Topic: The Fighter issue

Don't you think we could "balance" fighters by pricing them higher?

How about 100pts per flight?

Or, better yet, what's the 'value' of a fighter mathematically?

(but don't get rid of the CSP, I like it)

Re: The Fighter issue

jimbeau wrote:

Don't you think we could "balance" fighters by pricing them higher?

Err... I don't think they are unbalanced as is. But, if other groups find that fighters are being overused, there's nothing wrong with upping the cost...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

The only change we made to fighters is to decide that they cannot do Hull damage. Bombers can do hull damage, and kamikaze fighters can do 1 hull damage, and that is it. We haven't had major balance issues since then......

I'll admit that a lot of people probably wouldn't like this solution, but in the games we have been running, we decided that fighter class weapons just weren't up to the task on pounding through the hulls of capital ships..... although we do use one exception to that, and that is the equivalent of a rule already in the game, and that is if you come up with damage that is impossible, then you get one hull damage instead. (Hit a location where all the engines, equipment, weapons, are already destroyed.......  you get a hull point instead)

So fighters CAN take down a capital ship, but it is not easy, and it is time consuming...... Which makes the concept of a fleet operation much more desirable..... it avoids the over concentration of one specific combat function. And it also allows things like Armored Gun batteries and redundant shields  to carry a bigger effect...... I've seen ships with those items destroyed because they got the hull damage to destroy them via a fighter attack... and the special equipment didn't get a chance to be effective.


John

Re: The Fighter issue

What issue?  If anything, fighters are a little weak for their cost.

Re: The Fighter issue

I'd be surprised to hear anyone say that whose ever fought off 40 fighter flights.

Maybe Noel can tell us what that feels like wink

Re: The Fighter issue

Try 120 some time....
My opponent raced his fighters to a point where he more or less got my ships in a row, and then charged into one hex, adjacent to my ship. He then opened fire on my poor hull 4 corvette and killed it... the explosion provided cover... he then proceeded to fly around explosions and continue this.... using my exploding ships to provide cover, so that I only got minimal return fire on him, until the game was over.......

One of the reasons we have a house rule of no more that 3 friendly flights may occupy the same hex. (the initial ruling had been 3, period..... but he responded by putting 3 of his flights in each hex, and arguing that we couldn't initiate dogfights as there were 3 flights in the hex.....LOL)


Trust me, a swarm of fighters can be your worst nightmare.......

John

Re: The Fighter issue

A couple of sunbursts will ruin the day for a stack of 10 or so fighter flights

Re: The Fighter issue

jimbeau wrote:

A couple of sunbursts will ruin the day for a stack of 10 or so fighter flights

Or a volley of anime spinal mount fire, or a shockwave burst, or even a few well-positioned mines if they're foolish enough to ignore them, or unlucky enough to miss killing them all.

Anybody who's having problems with swarms of fighters needs to use more area weaponry, rather than nerfing the fighter rules.

Rich

Re: The Fighter issue

Speaking of area weaponry, how much would an are of effect (1hex) mod cost for a normal weapon?

If combined with the .5 damage rules would be a nice area denial weapon against fighters. kinda a galactia are suppresion attack.

Re: The Fighter issue

I do think fighters are under-costed. I don't think they are worth 100pts, but the current cost is too low. The benefit of getting in damage before any efforts to fight them off is profound - the advantage conveyed in the first couple of turns of contact is hard to overcome if the fighters are able to concentrate.

The CSP idea has potential (I like it), but it forces you to have and use fighters of your own. This forces games more towards a BSG feel rather than a balanced game action feel. Hence, I think fighters are too cheap.

OR they need to lose one or more of their umpteen special abilities.

Re: The Fighter issue

Losing the halves shields would help, IMO

We can always house rules that out.

Re: The Fighter issue

I think their SU cost is way too low. 


I designed 2 ships, both with 2 engines and a hyperdrive:
hull 5 can hold 12 fighters bays;
takes a hull 15 to hold 12 weapons that are to-hit 5+, range 12 (closest to 11), using 3 ROF and 2 PEN to get 6 effective shots, all arcs, halves shields, no range mod.  And these weapons don't get to have their damage be effective IMMEDIATELY.

Of course comparing the two might not be quite that easy, but we're just talking SU, not combat cost.


ok, let me fiddle with the spreadsheet and see what SU the fighter bays might be to be more equivalent... ...200 SU per fighter bay.

Then I calculated by hand the the SU of the weapon: 212 (using ROF of 6).  (I should have thought of this sooner  :roll: ).

Make the fighter bays larger, thus making their carriers larger, thus increasing the cost of fighters indirectly.  You should also look at making the long range option for fighters a lot costlier.  A LOT. (something near what it would cost to bring the same number of not-long-range flights with a carrier).

Re: The Fighter issue

The issue with Sunbursts is that they are fired after the fighters have moved and fired.... which means that if your opponent uses fast fighters (range 13 with the movement of 12 plus firing) or your sunburst misses (happens enough to make them only semi reliable). Next turn, they fly around your sunburst, as they don't pay any movement for facing, and go for someone else.

I don't think that the fighters are too costly, or powerful..... but that there should be somewhat better defense in the form of flak guns, ect. The weapons should be able to fire in the fighter phase, and should not be able to be used against capital ships. They would only have to be ranged 1 as they would be firing when the fighters did, and would not need to cost a large amount.

The only issue I am having is that in order to deal with fighters, you end up putting a batch of range 18 3/1/1 weapons, usually at 3+ firing due to the -1 to hit them, and hope to kill them before they do anything. Either that, or we are loading up ships with mines or sunbursts to create walls of explosions.

I designed a ship with multiple 3/1/1 weapons all at range 6  that was an anti-fighter escort ship. Unfortunately, my opponent targetted it first, and it never even fired 1 of it's 18 weapons before it died, and it did have PDS.


The issue I see with fighters is that they don't have any major advantages... but a series of minor ones, that while they make sense individually, add up to something that is a touch more that most people understand.

Fighters move and react first, and this makes sense, one pilot can react much faster than an officer spouting orders to a crew.

Fighters can halve shields when they fire, and again, this is fine as they are in close and pinpoint targeting, and or, dropping proton torpedoes.....ect.

Fighters do not plot movement, but instead move on the board.
Again, due to small mass, and the reactions of a single pilot, this works, but allows the fighters to slid through any opening in a wall of explosions, and swarm at will on a target.

Finally fighters are harder to hit..... and this is correct as well, but it makes long range fire against them not nearly so effective.

What I would like to see is something like the Phalanx system. When the fighters get within range, it opens up. It uses individual tracking systems so that each turret targets individually, and it's range is just enough to start firing before the fighter gets to shoot.

Maybe we could come up with an active anti-fighter that provides a means of taking out fighters before they get the chance to destroy the ship that would fire back. Maybe resolve their fire just before the fighters get a chance to fire.. assume one defensive turret per hull point, or instead a set number per hull size... such as hulls 1-3 get 2 (or 3 or 4) turrets, Hulls 4-6 get 4 (maybe 5 or 6) ect. They roll one D6 per turret and on a 6 take out one fighter.
Resolve this just before the fighters fire, and you have an effective anti-fighter screen. Give it a Q hit to it to represent the targeting system, and each time it is repaired by damage control, one turrent does not work.

Also, you could buy it multiple times to increase the fighter defense and you definitely have the means to make some ships well defended against fighters, but at the cost of other offensive ability.

John

Re: The Fighter issue

Hello everyone!

     I Do Not think that fighters are underpointed, although they can be tricky to play against.  Make sure all of your ships have some AA weapons.  Follow the example of wet-Navy ships since the 1930s:  Have antiaircraft guns!!  These should be 3+ to hit, Range 18,  3/1/1, with "rerolls to hit" or "range based ROF" as a special weapon ability.  Also, have Long Range Sensors on your ship for optiomal long range fire of all weapons.    And if no hostile fighters are on the board or are in range, then these "AA" weapons can fire at ships as well, including small ones.    During WW2, the US Navy had 5" guns on nearly all of its ships.  These weapons could fire @ both hostile aircraft, and hostile ships.  If all your ship has on it are Heavy Pounders such as a 3/2/2 with range-based damage, etc, it can get clobbered by fighters.   So have a variety of weapons, and have the "AA" weapons that fire out to 18!  If they fire to only range 9 or even 6, they are almost useless.  My ships have AA weapons like I described  and hostile fighters do not pose any more of a danger to my fleet, than hostile ships...

