Re: Combat Space Patrol

First, I did intend the fighters to magically appear back on the nearest carrier in the end phase. I saw this as a necessary abstraction to avoid messing with flights returning, counters marking returning flights and rules for what they could and could not do. It was a bit of KISS to fit with the flavour of Starmarda. The flights still cannot launch until the end phase that follows... and if the carrier is short on launch bays... hands up all those that would target a carrier with beached fighters...

I also intended an abstraction of CSP fighters being in the ship's hex for measuring range, where in reality they are patrolling. I did not intend for them to die with an exploding ship.

Kevin
It most certainly *does* have potential for abuse.
Why?
Well, you send three or four of these "CSP delivery platforms" 5 to 10
hexes in front of your force, but still 5 or so hexes from the opposing
force. This "picket line" of CSP platforms can then form a skirmish
line, hindering enemy fighter flights from moving. You can position the
CSP platforms several hexes apart, effectively preventing enemy
fighters from moving past the screen.
Is *that* the intent of the CSP rules?
I don't think so.
CSP: A good idea, but *not* the way the rules are currently proposed.
Kevin

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

Re: Combat Space Patrol

Cost is relative.
We have already had discussions of 8,000 point fleets, and one of my friends wants to do a huge battle with 20,000 points to a side. He is envisioning a major fleet action on par with the Battle of Endor in Star Wars (what would the Death Star's final cost be, anyways?) or like the Battle of Wolf 359 in Star Trek.... (where the Federation Fleet was decimated by the Borg). I am not sure I am up to a battle this huge, but the possibility exists for it. At that point, CSP wings are a really small amount of the total points.

Personally, we are still experimenting with a house rule that states that fighters cannot do Hull Damage. They are still deadly, in that they can cripple a ship..... but you don't see swarms of fighters mowing down capital ships every turn.

I do have a question, though...... If I was to stack 3 wings of fighters in one hex (another house rule....) how would you handle dogfighting (which, by the way, is the only way to use the CSP.... as long as the opponent is in 6 hexes, you can go for the intercept, and as long as enter the hex, you can call a dogfight... no reason to roll the d6 to intercept.) 

As I understand it, only one flight from each side can dogfight, so either the other two wings can continue on, or as this is the fighter phase, move to either side, in adjacent hexes,  and attack the CSP wing. With the exception of dog-fighting, no unit can fire on another unit in the same hex. I see this limiting the CSP, because if your opponent uses it, his fighters are then tied to his capital ships, and you can swarm, and if he doesn't then you should declare all of your wings as CSP and go for as many intercepts as possible...... pushing for dogfights.

I am not sure if I am seeing it correctly... but it seems to take away some of the use of the fighters and limits your fighters that are flying CAP over a ship from "breaking to attack" if an enemy ship was to jump in and start an attack.....

It would also appear to let a cloaked ship just sort of waltz up to your ship, decloak and attack, as the CSP ships wouldn't be able to do much to it.

John

Re: Combat Space Patrol

Ironchicken wrote:

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

Then don't call what you're trying to introduce a takeoff of the real world Combat Air Patrol. Because it's not. It's more of a "fighter intercept delivery platform," where the intent of the CSP fighter flights isn't to defend the ship they're assigned to, but to use them as a launching platform to offensively intercept enemy fighter flights.
This is *not* the same thing, in my opinion, as the Combat Air Patrols flown in WW II and after.
Maybe this is a small matter of semantics.
But it's not how I'm envisioning CSPs.
Kevin

Re: Combat Space Patrol

underling wrote:
Ironchicken wrote:

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

Then don't call what you're trying to introduce a takeoff of the real world Combat Air Patrol. Because it's not. It's more of a "fighter intercept delivery platform," where the intent of the CSP fighter flights isn't to defend the ship they're assigned to, but to use them as a launching platform to offensively intercept enemy fighter flights.
This is *not* the same thing, in my opinion, as the Combat Air Patrols flown in WW II and after.
Maybe this is a small matter of semantics.
But it's not how I'm envisioning CSPs.
Kevin

I agree.  This whole system stinks if how all of you are saying it works is the way it will be, IMO.  It stinks of "magic".  Fighters should be able to break off from escort duty to take another action in a following turn.  Doing so means that they possible lost one turn of action.  They would also not be escorting any more and lose a turn of action if their escorted ship went faster than the fighters can move on their own (have to also account for slow fighters), or is destroyed.

