Topic: Point Defense, Anti-Fighter Batteries, and Carronades

I posted this in the yahoo starmada group and didn't get any response.  I thought I would post it here and see if anyone commented.

I'm new to the group and want to say first that I love Starmada. It's
simplicity and flexibility make it one of the best generic space
combat games on the market. I own both the Compedium and X-Brigade
versions. I also have a few questions.

1) Does anyone know the rationale for using a percentage when adding
point defense systems and anti-fighter batteries to a ship? This
means that a hull size one ship (where the those units would be 10
spaces each) has just as effective systems as a size 10 ship (where
they would be 190 spaces each). This doesn't quite make sense to me.

2) Does anyone use any modifications/house rules to simulate these
systems differently?

3) I use the carronades from X-Brigade to simulate the Fighter Defense
Network from the Compedium. It seems to work, but I wondered if
anyone had some more thoughts on this?

Thank you. It was great to discover the group.

I look forward to any responses.

Scott

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Volunteer wrote:

I posted this in the yahoo starmada group and didn't get any response.  I thought I would post it here and see if anyone commented.

I'm new to the group and want to say first that I love Starmada. It's
simplicity and flexibility make it one of the best generic space
combat games on the market. I own both the Compedium and X-Brigade
versions. I also have a few questions.

1) Does anyone know the rationale for using a percentage when adding
point defense systems and anti-fighter batteries to a ship? This
means that a hull size one ship (where the those units would be 10
spaces each) has just as effective systems as a size 10 ship (where
they would be 190 spaces each). This doesn't quite make sense to me.

I'd have to leave that in the hands of our fearless leader.   lol

Volunteer wrote:

2) Does anyone use any modifications/house rules to simulate these
systems differently?

AFB and Carronade I have accepted as is. For PDS, frequently I drop it... in the setting I have played in the most lately the designs use the VBAM K/E/B system that splits the defense types out. I treat PDS as part of the defensive/split specialty that way.

Volunteer wrote:

3) I use the carronades from X-Brigade to simulate the Fighter Defense
Network from the Compedium. It seems to work, but I wondered if
anyone had some more thoughts on this?

That is the same way I use it.
There are other tricks too, like using double-rnge modifiers on range 3 or 6 guns. Slap an increased ROF on them, and they make a nice fighter defense gun. (and a little less vulnerable to single hits to your Q, too)

Volunteer wrote:

Thank you. It was great to discover the group.

I look forward to any responses.

Scott

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Taltos wrote:
Volunteer wrote:

1) Does anyone know the rationale for using a percentage when adding
point defense systems and anti-fighter batteries to a ship? This
means that a hull size one ship (where the those units would be 10
spaces each) has just as effective systems as a size 10 ship (where
they would be 190 spaces each). This doesn't quite make sense to me.

I'd have to leave that in the hands of our fearless leader.   lol

Frankly, because it was easier math in the pre-spreadsheet days (there's a lot in Starmada that can be attributed to the early days... smile ).

At the same time, when a piece of special equipment requires a percentage of the size, it is because I assume it would take more "stuff" to get the same effect on a size 10 ship than a size 1. For example, you need more AFB to cover the hull of a larger ship, or you need more ECM equipment to mask the signature of a larger ship, etc.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point Defense, Anti-Fighter Batteries, and Carronades

cricket wrote:
Taltos wrote:
Volunteer wrote:

1) Does anyone know the rationale for using a percentage when adding
point defense systems and anti-fighter batteries to a ship? This
means that a hull size one ship (where the those units would be 10
spaces each) has just as effective systems as a size 10 ship (where
they would be 190 spaces each). This doesn't quite make sense to me.

I'd have to leave that in the hands of our fearless leader.   lol

Frankly, because it was easier math in the pre-spreadsheet days (there's a lot in Starmada that can be attributed to the early days... smile ).