Also, to deal with having shields being halved, have your ships have a level 3 shielding and a PDS.  Fighters will penetrate no better than hostileship weapons fire.

Steven Gilchrist; former US Navy Gunnersmate, Jacksonville, Fla, USA.

Re: The Fighter issue

Steve, I agree completely - you have listed the best options to handle fighters as they currently are conceived. And I have beat the same drum myself on many an occasion.

However, it has been recent games with larger numbers of fighters than I normally have seen (against ships with much of what you have listed- shields 3, long and short range high ROF weapons, dedicated anti-fighter escorts, etc.) my tune has changed to the "fighters are too cheap or need to be weaker camp".  :cry:

Re: The Fighter issue

I also agree to the 3/1/1 weapons for anti-fighter work.... It's the fact that they have to be a range 18 weapon with the special adds to make it really effective. if forces everyone to use high tech levels for weapons, or every ship becomes nothing but an anti-fighter ship that can be used against other capitals if they show up.
From what you said, you use the range 18 weapons until there are no fighters, and then your shorter weapons, along with the anti-fighter guns, against the other ships.... to me that smacks of the USS Missouri using the main guns to fire at Japanese zeros, and sailors armed with rifles against other ship...... along with the small guns..... and only firing the main turrets at the other ships once the fighters are dead......

The heavy high cost weapons should be carried by capital ships to fight capital ships... not as anti-fighter measures.


The fighters themselves are not overpowered, but are such that they can be easily abused, and there isn't a definite counter to keep it straight. In Star Fleet Battle, you have gatling phasers.... The range is not great, but they do fire a repeated burst, and make an excellent ant-fighter / anti-missile weapon. In addition, they can also be used against other ships, but you need to be close to be effective. 

To me, anti-fighter weapons should be your secondary banks.... not the highest cost most dangerous cannons you have.

We found that not letting fighters do hull damage balances them nicely. Bombers still can damage everything, and fighters can damage weapons engines, shields, and equipment. Armored gun batteries are now worth the points... especially on the smaller hulls, as you don't have them ignored by the fact that the fighter swarms just blow the hull to zero. 

I am not trying to do away with fighters.... I love having them out there.... but I recently saw someone building a hull 16 ship with Engines 2 and that's it. The rest of the ship was being devoted to fighter bays.... and the player pointed something out. He didn't have to "waste" points on launch bays, as the fighters start the game already onboard. He see's no reason to bother with the lauch and recovery rules, as those are optional anyways.... and he feels as long as one fighter survives, and his opponent doesn't, that he wins. He only puts the carrier on the field because we told him that he couldn't just pay the points for hyperdrive fighters and have nothing else on the board.  In a 2000 point game, he fields 33 wings of fighters (especially if we don't allow him to keep adding wings until he fills the 10% of the lesser force rule) that were listed as long range fighters.

I don't want to enforce artificial limits on fighters (er no rule stating that you can't have more than 20% fighters, ect.) Nor do I want weapons that are instant kills on fighters..... I just want to find a way to avoid having to use your biggest baddest guns on fighters instead of enemy ships.

John

Re: The Fighter issue

I'm still going to advocate limiting the number of fighter groups that can attack a ship to half of the hull size...and increasing the effectiveness of the AFB and anti-fighter weapons fire at a proportional rate to the number of fighters attacking. tongue

Re: The Fighter issue

For the record, if you were to build a ship with 3 hull points (because there are 6 fighters in a flight, but they take a hull hit twice as often), movement of 13 (for the 10-hex radius plus 3 for the fact that they effectively get to turn all the way around for free), six range-1, 1/1/1 weapons with Halves Shields, and Electronic Countermeasures, it would have a combat rating of 36 and take up 233 SUs.

The reason fighters are worth 50 is that I threw in a x2 multiplier for their ability to move and attack in their own phase. Even if you cranked the special modifier up to x3, that still only makes them worth 60 points.

The reason they take up 50 SUs is that they are short-ranged-- plus, most of that mass is taken up by the engines, which are computed for a hull-3 ship, but really take up much less space since we're talking about craft smaller than size 1. I can conceive of making fighter bays take up as much as 100 points, but the SU cost has nothing to do with their effectiveness on the battlefield.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

For the record I was not referring to SU cost, but rather CR cost.

or I'm completely insane and have forgotten everything I ever knew about starmada.

