Re: The Fighter issue

GamingGlen wrote:

"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.

Wow. You've got a serious chip on your shoulder about this, huh?

I don't "love" space fighters-- as a matter of fact, I use them less often than nearly anyone I've played with. And I have played against fighters, lots of them; probably more so that anyone else on this list. And IN MY EXPERIENCE (again, emphasizing the fact that YMMV) there has not been a problem with their cost, over 12+ years of playing.

Their combat rating is mathematically defensible, if not completely justifiable due to the uncertainty involved in costing their strike-first capability. But as has been said many times already, if you find them unbalancing or unpalatable, up their cost. Period. Starmada is made for tweakin'. Nobody's gonna come in and arrest you if your fighters suddenly cost 75 or even 100 points.

Regarding ship-based countermeasures, I'm not sure what a "kludge" is, but some ideas:

Anti-Fighter Batteries (not exactly barn-busting, but get the job done-- they've gotten a bad rap on this list, IMHO)
Sunbursts (make 'em move around)
Shockwave (blows 'em up real good)
Low Shields (anything less than 4 makes 'em overpay for the halves shields capability)
High-ROF weapons (no point wasting PEN and DMG)
Small escort ships (triangular formations work well)
Point Defense System (fighters don't get to halve its effectiveness)
Mines (effective picket system)
Drones (like having your own fighters, but cheaper)
Battle Satellites (mobile mines)
Carronade (random, but nasty)
Electronic Warfare System (hit 'em without penalty)
Anime Spinal Mounts (line 'em up, take 'em out)

Yes, nearly all of these require you to survive at least one turn's worth of attacks from the enemy fighters -- but that's why you put out screening vessels...

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).

You don't HAVE to have your own fighters (see above). However, they are admittedly the most logical counter.

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.

The most popular sci-fi settings are roughly wet-navy based, with fighters galore (even Star Trek broke down and added the things by the end). Thus, creating the "Universal" starship combat system without a fairly substantial accommodation for fighters would be lunacy.

Starmada is not intended to be realistic... never laid claim to be. But if you really don't like fighters, you don't have to use them. And if your opponent insists upon it, there are several viable options, many of which have been discussed at length. In addition, we've been discussing two additional ones; the 1/2 ROF weapon and CSP. Heck, I'd even be willing to allow range-3 weapons as point defense.

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?

Yup.

Me versus Brian Jurczyk, who designed the original Arcturan Federation ships. Lots and LOTS of fighters. I, on the other hand, used some fighters, but relied on defenses (ECM and AFB were standard on all Imperial Starmada vessels). Worked out pretty well -- relatively even chance of winning, provided I didn't do anything stupid. smile

Honestly, I'm not intending to be obstinate here, and I don't have any particular soft spot for fighters; I've listened to the concerns, and I know the damned things can be frustrating en masse. But I've also seen many people offer suggestions on how to deal with them as they are -- as well as some relatively simple house rules to tone them down.

Perhaps it's time to take a vote? Is it more inobtrusive to change fighter point costs, alter one (or more) of their special abilities, or arbitrarily limit the number you can field in a given fleet? Or something else? Or leave it alone, and let individual gaming groups decide for themselves?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

Fighter...space...air...whatever...= small, cheap, expendable, 1 or 2 man craft with a disproportional punch for its size.  Hence...it's popularity.  Most successful tactical deployment? SWARM!   If the swarm tactic is a problem, then dispense with the ability of the carrier to have all its fighters deployed at set-up.  Make the carrier launch 'em...and let tactics have a chance for defeat in detail or taking out the carrier early.  Eggshell carriers become pretty unpopular at that point...particularly vs long range fire.  :wink:

FT is already falling victim to the "OMG fighters are just too powerful" crowd.  Get real!  A single jet with Harpoon or Exocet Missiles can take out any ship in the right conditions. (Falklands War anyone)  No ship ever built can deal with a full squadron attacking it...it's dead if they do...but our naval air tactics usually assign attacks by pairs of fighters to maximize the damage spread across the enemy formations.  A swarm of aircraft took out possibly the most powerful battleships ever sailed in WWII, and only a portion of the aircraft deployed even attacked.  I guess we just didn't play fair...and it obviously wasn't much fun for the guys on the battleships since they didn't stand a chance.  :?