At the same time, when a piece of special equipment requires a percentage of the size, it is because I assume it would take more "stuff" to get the same effect on a size 10 ship than a size 1. For example, you need more AFB to cover the hull of a larger ship, or you need more ECM equipment to mask the signature of a larger ship, etc.

Of course back then the amount of space in a hull increased linearly as size increased, which isn't the case these days.  So a size 20 ship under the current rules is still using only 5% of its total SU for (say) AFBs, but the amount of actual spaces used has risen dramatically...which might make percentage-based systems less appealing on large hulls.  OTOH, you can also pack more other stuff (guns!) into a big hull these days, so all those percentage-based systems are affecting more gear as well.  It's an interesting balancing act.

Rich

Re: Point Defense, Anti-Fighter Batteries, and Carronades

hundvig wrote:

Of course back then the amount of space in a hull increased linearly as size increased, which isn't the case these days.  So a size 20 ship under the current rules is still using only 5% of its total SU for (say) AFBs, but the amount of actual spaces used has risen dramatically...which might make percentage-based systems less appealing on large hulls.  OTOH, you can also pack more other stuff (guns!) into a big hull these days, so all those percentage-based systems are affecting more gear as well.  It's an interesting balancing act.

True.

However, the best part about Starmada (IMHO) is that it doesn't matter! smile

Make all your special equipment cost 1 SU!

Reduce the space requirements of weapons by 99%!

In the end, the Combat Rating balances it all out...

CR: The Great Equalizer... smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point Defense, Anti-Fighter Batteries, and Carronades

An idea for PDS and AFB that we have used:

Effect limited to only apply vs the first (Hull#) targets. E.g., a hull 5 ship can apply its AFB to the first 5 flights of fighters. Sometimes, we use Hull#/2 (round up). This rule allows PDS/AFB to be 'overwhelmed'.

We decided PDS should not be used without some limitation because it distorts the defense of small ships too much by giving them essentially a free shield level 3.

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Since it came up in a recent battle...

We're trying a house rule on Anti-Fighter Batteries: they roll to hit, needing 6+ to do one point of damage, before the attacking fighters roll to hit.  The number of dice you get is equal to your undamaged hull.  Any fighters that are destroyed do not get to make the attack.

The reasoning is that bigger hulls will have more "AA" guns, especially since they allocate more space for AFB than smaller hulled-ships.  It was a last minute idea, so we haven't had a chance to try it out; but then most of our ship designs don't have AFB because they are not cost-effective.

(some time to think passes   :?  )


Hmm, this doesn't work when you move and attack with one flight at a time.  We had been moving all the flights and making one big attack.  An option to the above house rule could be that the target ship could choose to fire just some of his AA guns and save some in reserve.  The target ship has "hull" amount of anti-fighter weapons to shoot at attacking fighters per fighter phase (they could also be used to shoot at attacking drones).

Another idea came to me: bigger hull ships increase the chance of a fighter being destroyed based on the fighter attack roll.  So instead of just a 1, a fighter takes a hit on a roll of 2, or even a 3 on very large ships.  I looked at a commonly used chart (i.e., the explosion size chart) but that is too excessive.  Perhaps this might do?  Hull size/roll that destroys a fighter: 1-8/1, 9-24/2, 25+/3.

-------------------------------------------

Btw, does an attacking heavy fighter that rolls a 1 becomes destroyed or just takes 1 point of damage if the target ship has operational AFB?

Re: Point Defense, Anti-Fighter Batteries, and Carronades

GamingGlen wrote:

Since it came up in a recent battle...

We're trying a house rule on Anti-Fighter Batteries: they roll to hit, needing 6+ to do one point of damage, before the attacking fighters roll to hit.  The number of dice you get is equal to your undamaged hull.  Any fighters that are destroyed do not get to make the attack.

The reasoning is that bigger hulls will have more "AA" guns, especially since they allocate more space for AFB than smaller hulled-ships.  It was a last minute idea, so we haven't had a chance to try it out; but then most of our ship designs don't have AFB because they are not cost-effective.

There is a solid idea in here, but as you pointed out it doesn't work when you activate 1 flight at a time.

hhmmm off to think myself about active AFB.

GamingGlen wrote:

Btw, does an attacking heavy fighter that rolls a 1 becomes destroyed or just takes 1 point of damage if the target ship has operational AFB?

We have always played it as 1 pt dmg... so it takes 2 ones to die.

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Hello,
     I used to put anti-fighter batteries on all my ships, but I no longer do so.  Instead, most  of my ships are protected from fighters by either of two different secondary weapons:
     The first one is a  weapon I call "5 inch guns".  These have a range of 18, hit on 3+, are 3/1/1 with Range-based-ROF as a special weapon ability. 
The second is a weapon I call "6 Inch guns".    These have a range of 18, hit on 3+, are 3/1/1 with Rerolls-to-hit as a special weapon ability.
(nearly all of my ships' weapons have range 18; all have 3+ to hit)
I can shoot at hostile fighters long b4 they get into attack range of my ships.  And if there are no fighters or the fighters are hiding, these weapons shoot at hostile ships.
     I have a CLAA design that has 6 mounts of the "5 inch guns", 3 are in FX mounts, 3 in AX mounts.  All of my ships, including this CLAA, have  five "21 inch torpedoes".  These expendibles have a  range 18, 3+ to hit, & {Reroll to hit, Reroll Penetration, Increased damage} as special weapon abilities.  These torpedoes can devastate unshielded ships and also can do a number on fighters .  As an added feature this CLAA has a ECCM suite so that its weapons do not have a "-1" when shooting at fighters.  This 12 hull, speed five ship, which I call USS Atlanta, has worked well in dealing with hostile fighters...

Steven Gilchrist; Jacksonville, Fla, USA

Re: Point Defense, Anti-Fighter Batteries, and Carronades

GamingGlen wrote:

We're trying a house rule on Anti-Fighter Batteries: they roll to hit, needing 6+ to do one point of damage, before the attacking fighters roll to hit.  The number of dice you get is equal to your undamaged hull.  Any fighters that are destroyed do not get to make the attack.

Oddly, people are trying to change light/machine guns in Iron Stars to work more like AFB, while you're making AFB work more like light/machine guns. smile

I've always liked the AFB rules in Starmada; they provide a slight deterrent to fighter attacks, but don't slow down the game in the least. I would be loathe to tinker with them myself...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point Defense, Anti-Fighter Batteries, and Carronades

The problem with active anti-fighter batteries, is that they basically become the same thing as the carronade..... but you get to choose the hexes fired in......

I rarely use AFB as they don't seem to do enough to really deter the fighters.... you basically get the same effect that your wings of fighters get, but without the ability to shoot back..... if your wing of fighters gets into a match with another wing, every 1 your opponent rolls costs him a fighter, but you still get to attack with your own... with AFB, you rely on your opponent to roll ones.......and that's it....

I'd like to see a more active anti-fighter defense, but am not entirely sure how to design one... I'll have to think about it.

John

Re: Point Defense, Anti-Fighter Batteries, and Carronades

cricket wrote:
GamingGlen wrote:

We're trying a house rule on Anti-Fighter Batteries: they roll to hit, needing 6+ to do one point of damage, before the attacking fighters roll to hit.  The number of dice you get is equal to your undamaged hull.  Any fighters that are destroyed do not get to make the attack.

Oddly, people are trying to change light/machine guns in Iron Stars to work more like AFB, while you're making AFB work more like light/machine guns. smile

I've always liked the AFB rules in Starmada; they provide a slight deterrent to fighter attacks, but don't slow down the game in the least. I would be loathe to tinker with them myself...

Yeah, they won't slow the game down as is.. no one will use them.

I could care less about Iron Stars   :roll: .. I want AFB to actually knock fighters out of space BEFORE they make their attack roll.  Watching 24 fighters attack and not a single one get destroyed from the AFB meant that was a quick redesign to remove the worthless system.  If I'm going to devote a chunk of precious hull space to a system that has limited usefulness (they don't have any fighters?  well, so much for that system today) then it better be damn worth it.  As is, AFB is close enough to useless to be worthless, IMO.