Rearm?  What different armament would they have?  Normal fighters intercept fighters as is, even if they were originally sent out to attack ships.

You're over complicating a simple ability for fighters.  Let them use their action in the fighter phase  to say they're escorting, it gives them a bonus (interrupting the fighter sequence of play as they can intercept during the enemy's fighter action), and a slight detriment if they break off from the escort duty (turn loss).

Re: Combat Space Patrol

This was never intended to simulate CAP.

It started as a potential mechanism to help attenuate the present fighter magic of smashing ships with no opportunity for response. Dan added to the original concept to make it more flexible. The imput was an improvement.

As a principle I think its is a good one and  my aim was to work up a relatively simple model that did not allow for exploit and had simple rules for every eventuality I could think of. Some of the rules are a little of an abstraction. I considered this a necessity to fit with the general flavour of simplicity of Starmarda, whilst still producing a suitable result.   

Ultimately the objective is to produce good rules and general acceptance. Its good to raise concerns over possible exploits and pother play concerns. However, please do not lose sight of the objective to create a way to provide some proactive protection from 'fighter magic' without creating monster systems or huge exploits.

Success is a sensible and suitable simple new optional rule owned by the group. Real success would be a whole set of new optional rules owned by the group endorsed by MJ12.

Re: Combat Space Patrol

I do like it, but I want to make sure we have most of the scenarios covered so that we aren't scrambling all at once.

What if you have a capital ship with one wing of CSP, and it encounters a cloaked enemy ship at 3 hexes. Can the fighters be used to help, or are they just sort of there?  That's the current issue that came up in discussions with our group. I want to preserve the flexibility of the system, without a batch of "special" rules. That, and I want to know how this will stack in large battles.........

John

Re: Combat Space Patrol

underling wrote:
Ironchicken wrote:

Actually i see this as an interesting tactic not a loophole. The cost of the screen would be relatively expensive and the player would need to weigh up the pros and cons of tieing up resources for the added protection.

Then don't call what you're trying to introduce a takeoff of the real world Combat Air Patrol. Because it's not.

Actually, it is... in the sense that I'm envisioning it. I agree that a mechanism that would allow flights to move faster than normal into striking range of enemy ships would not be CAP/CSP... but then I've already said that I would not allow CSP to be "flown" around ships that move more than the max speed of the patrolling flights -- and it's been clear from the beginning that once designated as CSP, flights can only react to fighters that move within 'range'.

GamingGlen wrote:

I agree. This whole system stinks if how all of you are saying it works is the way it will be, IMO.

Wow. Strong words for what is, at the moment, a work in progress... smile

I, too, do not believe it should be necessary for CSP flights to return to a carrier before going off patrol -- for one thing, that requires players to be using the launch/recovery optional rule; and one precept of Starmada is that all optional rules should be independent of each other.

The way I envision it is as follows:

1) A flight ends its move in the same hex as a friendly ship.

2) Instead of attacking, it declares itself to be on "CSP". Since it has already acted, the flight cannot be used to intercept until the following Fighter Phase.

3) During the next Movement Phase, the CSP flight moves with the ship it is "covering"; however, if the ship it is covering moves so that the flight would cover more distance that it could normally, then the CSP flight is left behind in the ship's starting hex and is immediately taken off CSP, forfeiting its activation in the upcoming Fighter Phase.

4) During the Fighter Phase, a flight on CSP is not activated normally; instead, it can be used to intercept opposing flights as described elsewhere.

5) A flight may be taken off CSP during the End Phase; however, if it does so, it forfeits its activation in the upcoming Fighter Phase.

6) If the ship being covered is destroyed, a flight on CSP may be moved to any adjacent, empty hex. If no such hexes exist, the flight is destroyed.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Combat Space Patrol

Nahuris wrote:

What if you have a capital ship with one wing of CSP, and it encounters a cloaked enemy ship at 3 hexes. Can the fighters be used to help, or are they just sort of there?

Nope. The fighters, while on CSP, are by definition patrolling to prevent enemy fighter attacks. The appearance of a capital ship, cloaked or otherwise, means nothing to them. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Combat Space Patrol

Understood, and that is what I figured.
I also like the fact that the fighters can be dropped back to normal usage... just not act immediately, and not have to fly all the way back to a carrier.......This allows me to retain some of the flexability of the fighters, and still use them for CSP......