Space Fighters are no different...and are quite possibly going to be even more lethal given the unforgiving nature of space, the velocities likely to be involved (fast slashing attacks as forces pass each other)...and the fact that there's really nothing prohibiting nukes being tossed around at targets.  If anything, the fighters modeled in space combat games are under-powered.  But firepower isn't what makes them dangerous.  Numbers are...and always have been.   
Which seems to be the same arguement that arises in game system after game system when the lethal reality of fighters bites someone in the backside.  Obviously something just has to be broken...fighters can't be meant to function that way or be that powerful.  :roll:   

Frankly...I don't see anything wrong with things...and where I feel a nudge is needed...well...several ideas have been tossed about for house rules fixes to the perceived problems.  Use 'em if you want...but please...give the "fighters are borked" cries a rest!  tongue

Re: The Fighter issue

Vote?

Never the intention to make fighters more or less powerful, though the PDS is a neat idea I haven't considered.

See even after 5 years of 2-3 Starmada games a month, I find more things I'd like to try and I realise there's not enough time in the day to try them all. 

My position on fighters is this: I saw a campaign game that lasted over a year degenerate into a fight bash. Fighters became, in that game, THE weapon to use in a Starmada game.  You can rest assured that regardless of your defenses, 40 flights of fighters will make a Bad Day(tm) for anyone. 

It wasn't till the end that we found the wondrous Sunbursts and I think we'll probably start building the anime spinal mounts, if I have anything to say about it (which I probably don't).

Frankly, I'm sorry I brought it up. Seems to make people a bit twitchy.

Here's the challenge, then: post your best fighter-killer design in the Bourbaki Basin given the current Starmada: X rulesbook. Put your money where your mouth is.

Re: The Fighter issue

Here's my attempt at a dedicated fighter-killer:

VALKYRIE
Combat Rating 37
Hull 2
Engines 6
Shields 2
Weapons:
Anti-Fighter Battery [Range 6, To-Hit 4+, 3/1/1, Repeating]
ABx2
Special:
Electronic Warfare System

So, the idea is simple: it takes 2.4 flights (on average) to kill this baby outright. (Assuming a single flight takes 6 shots, 2 will hit and 1.67 will penetrate, resulting in 0.83 hull hits). In response, this ship (or one of its buddies in formation) can kill TWO FLIGHTS -- each of the weapons dishes out six hits per turn at short range.

Thus, if you've got 15 fighter flights (total of 750 points), I can have 20 of these things... you can concentrate on (and expect to kill) 6-7 of them in the first turn, but then my remaining 13-14 can expect to kill at least 26 fighter flights in response -- provided, of course, I have positioned them appropriately. Even at medium range, I'll still kill 13 of your flights... leaving the odds most definitely in my favor.

I'm sure I'm missing something (as it's past midnight in the Rockies), and my tactics suck, so in practice I'd probably mess it up, but on paper these things would make quite a nice counter to fighter-heavy opponents.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

A couple other random thoughts before bed (finally):

1) Area effect weapons. It's been tossed around before, and I don't have a problem with them in principle. They would need to have a modifier of around 3-4, but they would play havoc with full-strength fighter flights.

2) One thing that has always irked me was seeing 6 or more flights stacked in a target's blind spot. Two possibilities come to mind:

2a) No more than three (two?) friendly flights can be in a single hex;

2b) Require fighters to end their movement immediately upon entering a hex adjacent to their intended target -- i.e., no fair sliding behind a ship.

Neither of these would seriously undermine their effectiveness when used in moderation, but would (in theory) significantly reduce the benefits of a fighter horde.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

jimbeau wrote:

My position on fighters is this: I saw a campaign game that lasted over a year degenerate into a fighter bash. Fighters became, in that game, THE weapon to use in a Starmada game.  You can rest assured that regardless of your defenses, 40 flights of fighters will make a Bad Day(tm) for anyone.

Which was never the intention, and made me a bit sad.