Re: The Fighter issue

cricket wrote:

For the record, if you were to build a ship with 3 hull points (because there are 6 fighters in a flight, but they take a hull hit twice as often), movement of 13 (for the 10-hex radius plus 3 for the fact that they effectively get to turn all the way around for free), six range-1, 1/1/1 weapons with Halves Shields, and Electronic Countermeasures, it would have a combat rating of 36 and take up 233 SUs.

The reason fighters are worth 50 is that I threw in a x2 multiplier for their ability to move and attack in their own phase. Even if you cranked the special modifier up to x3, that still only makes them worth 60 points.

The reason they take up 50 SUs is that they are short-ranged-- plus, most of that mass is taken up by the engines, which are computed for a hull-3 ship, but really take up much less space since we're talking about craft smaller than size 1. I can conceive of making fighter bays take up as much as 100 points, but the SU cost has nothing to do with their effectiveness on the battlefield.

You (of all people  :wink: ) forgot Anti-Fighter Batteries, since fighters attacking this ship would kill themselves when they roll a 1, like they would when attacking another figher flight.

Your hull comparison is flawed.  It's the weapons that matter.  3 Hull?  You could take out the entire "flight" with 3 hits instead of 6.

You really cannot compare a ship to a fighter flight.  Fighters are a weapon system, not an entire spacecraft.  That's why I compared a flight with a single weapon.

Fighters do not operate alone.  They have to arrive with a mothership (not counting the too-cheap long-range option).  The mothership's cost has to be added in.  But you can make a small ship have LOTS of fighters.  Way too many, IMO.  If you're basing carriers on modern, and science fiction equivalents (which are modelled after the modern concept most likely), then Starmada's carriers are way too small.  Increasing the SU cost of fighter bays increases the the size of their carriers thus indirectly increasing the CR cost per fighter flight.

Hmm.. fuzzy math?   36x2=72, not 50.  So, 36x3 = 108.   And 36 is now suspect, due to needing AFB.

Re: The Fighter issue

Nahuris wrote:

I am not trying to do away with fighters.... I love having them out there.... but I recently saw someone building a hull 16 ship with Engines 2 and that's it. The rest of the ship was being devoted to fighter bays.... and the player pointed something out. He didn't have to "waste" points on launch bays, as the fighters start the game already onboard. He see's no reason to bother with the lauch and recovery rules, as those are optional anyways.... and he feels as long as one fighter survives, and his opponent doesn't, that he wins.

Interesting theory, there.  What does he say when you kill his carriers with spinal mount fire or a few fast suicide ships before his fighters reach your main fleet, and then you hyperjump out leaving his pilots to suck vacuum?  I'm thinking that's not a win for him.  Especially if you state you ships are "only" jumping a few light-minutes away, so they can taunt his pilots over the radio while they're running out of air.

Nahuris wrote:

He only puts the carrier on the field because we told him that he couldn't just pay the points for hyperdrive fighters and have nothing else on the board.  In a 2000 point game, he fields 33 wings of fighters (especially if we don't allow him to keep adding wings until he fills the 10% of the lesser force rule) that were listed as long range fighters.

Let him do it, and field a fleet of small movement 13+ ships with spinal mounts and/or range 18 guns.  Back up in front of him, sniping merrily away, and when he starts to get close (like under 16 hexes or so), turn around and run until you've opened the range enough to resume the retrograde.  It'll take a while (especially if you're nice enough not to use Anime spinals), but you'll kill every one of his fighters and he will *never* get a shot at you.

Maybe after a game or two of that kind of nonsense, he'll learn his lesson?  For every set of scissors, there's a rock out there somewhere.

Rich

Re: The Fighter issue

This whole arguement is why I made Fighter Groups take only a single hit rather than 6.  The single hit doesn't mean all the fighters are destroyed, merely that the group is disrupted and uncoordinated.  They break off and end up back at the carrier (though they don't have to fly back)  With every 3 groups disrupted, the carrier/ mothership rolls a d6 in the end phase to see if a new group can be reorganized from the survivors...then launched at the enemy. 

It seems to work rather well in the games we used it in (though it was a slightly different system). smile

Re: The Fighter issue

GamingGlen wrote:

You (of all people  :wink: ) forgot Anti-Fighter Batteries, since fighters attacking this ship would kill themselves when they roll a 1, like they would when attacking another figher flight.

You are correct, of course. That would increase the point cost of this "ship" to 39.

Your hull comparison is flawed.  It's the weapons that matter.  3 Hull?  You could take out the entire "flight" with 3 hits instead of 6.

True. You COULD take out our theoretical ship with three hits. However, on AVERAGE, it would take six hits to do it, which is why I believe the comparison to be valid. Not to mention that it could take even more than six hits to kill our three-hull ship...

You really cannot compare a ship to a fighter flight.  Fighters are a weapon system, not an entire spacecraft.  That's why I compared a flight with a single weapon.

I disagree. The only point of variance between a fighter and a ship is the fact that the fighter moves and attacks in its own phase. Aside from the out-of-sequence attack (which is, granted, quite handy), a fighter flight is exactly the same as our theoretical 3-hull ship.

Fighters do not operate alone.  They have to arrive with a mothership (not counting the too-cheap long-range option).

Which is merely a contrivance to fit standard sci-fi settings. The fact that the fighters need a mother ship has no bearing at all on the battle -- and therefore is not factored into the Combat Rating.

Hmm.. fuzzy math?   36x2=72, not 50.  So, 36x3 = 108.   And 36 is now suspect, due to needing AFB.

No, the x2 (or x3) modifier is applied to the offensive rating before the final square root is taken. Thus, 39 x 2^.5 = 55; 36 x 3^.5 = 68.

While I have listened (read?) with great interest regarding the feedback on fighters in this thread, my own experience has been that they are spot-on points wise. And as others have pointed out, there are many different ways of countering their threat -- the most effective of which is to have your own fighters; which makes sense if you're associating them with wet-navy air power.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

cricket wrote:

No, the x2 (or x3) modifier is applied to the offensive rating before the final square root is taken. Thus, 39 x 2^.5 = 55; 36 x 3^.5 = 68.

36% more expensive then now? That may be more accurate.
I didn't say before, but 75 feels better to me which is close.

cricket wrote:

While I have listened (read?) with great interest regarding the feedback on fighters in this thread, my own experience has been that they are spot-on points wise. And as others have pointed out, there are many different ways of countering their threat -- the most effective of which is to have your own fighters; which makes sense if you're associating them with wet-navy air power.

As I said Dan, I have been there with you for years. Recent games have sent me to the dark side of this argument. Your own fighters was also my own favorite tactic, but why force it into a BSG game? Why isn't there a good (really good) non-fighter fighter counter?

Re: The Fighter issue

While I have listened (read?) with great interest regarding the feedback on fighters in this thread, my own experience has been that they are spot-on points wise. And as others have pointed out, there are many different ways of countering their threat -- the most effective of which is to have your own fighters; which makes sense if you're associating them with wet-navy air power.



"Spot on points wise"?  Then why is there this big discussion if several are seeing problems with it?   Evidently you love space fighters, and it shows in how you favor them:  they're too cheap, and there's no effective ship based system to counter them that isn't a kludge.

I hate the concept that I HAVE to have fighters to counter theirs.  I really do.  I don't want to play WW2 Pacific carrier battles in space (I do plenty of that in the WW2 games I play).

Space is not air or water.  You cannot base space-fighter technology on man's experience with AIRcraft, and in comparison to WATERcraft.  The two crafts work in a different medium.  Space fighters and space ships will operate in the same medium (or lack of one): space.  Since we don't know how space craft will eventually work, especially concerning combat, we make guesses.  But too many, not just you, have made wrong guesses at thinking "fighters = aircraft, ships = surface naval craft".  ALL space craft will be space craft.   As an aside, I attended a discussion on possible future war craft in space and the speaker's theory was summed up that they will be similar to submarines: stealth in for the kill shot.  But it's a theory, and it doesn't make for a good space battles game smile .


I have a question: has there been any extensive playtesting of fighter-based fleets vs non-fighter based fleets?  As in, not just a battle or two as bad or good dice rolls, or bad or good tactics, can make a difference, but  many battles having one side or the other having a much better winning percentage?