Re: Point Defense, Anti-Fighter Batteries, and Carronades

GamingGlen wrote:

Yeah, they won't slow the game down as is.. no one will use them.
[...]
As is, AFB is close enough to useless to be worthless, IMO.

Well then, don't use it... the more for the rest of us. I include AFB on every design. wink

Honestly, I wouldn't advocate for a system that shoots before fighters can attack -- this would remove the one advantage fighters have over ships (move and attack in their own phase).

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point Defense, Anti-Fighter Batteries, and Carronades

cricket wrote:

Honestly, I wouldn't advocate for a system that shoots before fighters can attack -- this would remove the one advantage fighters have over ships (move and attack in their own phase).

Try one of their advantages.  :twisted:
Or did you forget that nasty -1 to hit and the fact that they 1/2 shields?  lol

Re: Point Defense, Anti-Fighter Batteries, and Carronades

I tried an idea over the last several days..... I designed 2 ships that were of equal size, and nearly equal cost. One carried 3 wings of fighters, and the other didn't, but had AFB... the ship without fighters lost every battle out of 3.... and on one of those battles never even got to engage the enemy ship, as the fighters killed it in one round, at the loss of only 1 fighter to the AFB.

I then tried the short range 3/1/1 anti fighter guns, and while they worked.... they weren't as effective as they might have been. The fighters would get in and damage a lot of them before they got to fire....even with AFB mounted again. The ability to halve the shield means that you will get about 3 dice of damage for every flight of fighters on the board, unless they are killed before they get to a target. I think the last thing we want is to have our games devolve down into he who kills the fighters first wins.....

However, on the last battle, I tried something different... during the fighter phase, I allowed the defending ship to roll 1 dice for every hull point, and on a 6 the AFB got 1 fighter... It didn't add that many die rolls, and it made sense that an anti-fighter battery would work against the fighters in their own phase of the turn....
As a balance, any dice that rolled a one, negated a one rolled by the fighter wing....

Yes, the fighters paid a slightly higher cost coming in, and I am thinking of another battle without the one rolls negating each other... but the AFB actually did apply something to that battle, and yet, unlike the carronade.. it wasn't massively deadly.

The only other really effective means of giving ships without fighter cover a counter to waves of fighters was 3/1/1 weapons with at least a range of 12, and preferrably, a range of 18. That way, you have a chance of thinning out the ranks of the fighters coming, BEFORE, they get the chance to halve your shields and hurt you really bad.  This is going to be even more true as more and more players start using fighters as heavy drones and having them ram capital ships. Especially now that the newer Star Wars movies kind of pushed the idea of droid fighters.... you are going to see more fighters used in kamikaze attacks.

I think that in some ways, this is why we are seeing the hull factors of the ships constantly increasing. Players are constantly looking at ways to have ships survive longer, and making them massive not only gives them a longer survival rating, and the ability to load more defenses.... but also minimizes hits by changing the ratios of hull points to other item hits. 

Case in point. I designed a hull 1 ship with engines 8, and almost nowhere on the damage track did I see less than 3E... and yet when I did the Hull 8 ship with engines 8... there was no location greater than E.

These are the damage tracks from the construction assisstant with only the hull and engines entered in... although hyperdrive is defaulted

Hull 1  H3E  3EQ  H2EQ  3E  H2E  3E
Hull 8  H      E      H       E    H      Q

The reason I bring this up is that if a wing of fighters got in on these two ships, they would halve the shields, and fire first... and assuming that all damage die rolled a 2, 4, or 6... you can see where the smaller ships are rapidly crippled by them. Having an active way to at least shoot back, or maybe deter a few of these hits would go a long way towards increasing the survival of your ships.

Dan, if you feel that I am giving the AFB too much for the game, then I have no problem as it stands... but if it isn't too much to give them a die roll and a chance to actively take out some fighters during the fighter phase, it would give  fighters a more tactical edge, and the need for your players to consider not only how to use them, but what defenses you should include on your ships

John

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Taltos wrote:
cricket wrote:

Honestly, I wouldn't advocate for a system that shoots before fighters can attack -- this would remove the one advantage fighters have over ships (move and attack in their own phase).

Try one of their advantages.  :twisted:
Or did you forget that nasty -1 to hit and the fact that they 1/2 shields?  lol

:arrow:  Or that the damage they do takes effect immediately (that reminds me..question later) so that shields could be weakened and some weapons lost before ship to ship combat takes place.


Does immediately mean with EACH fighter flight that attacks, or at the end of the Fighter Phase?

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Nahuris wrote:

I think that in some ways, this is why we are seeing the hull factors of the ships constantly increasing. Players are constantly looking at ways to have ships survive longer, and making them massive not only gives them a longer survival rating, and the ability to load more defenses.... but also minimizes hits by changing the ratios of hull points to other item hits. 

John

There's another reason: effectively armor plating that doesn't need a die roll to work.   :wink:  (gee, and this would save time as well as there's less die rolls  tongue )

Nothing says you have to fill up the entire space.  Design your ship with AP, then remove it and add another 33% to the hull size.  Slightly cheaper than Armor Plating, guaranteed to be effective, and if you have one or more Spinal Mounts: even better.  Now, hull that saved before can save again, so you may want to add 40%, in which case this method is a tad costlier, but you are guaranteed that the psuedo-AP works (and if you're like me with sucky die rolls, you'll take the guarantee every time  smile ).  Example ship I made: 12 hull with AP, cost 408; removed the AP, hull 16 cost 399, hull 17 cost 410.  Includes a spinal mount, and hull 16 gives one more hex of range per range band for the SM over the hull 12 ship.

Beowulf talks about his hull 22+ ships.  They aren't filled to the brim with combat rated equipment.  He's got Science Labs, Medical Bays, lots of Troops (his nephew has the crew-killing weapons), etc.

Re: Point Defense, Anti-Fighter Batteries, and Carronades

GamingGlen wrote:

Does immediately mean with EACH fighter flight that attacks, or at the end of the Fighter Phase?

Yes, according to rule 5.3 Fighter Combat:
"Note that the damage from fighter flights is applied immediately. For example, if a starship takes a shield hit from fighter attacks, it loses that shield for the remainder of the Fighter Phase as well as for the upcoming Combat Phase."

Jimmy

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Plus, any fighter doing a kamikaze attack gets 3 dice damage and hits on a 2+..... and if you have AFB, the fighter is destroyed if he rolls a 1.... which during a kamikaze attack, happens anyways.

I was emailing a friend while working on this, and we found that the following are some ways of dealing with fighters.... and if anyone else has ideas, please put them in too !!!

1: If you opponent rushes his fighters foward, you rush yours foward and hope he doesn't have more flights than you do. Unfortunately, this usually results in a lot of dead fghters, with the side having surviving fighters gaining the advantage.


2: Hold all of your fighters back right next to your ships, and as the enemy gets in, try to make it so that you can move your fighters into the same adjacent hexes as his... that way you can declare a dogfight and keep his fighters from firing on your ships at half shields. However, this only works as long as you declare no movement of your capital ships. If your ships are moving, then you have to move your fighters first, and then have your ships move into the adjacent hexes during their movement, and hope your opponent doesn't have a few wings of fighters that can swoop in after you moved your fighters, but before your ship moves.

3: Equip all ships with PDS, since fighters can't halve that form of protection.

4: Have AFB, but remember that it only works if your opponent rolls ones..... and if the enemy is performing kamikaze attacks, a 1 results in destruction of the fighter whether or not you have AFB... so, it's not too much help.

5: Equip your ship with either carronade, or shockwave, and hope you survive until you can fire it, while remembering that you have no control of what hexes a carronade fires into, it might totally miss.

6: Equip all ships with weapons that have long range and high rates of fire, and play as a bunch of mobile turrets.

Anyone else have ideas?

John

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Nahuris wrote:

I was emailing a friend while working on this, and we found that the following are some ways of dealing with fighters.... and if anyone else has ideas, please put them in too !!!

All good ideas...

For myself, I find that in the absence of fighter cover, the best option is to have escorts with dedicated fighter-killer weapons (short range, high ROF and to-hit values). I doubt you'll be able to avoid taking at least one turn's worth of damage from opposing fighters, but you'll make it an expensive proposition for the enemy.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point Defense, Anti-Fighter Batteries, and Carronades

I like escort ships as well... but they don't get to fire until after the fighters have made their attack, and can be targeted before they even get to fire. Meaning that the capital ship has to run the gauntlet of fire from the fighters and hope it can fire back.

I just tried another quick one on one battle, and running the active AFB didn't actually unbalance it. When the 3 wings came in, my ship, which was a hull 12, I rolled 12 dice against the fighters... I managed to hit a total of 3 fighters, and a further 2 had poor pilots, flying into enemy fire via rolling ones. At the same moment, they also rolled 18 dice against the ship, hitting with 7 of them and having 6 of them penetrate the shielding... destroying the AFB as one of the hits..... and inflicting 5 hull damage.

It didn't really appear to overpower the game... and also makes a lot of sense against drones. Normally, AFB, when used against drones, destroy any drone that rolls a 1..... however, any drone that rolls a one misses anyways, and drones are destroyed whether they hit or not, once they attack.......

I'd really like to get some more people to try using AFB to roll against fighters and drones actively.... since one test, and even multiple tests by the same player cannot be considered a fair test of this. Looking at the cost of the AFB, we find that it uses 5 percent of your SU's and also multiplies your defensive by 1.2. Armor Plating only gives a 1.5 multiplyer to the defensive rating, and protects against ANY incoming damage. The AFB would only actively hit 17 percent of targets ( the ones always miss anyways) where armor blocks 33 percent of hull damage, no matter the source.

I don't see where this is too much on my end, but being that I am not a master at math, and may have missed a square route or two (  :wink:  )

I hope someone else is willing to try this out and post their results here, as I don't want my opinion to be the only one here

John

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Been reading along with this thread with interest. No played much yet but I tend to agree AFB are not useful enough in the structure of the game. A suggestion may be 2 systems...

AFB as is and IAFB (improved) using your 6s to roll system. The IAFB would have a higher CR cost effect and take up more room (twice the cost and space?). Then people could choose.

If a ship bought AFB and IAFB they would roll a number of dice = hull counting 6s and then fighters would also be hit if they rolled a 1. That should keep fighters at bay......

Re: Point Defense, Anti-Fighter Batteries, and Carronades

You know, we did have an "active" fighter defense in the Compendium... the Fighter Defense Network (FDN). Anyone think it might be worth ressurrecting?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Point Defense, Anti-Fighter Batteries, and Carronades

Nahuris wrote:

Anyone else have ideas?

I've said this before, and I'll say it again:

1) Massacre the fool things with Anime Spinal Mount fire from beyond their movement+attack range.  Fighters hate area effect weapons, and even the smallest hulls can hurt them badly with this trick.

2) Deploy mines to build safe areas for your ships to move to, where the fighters either have to face mine detonations or forego attacks.  At a minimum, you can always park your ships *on* a mine, accepting the possible damage in exchange for causing casualties to any fighters that approach close enough to attack.  A single mine against a stack of fighters is likely to cause more damage than AFB will, and mines are a lot cheaper and more versatile.

Rich

Re: Point Defense, Anti-Fighter Batteries, and Carronades

cricket wrote:

You know, we did have an "active" fighter defense in the Compendium... the Fighter Defense Network (FDN). Anyone think it might be worth ressurrecting?

How did it work?