This is what I was referring to:
5) A flight may be taken off CSP during the End Phase; however, if it does so, it forfeits its activation in the upcoming Fighter Phase

That gives me the option of using the CSP early in the fight, but at later times, to drop them out for strike if needed.

John

Re: Combat Space Patrol

I like it Dan! 

smile  Keeps things simple and, by appearances, fair.

guess that's why he gets the big dice, eh? *L*

Re: Combat Space Patrol

And they always roll *1* heh.

The only issue I have with the new Compendium of CSP rules is that a flight disengaging from a destroyed ship should take a Hull-sized attack from the explosion.

If any fighters remain after the explosion attack, then they may move into any normally-accesbile adjacent hex. e.g. if the flight is adjacent to two explosions, it must choose one of the non-encumbered hexes.

Re: Combat Space Patrol

Hello everyone!
     
     It is great to watch the CSP rules evolve; facinating. 
My fighter defense?  I usually bring along an AA cruiser to shoot down hostile fighters with weapons such as "Terrier Missiles".  These are:
{expendable, range=18, 3+ to hit, 3/1/1, with Rerolls-to-hit, Repeating, Range-based-ROF}
They are expendable to make their cost lower, and once they have fired and cleared space of hostile fighters, their are no longer needed.  My  Virginia class has all of "B&C Battery" filled with  these.  A Battery is two "5 inch gun" mounts.   
     
     My other AA Cruiser design, USS Atlanta has six mounts of  "5 Inch Guns",  three are abcd arcs, three are cdef arcs  The details on the 5 Inch Guns are as follows:
{range=18, 3+ to hit, 3/1/1, with Range-based ROF.   I have Used the Atlanta and it was devastating to hostile attacking fighters.  My Capital Ships have 4 of these, or 4 similar mounts with {rerolls to hit} instead of {RgROF}, as a secondary weapons.  My ships won't need CSP...

     If no one has fighters, these AA weapons can launch a barrage against other ships...  Each AA cruiser also has Long Range Sensors to enhance weapon fire @ range 13-18 fire, & an Anime-style Spinal Mount for some serious long-range Anti-fighter shooting, as well.  Finally all my ships have 0verthrusters to help bring weapons to bear !


     Just thought I would throw my two cents worth in.  Having weapons that can devastate fighters is excellent.  Make sure they fire 18.   AA weapons that only have a range of 6 or 9 are semi-useless.  They usually won't get to fire b4 fighters arrive.

     Fighters are not over-priced.  The -1 to hit them is more than compensated for, because you need to make No penetration roll; you hit 'em and they go away.  Heavy fighters are more resistant to AA fire, but they do cost more.    I have to maneuver carefully to be able to shoot at incoming hostile fighters...  It is not always easy!

Steven Gilchrist; former US Navy Gunners Mate, Jacksonville, Fla, USA

Re: Combat Space Patrol

The way Dan has stated it is the way I envisioned it working, although breaking off from CSP should be in the fighter phase as that's when fighters do things.  Adding yet another END phase action will clutter up the END phase.

Others' suggestions I did not like.

But, a fighter flight can move to a ship and claim CSP, then also move with the ship?  Might this let a normal fighter flight move 10+ship movement.  It might need to be clarified that a ship cannot move more than (maximum flight's move) - (flights actual move).  Or, find another way for a flight to attach to a ship (has to be in the same hex of the ship at the start of its action?).

Re: Combat Space Patrol

GamingGlen wrote:

But, a fighter flight can move to a ship and claim CSP, then also move with the ship?  Might this let a normal fighter flight move 10+ship movement.  It might need to be clarified that a ship cannot move more than (maximum flight's move) - (flights actual move).  Or, find another way for a flight to attach to a ship (has to be in the same hex of the ship at the start of its action?).

Since ships move before fighters move, this is not a problem.

Re: Combat Space Patrol

nimrodd wrote:
GamingGlen wrote:

But, a fighter flight can move to a ship and claim CSP, then also move with the ship?  Might this let a normal fighter flight move 10+ship movement.  It might need to be clarified that a ship cannot move more than (maximum flight's move) - (flights actual move).  Or, find another way for a flight to attach to a ship (has to be in the same hex of the ship at the start of its action?).

Since ships move before fighters move, this is not a problem.

Oh yeah, I was thinking of the combat phase.  :oops: