. Shields rules

My fighter jocks are the gutsy buggers who fly up the plasma wash from the engines...which causes the shields in to partially de-stabilize in this region due to the massive energy gradient shifts.  It also explains the really great tans all fighter jocks seem to have... lol

Re: Thoughts behind the fighter vs. Shields rules

I haven't had a problem with fighters.... this thread started as a curiousity.
And went to throwing out ideas.....

For that matter, my first 2 light cruisers with gatling lasers made their debut last night..... and even though the Slyth'Kra sent 8 wings of fighters in.... the Kayeshi forces were victorious.  Unfortunately, all 3 of my wings of fighters were shot down, and my Heavy Cruiser took some serious damage.....

The Slyth'Kra lost a light carrier, 8 wings of fighters, and 1 escort destroyer, their other 2 escort destroyers managed to jump out of system.

I lost my light cruiser (refitted to carry 3 wings of fighters) and took serious damage to my heavy cruiser, and moderate damage to both of my anti-fighter escort cruisers.... but held my own.

The fighters are working fine in our games so far.... so I don't see a problem with them. Although my fighters not being able to inflict hull damage on capital ships does hurt......

John