But there is no way around it, and no matter how many little fighter killers you make they will not all have range and the gang hits the first ship which goes *poof* (ample evidence of hull 10 ship in one turn so I can believe it) and so on down the line. AND any ships that turn their guns on the fighters are NOT targeting enemy hulls and become free targets themselves. (note: we play without all fighters deployed, but they launch darn fast when they want to...)

Anyway, my opinions of the campaign events are different after reading go0gleplex's post - which was quite good, and I think incapsulated the problem. As much as it pains me, I now accept the reality in a campaign - the logic just make sense (thanks, go0gleplex, much appreciated).

But in a off game, I could see the frustration being quite high.

jimbeau wrote:

It wasn't till the end that we found the wondrous Sunbursts

Was it that we found them, or found how to use them properly?

jimbeau wrote:

and I think we'll probably start building the anime spinal mounts, if I have anything to say about it (which I probably don't).

nope. don't like 'em and hence the universe doesn't support 'em. wink

jimbeau wrote:

Frankly, I'm sorry I brought it up. Seems to make people a bit twitchy.

Apparently, I wish I kept my yap shut too... I just thought it worth mentioning that I who had been a "hold the line" supporter have waffled. I do think they are somewhat under-pointed - but I will not house rule that major a change.

I will now fade back into the background.

Re: The Fighter issue

@cricket: Some players (read: me) don't like fighters period. I, for one, see them as a necessary evil, possibly for atmospheric attacks, screening, and quite possibly attacks on enemy ships, either as expendable manned drones or when the enemy is too weak to withstand them. I don't like the fact that someone can just use fighters to win a battle without even trying.

I think, however, that your last post, with the Area Effect weapon, would be an excellent idea. It would make modelling certain weapons in SF settings (the Narn Energy Mine, that sonic mine from the new Star Wars trilogy etc), and it would mean that you can take on fighters. Fluff could talk about an evolution of the Sunburst technology.

And I re-propose the anti-fighter shields. Something you can use to make fighters lives a hell of a lot harder.

Re: The Fighter issue

Taltos wrote:

But there is no way around it, and no matter how many little fighter killers you make they will not all have range and the gang hits the first ship which goes *poof* (ample evidence of hull 10 ship in one turn so I can believe it)

There are SEVERAL ways around the dominance of fighters -- and I'm quite taken with my lastest option. You take a fleet that relies too heavily on fighters, I'll take one that has a bunch of Valkyries for fighter defense, and I bet I'll win.

The thing about fighters is that no matter how fast they are, they have to close within one hex to cause damage -- and as long as I've covered all viable targets with anti-fighter escorts, they will pay for whatever havoc they cause.

I don't understand -- someone (don't remember who) said "Gosh but fighters are powerful; how can we counter them?" We as a group have come up with MANY different options, yet statements like "there's no way around it" continue to be made...

:?:

and so on down the line. AND any ships that turn their guns on the fighters are NOT targeting enemy hulls and become free targets themselves. (note: we play without all fighters deployed, but they launch darn fast when they want to...)

So? The ships turning their guns on the fighters are SUPPOSED to do that... they aren't meant to target enemy hulls. I've shown how a 37-point ship can take out TWO 50-point fighter fights EACH TURN. How is that not effective, regardless of whether all of them get range every turn?

Apparently, I wish I kept my yap shut too... I just thought it worth mentioning that I who had been a "hold the line" supporter have waffled. I do think they are somewhat under-pointed - but I will not house rule that major a change.

I will now fade back into the background.

Why? This has been a great discussion... big_smile

It reminds me of the time (many many years ago) when I got into an argument with Brian and Dave about the apparent over-costing of cloaking devices. They claimed that the things were worthless -- and it led to several excellent gaming sessions where we tried different tactics on what was the most effective use for cloaks.

For the record, the consensus was that I was right... smile Cloaked battleships make no sense at all... nor does a fleet of entirely cloaked vessels -- which was how they had been used in our group until that point. Inevitably, someone's going to fail their cloaking roll, and the other side pounces, with the vulnerable ship without support. Instead, cloaks make perfect sense on cruiser-sized or smaller hulls, used as "outriders" to a main fleet. Give the other side some non-cloaked ships to hold his attention, and then turn off the cloaking device(s) at some convenient time...

The point is, these (sometimes contentious) discussions bring out the creativity in the Starmada player base. Why would I want that to stop?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

murtalianconfederacy wrote:

@cricket: Some players (read: me) don't like fighters period ... I don't like the fact that someone can just use fighters to win a battle without even trying.

I think we've established that there are many ways to ensure that someone can't just use fighters to win a battle...

I think, however, that your last post, with the Area Effect weapon, would be an excellent idea.

As do I. wink

And I re-propose the anti-fighter shields. Something you can use to make fighters lives a hell of a lot harder.

Like PDS? big_smile

You're paying (Combat Rating-wise) the same as you would for shields 3, and getting the same effectiveness against other ships, but denying fighters one of their biggest advantages.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

jimbeau wrote:

Vote?

Here's the challenge, then: post your best fighter-killer design in the Bourbaki Basin given the current Starmada: X rulesbook. Put your money where your mouth is.

Amongst my group, before Starmada we were using FT with all the Fighter "Joy" that entails. 

Ships that were designed specfically to give fighter-loving players something to think about we collectively called "Aegis boats/ships".  So named after:

http://www.fas.org/man/dod-101/sys/ship/weaps/aegis.htm

Re: The Fighter issue

OK, my take on it.

I like fighters, and I used them myself.  However, I have noted that if the opposing fleet is not built around the anti-fighter concepts, then they have issues. We do not use anime spinal mounts in our games... for one thing, they are less than desirable if your opponents get anywhere in the middle of your fleet, or can maneuver so that you risk your own ships, or objectives (defending a space station). Two, we just really did not like them that much.... although we are fans of Starblazers, and even have the entire DVD series.... it's just not something we want on our tables.

Sunbursts are not always helpful... I have had some miss the hex with the fighters, but not miss the ship I was trying to protect....LOL.

One of the issues that we have found is that there is absolutely no incentive to purchase Launch Bays. Since fighters start on the board, Launch Bays are a waste of SU's. I would agree with Googleplex in that fighters have to be launched, same as drones. With maybe, one flight or so available at the start to simulate a standing patrol.

Use the CSP rules that are also available here.... although having to break off and return to a carrier just to attack seems a bit much.... maybe work up a set of rules that simulates them being "released" to attack from their standing guard orders.

The following are ideas:

Maybe find a way to simulate flak guns... maybe allow AFB a roll to see if it can hit any fighters in range (range 1).... example, for every 4 points of hull, or fraction thereof, you get to roll a die... on 6, you destroy one enemy fighter... rather than just waiting for your opponent to roll a 1 and blunder into your fire.

Maybe create a weapon Mod "anti-fighter battery" where the weapon must be a range 3 and you can use it to target fighters, but it has no effect at all on capital ships. It fires during the fighter phase.

And here is the one that my group likes..... Fighters are divided into 2 categories..... interceptors and bombers. Options such as shadow fighters, or fast fighters are in addition, of course.

Interceptors are like Tie Fighters, A-wings, or the Cylon fighters from the original Battlestar Galactica, in that they have armament designed to destroy other fighters, but are not up to blasting their way through capital ship hulls. They can wreak havoc all over a ship by destroying weapons and shield generators as well as damaging engines, destroying hanger doors, ect. However, they cannot really muster enough firepower to destroy the actual hulls of the capital ship (unless there is nothing else to hit, per the standard Starmada ruling that if you get a hit that does not have anything that can be damaged, you get a hull point instead).

Bombers, on the other hand, are based on X-wings, Y-wings, B-wings, ect.  They have weaponry capable of damaging a ships hull, and use it per the current Starmada Rules. When you launch a flight, you designate whether it is an Interceptor wing, or a Bomber wing.... and in our games, bombers cannot intercept drones or marine pods. Also, if an interceptor wing gets into a fight with a bomber wing, the interceptor does not lose a fighter if they roll a 1 on their die, although bombers can shoot down interceptors via their own die rolls, and also lose a bomber if they roll a 1.

Dan: I really like the Valkyrie's that you designed, but you are sort of forced to deploy them in pairs, because a fighter swarm can still rush up on one and destroy it before it is allowed a return shot. I'd like to find a way that a ship could fire on fighters as they approach, without having to use the upper range weapons in the game....

Hopefully, we can find a happy medium here, or at least get the options hammered out so that people can choose what they want.

John

Re: The Fighter issue

cricket wrote:
GamingGlen wrote:

"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.

Wow. You've got a serious chip on your shoulder about this, huh?

Yep, ever since SFB introduced the fighters' expansion (first or second expansion?); that was the beginning of the end of SFB for me, although it took a few years, and quite a few dollars :cry: , for me to realize it.  SFB was a great ship to ship game, ruined by fighters, among other reasons (the 101 things you do during an IMPULSE).  So it wasn't you I aimed my dislike for the current gaming so-called space fighters paradigm.  Although having 6 fighters per unit instead of 6 individual fighters is a much better system than SFB had.

And with UCAV (un-manned combat air vehicle) becoming more and more feasible with today's military, manned "fighters" may never get to space.  Or, the only sole-purpose combat space vehicles might be small ships, perhaps 1-5 people.  Large ships might have to be multi-purpose (like the original Enterprise from Star Trek), with some combat capabilities (e.g., only half the SU space can be used for weapons, shields, engines, etc).  But this is beyond what the rules are trying to portray.


I agree about Nukes in space.  That's why the submarine concept is feasible.  The first to make contact with the enemy fires it's nuke payload and scrams (a nuke payload could be a nuke-pumped directed energy weapon).  Just how big the ship has to be is really unknown.  We've downsized our largest non-carrier surface ships, so bigger is not always better.

Re: The Fighter issue

cricket wrote:
Taltos wrote:

and so on down the line. AND any ships that turn their guns on the fighters are NOT targeting enemy hulls and become free targets themselves. (note: we play without all fighters deployed, but they launch darn fast when they want to...)

So? The ships turning their guns on the fighters are SUPPOSED to do that... they aren't meant to target enemy hulls. I've shown how a 37-point ship can take out TWO 50-point fighter fights EACH TURN. How is that not effective, regardless of whether all of them get range every turn?

I did not do a good jump spelling this out I guess... but my point was that as the fleet dies to the fighters you must decide "guns to fighters, guns to ships", or run. (In a campaign, running becomes a matter to carefully consider - save the ships and lose the system?) And you must decide.

Extreme example: The swarm sweeps in... a cruiser or two or three go poof. Your escorts haven't fired... but now you don't have anti-ship force. What do you do? Cause your enemy isn't using an unbalanced "all carrier" fleet. He has muscle, too.

cricket wrote:
Taltos wrote:

I will now fade back into the background.

Why? This has been a great discussion... big_smile

Cause I am tired. sad
I am not articulating well, and I can't share my mileage cause you weren't in the car with me.  smile

(oh, and yeah, the fighters were all "heavy" which limited a lot of the usual efforts to kill fighters... too many variables I guess... but the basic feeling I am left with is something is off, not a lot but off nonetheless.)

cricket wrote:

The point is, these (sometimes contentious) discussions bring out the creativity in the Starmada player base. Why would I want that to stop?

Oh, I agree. I just don't think I can properly convey the situation on the tabletops I have seen (my mileage has varied, as it were.). Dedicated AF escorts, interceptors, sunbursts, high shields.... yet the fleet was devastated by fighters. Again and again. Just too many variables on each side - heavy fighters, campaign forced ship dispositions and objectives, etc. etc.

Maybe it is the players, with a well managed swarm of fighters superior to any effort to contain them that goes after the fighters do.

My experience has been tainted by several recent battles. I am on the other side of the issue now and I am uncomfortable there, but there it is. :?

I will be trying out CPS, though.

Re: The Fighter issue

I don't think there is anything wrong with fighters (cost wise).  Of course, I haven't played a bunch of games recently and I definitely haven't played against the "fighter storm".  I would like to keep things the way they are (if the point cost system is correct) and let the gaming groups come up with changes as they see fit.  Some of which would include:

1.  Each side may only have 1d6 flights of fighters launched prior to the start of the game.

2.  Fighter bays cost 100 SU instead of 50.

3.  A ship may only have Hull/2 fighter flights attack on any turn

4.  Inproved anti-fighter batteries (kill fighters on 1-2 or even better a third version that kills on 1-3).

5.  An AOE weapon.

Good hunting...
-Bren

Re: The Fighter issue

House rules are fine and dandy, until you want to talk about your experiences on message forums or go play other people outside your immediate circle, such as cons.  Campaign enforced rules are distinct and remembered as such.

Re: The Fighter issue

cricket wrote:
murtalianconfederacy wrote:

@cricket: Some players (read: me) don't like fighters period ... I don't like the fact that someone can just use fighters to win a battle without even trying.

I think we've established that there are many ways to ensure that someone can't just use fighters to win a battle...

I think, however, that your last post, with the Area Effect weapon, would be an excellent idea.

As do I. wink

And I re-propose the anti-fighter shields. Something you can use to make fighters lives a hell of a lot harder.

Like PDS? big_smile

You're paying (Combat Rating-wise) the same as you would for shields 3, and getting the same effectiveness against other ships, but denying fighters one of their biggest advantages.

Okay, first off, most of the ways that have been suggested may not work. For instance, the range 18 weapons are very effective, but you need a +2 in weapons tech to really get an effective number on the board. Sunbursts can be avoided, unless of course you have an extremely large number of ships to close down all avenues of fighters. Drones might work, as might battlesats.

Area Effect Weapons, I reckon, could have a modifier of 3.5 or 3.6...

And as for PDS, I use them sometimes, but you'd have to use both shields and PDS to be safe against fighter attacks and ships, who might just get a Q hit and hit that PDS. The secondary shielding would allow someone who hates PDS (Tyrel?) to have a reasonable defence against fighters.

Re: The Fighter issue

cricket wrote:

Apparently, I wish I kept my yap shut too... I just thought it worth mentioning that I who had been a "hold the line" supporter have waffled. I do think they are somewhat under-pointed - but I will not house rule that major a change.

I will now fade back into the background.

Why? This has been a great discussion... big_smile

I agree here, those that raised this did so in good will. The fact it has produced passionate responses suggests it si a subject that needs airing.

I also agree with the person whom mentioned previously that house rules are all well and good but not transferable. I suppose what i would like to see is some form of compendium, even if it sits in a sticky where those concepts where the systems and rule models are suitable to become optional rules are collected and 'published'. A repository of global house rules if you like. Hell if MJ12 eventually collated them into a PDF expansion, I would buy it.

As for fighters, there are ways of dealing with them but it does come down to a bit of a shell game, which I find as one of the weaknesses of S:X. We have only just started playing and try and build around sensible fleets, there are all sorts of extreme builds that cause problems. Overuse of expendables, repeaters, fighters, etc. Fighters seem to just be an easy one to overuse.

Oh and Dan, your Valkrye has only AB guns. Isnt that a big weakness for an anti-fighter ship? a single A-F gun or an ACE and BDF setup would seem more sensible.

Re: The Fighter issue

Ironchicken wrote:

Oh and Dan, your Valkrye has only AB guns. Isnt that a big weakness for an anti-fighter ship? a single A-F gun or an ACE and BDF setup would seem more sensible.

I was thinking that myself.  Valks will kill fighters rapidly, but only if they can keep them from getting behind them.  OTOH, widening your firing arcs costs, and they won't be as efficient then.

If we're seriously considering a "vote" or poll on fighter effectiveness/potential rules changes, put me down in the "fighters are barely worth fielding as is, and if you weaken them dramatically they'll be useless" camp.  I wouldn't mind seeing a weapon ability granting a single-hex area of effect, though, but that raises the question of exactly what you want the de facto "stacking limit" to be.  Won't change fighter utility much for me...they're already being ripped to shreds by massed Anime Spinal Mounts, adding another area weapon option won't change that.

Rich

Re: The Fighter issue

Ironchicken wrote:

Oh and Dan, your Valkrye has only AB guns. Isnt that a big weakness for an anti-fighter ship? a single A-F gun or an ACE and BDF setup would seem more sensible.

Indeed, if you were expecting the Vals to operate independently. I'm thinking of formations of 3-4 at a time... they should be able to provide cover for one another; and more importantly, for the bigger ships in the fleet.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

murtalianconfederacy wrote:

Okay, first off, most of the ways that have been suggested may not work.

Then again, they may work.. I certainly don't want an anti-fighter solution that is guaranteed to work every time -- then what's the point of playing? wink

I don't disagree that fighters can be devastating in the right circumstances -- but I do disagree that there's nothing that can be done to counter them.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

Something else to consider....

I am also a member of the ASFOS (A Sky Full of Stars) group... not that I play, but I do keep an ear on the discussions, and they are having a similar issue with missile packs. Originally, they were envisioned as small expendible missiles for very small ships.....
However, a lot of people are making somewhat larger ship, and or really expendible small ships, and loading them to the gills with these little swarmer missiles......

One solution that they came up with, was limiting the number of missiles that can go for one target, on the grounds that after a certain number, they interfere with each other...... and they got this idea from their fighter rules........

In ASFoS, there is a limit of 3 wings of fighters attacking any one ship, on the grounds that fighters don't just fly up in formation, line up in neat little rows, and sit there firing...... it is assumed that they are in motion and strafing the ship, ect. Due to this fluid nature of attack.... only 3 flights can attack any capital ship without having collisions, ect.

Might be an idea worth considering.......

Hundvig,  I am not sure how I feel about the idea of "massed anime spinal mounts" being used against fighters.... I know that the concensis in my group is to disallow anime spinal mounts.... and a lot of groups out there probably don't use them. Then again, to me, a weapon that was originally used in the source material to destroy a continent, then a small sun, and finally, push a planet into vast natural disasters.......being used against fighters......um.....
Wouldn't this be a really serious case of overkill?

The only source of reference for it, that I have seen, has been Starblazers..... and I am having trouble imagining them turning the wave motion gun loose on fighters.... that and the fact that if I knew my opponents had that, I would never let my fighter stray in front of the oponent.

If I was the fighter pilot, and I saw the enemy ship trying to line up with me.... I'd be out of there. in a hearbeat.  Yes, the airwaves would be cluttered with my pilots screaming for their mommies as they scattered to get away... but that's just me.

John

Re: The Fighter issue

Nahuris wrote:

Something else to consider....

I am also a member of the ASFOS (A Sky Full of Stars) group... not that I play, but I do keep an ear on the discussions, and they are having a similar issue with missile packs. Originally, they were envisioned as small expendible missiles for very small ships.....
However, a lot of people are making somewhat larger ship, and or really expendible small ships, and loading them to the gills with these little swarmer missiles......

One solution that they came up with, was limiting the number of missiles that can go for one target, on the grounds that after a certain number, they interfere with each other...... and they got this idea from their fighter rules........

In ASFoS, there is a limit of 3 wings of fighters attacking any one ship, on the grounds that fighters don't just fly up in formation, line up in neat little rows, and sit there firing...... it is assumed that they are in motion and strafing the ship, ect. Due to this fluid nature of attack.... only 3 flights can attack any capital ship without having collisions, ect.

Might be an idea worth considering.......

Hundvig,  I am not sure how I feel about the idea of "massed anime spinal mounts" being used against fighters.... I know that the concensis in my group is to disallow anime spinal mounts.... and a lot of groups out there probably don't use them. Then again, to me, a weapon that was originally used in the source material to destroy a continent, then a small sun, and finally, push a planet into vast natural disasters.......being used against fighters......um.....
Wouldn't this be a really serious case of overkill?

The only source of reference for it, that I have seen, has been Starblazers..... and I am having trouble imagining them turning the wave motion gun loose on fighters.... that and the fact that if I knew my opponents had that, I would never let my fighter stray in front of the oponent.

If I was the fighter pilot, and I saw the enemy ship trying to line up with me.... I'd be out of there. in a hearbeat.  Yes, the airwaves would be cluttered with my pilots screaming for their mommies as they scattered to get away... but that's just me.

John

This is essentially what my suggestion for limiting the number of attacking fighter groups to the hull size/ 2 is. smile

Additionally...
For every 3 or 4 groups that attack a single target, the AFB has an easier time nailing fighters due to the 'target rich' environment.   This would break down  to something like;

Fighter Groups/ AFB
1-4    Roll of 1 vapes a fighter
5-8    Roll of 1 or 2 vapes a fighter
9-12  Roll of 1,2, or 3 vapes a fighter
13+   Roll of 1-4 vapes a fighter.

It's like firing an Uzi into a herd of stampeding cows... :wink:

Re: The Fighter issue

Nahuris wrote:

Hundvig,  I am not sure how I feel about the idea of "massed anime spinal mounts" being used against fighters.... I know that the concensis in my group is to disallow anime spinal mounts.... and a lot of groups out there probably don't use them. Then again, to me, a weapon that was originally used in the source material to destroy a continent, then a small sun, and finally, push a planet into vast natural disasters.......being used against fighters......um.....
Wouldn't this be a really serious case of overkill?

The only source of reference for it, that I have seen, has been Starblazers..... and I am having trouble imagining them turning the wave motion gun loose on fighters.... that and the fact that if I knew my opponents had that, I would never let my fighter stray in front of the oponent.

If I was the fighter pilot, and I saw the enemy ship trying to line up with me.... I'd be out of there. in a hearbeat.  Yes, the airwaves would be cluttered with my pilots screaming for their mommies as they scattered to get away... but that's just me.

Anime Spinal Mounts are only "wave motion guns" if you choose to call them that, and even then they're a poor imitation at best.  As you said, WMG are planet wreckers and fleet killers, and the ASM sure isn't either of those, no matter how big a hull you put it on.  Even the Starblazers minis game had to tone down the WMGs from a "realistic" performance level to make the game playable.  The "real" WMG is an unplayable super-weapon.

There are other anime "big area effect beam cannons" that work more like Starmada ASMs, but aren't capable of cracking a planet's crust or annihilating enemy capital ships, although they're hell on wheels against small targets...see Legend of the Galactic Heros, for ex.  Many of them aren't even spinal mounts, just big primary turret guns that roast any fighter unlucky enough to have the bolt past near them.  Frankly, I find the idea of using a relatively unfocused "beam shotgun" to sweep fighters perfectly reasonable, and given the lack of "standard" area effect weapons, downright vital.  If/when Dan settles on a cost for AoE and/or anti-fighter-only guns, I'll use them instead of (or more likely, as well as) ASMs, but that's not an option yet.

Refusing to use ASMs when you're having fighter problems is not only a mistake, it's almost certainly the reason you're having fighter problems in the first place.  You can cripple a fighter rush with other tricks (mines, shockwaves, sunbursts) but none of them are as easy to use or as versatile against non-fighter targets as ASMs.  I agree that it's irritating that you have to use a few "oddball" systems to counter fighters rather than just relying on standard gunnery, but until we get AoE/AF guns, that's the way it is.

Rich

Re: The Fighter issue

go0gleplex wrote:

For every 3 or 4 groups that attack a single target, the AFB has an easier time nailing fighters due to the 'target rich' environment.   This would break down  to something like;

Fighter Groups/ AFB
1-4    Roll of 1 vapes a fighter
5-8    Roll of 1 or 2 vapes a fighter
9-12  Roll of 1,2, or 3 vapes a fighter
13+   Roll of 1-4 vapes a fighter.

It's like firing an Uzi into a herd of stampeding cows... :wink:

I quite like this  :wink: It would better value AFB and solve the line-up swarm hide behind explosion tactic.

Re: The Fighter issue

Ironchicken wrote:
go0gleplex wrote:

For every 3 or 4 groups that attack a single target, the AFB has an easier time nailing fighters due to the 'target rich' environment.   This would break down  to something like;

Fighter Groups/ AFB
1-4    Roll of 1 vapes a fighter
5-8    Roll of 1 or 2 vapes a fighter
9-12  Roll of 1,2, or 3 vapes a fighter
13+   Roll of 1-4 vapes a fighter.

It's like firing an Uzi into a herd of stampeding cows... :wink:

I quite like this  :wink: It would better value AFB and solve the line-up swarm hide behind explosion tactic.

The downside is that it might require separate rolls from the fighter group attacks.  So rather than the fighter roll result producing the self hit...one separate roll per fighter group from the AFB would need to be made.  Otherwise I think, rolls that would penetrate PDS, shields, etc would result in fighter destruction rather than ship hits.  I'll let better minds than mine figure that bit out. wink *chuckles*