Re: The Fighter issue

Like I said... the only reference I have ever seen has been Starblazers.... maybe we're just not with the program.....LOL   lol

I have always viewed spinal mounts as either the Ion Beams from homeworld, or maybe huge railguns....

On fighters, we have found some ways to deal with them in our games, and they are starting to work.... the one player we had, that absolutely loved swarms, is re-thinking his choices now that his fighters don't do hull damage. That and, fortunately, he hasn't heard about the heavy fighters that take 2 hits to kill.....LOL.

Until we get flak guns, ect..... we are going to stay with limiting damage that the fighters can do.  When he went to all bombers, he found that they got torn up in dogfights.....

Finally, fighters must be launched during play, not start on board... and you can only launch a wing during the end-phase of the turn, and only equal to your launch bays plus one.

We're going to see how this plays out over a good number of battles before we render a final judgement, but that is our solutions so far.

John

Re: The Fighter issue

go0gleplex wrote:
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*

The best fighter hits on a 4+ (bomber) therefore perhaps just adjust the table...
1-3 flights on a 1
4-8 flights on a 1-2
9+ on a 1-3

And of course make it incremental as all other fighter rules are. Then the first 3 flights moved into position are treated normally but the forth flags the higher attack rating.

Re: The Fighter issue

Okay, I was walking home yesterday (and bloody hot it was too-around 34 degrees Celsius, which might not be hot for you that live over in Texas and that, but for me its roasting), and my mind came up with a new piece of special equipment. It might not be adequately balanced yet--thats your job...:D

I present to you...(drum roll)...the Sundrone

(okay, so its not a good name. Whaddya expect from a overheating mind?)

10 SUs. Adds 20 to OR and DR per Sundrone.

The sundrone is the amalgamation of two seperate technologies--the Sunburst and the Drone. The Sundrone acts like a normal drone (launches in End Phase, moves and attacks in the Fighter Phase), but may only be launched in groups of three or less. Their main difference is how they attack. In the Fighter Phase, the sundrone may move into a hex and then decide to activate its Sunburst. It does NOT scatter, and creates a size 1 explosion in the hex.

What do you think?

Re: The Fighter issue

i think that people who complain fighters are super powerful and undercosted simply lack imagination
i played CREW KILLING SHIPS and was able to beat fighters
make no mistake, fighters are powerful, but not invincible
if you believe fighters are ultra powerful, use interceptor fighters, they specialize in attacking other fighters
BTW, nice idea with the sundrone

Re: The Fighter issue

murtalianconfederacy wrote:

The sundrone is the amalgamation of two seperate technologies--the Sunburst and the Drone. The Sundrone acts like a normal drone (launches in End Phase, moves and attacks in the Fighter Phase), but may only be launched in groups of three or less. Their main difference is how they attack. In the Fighter Phase, the sundrone may move into a hex and then decide to activate its Sunburst. It does NOT scatter, and creates a size 1 explosion in the hex.

Actually, I like it. And I wouldn't necessarily limit them to groups of 3 or less -- adn specify that the size of the explosion is equal to the number of drones in the group at the time of detonation.

Finally, I'd keep the space equal to that of normal drones, but increase the OR/DR mods to +30 -- the ability to "auto hit" counters the missing "halves shields" capability, but the ability to leave behind an explosion is quite useful.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

Hello everyone!

     I have another design for another anti-fighter weapon that is much less expensive than the "5 Inch Guns" I mentioned earlier.  This weapon expendable and so costs  much less.  Once you fire them, they are gone, but (hopefully) so are the fighters!  I call them "Tartar Missiles".   Just fill up the C-battery with them on a few Anti-aircraft ships.  And you still have "A" & "B" batteries for heavier weapons. 

{Tartar Missiles; expendable, 3+ to hit, range=18,  3/1/1, Rerolls To-hit }

     0f course, if there are no fighters, then this barrage of Tartar Missiles can also damage hostile ships...

Steven Gilchrist; former US Navy GunnersMate, Jacksonville, Fla, USA

Re: The Fighter issue

cricket wrote:
murtalianconfederacy wrote:

The sundrone is the amalgamation of two seperate technologies--the Sunburst and the Drone. The Sundrone acts like a normal drone (launches in End Phase, moves and attacks in the Fighter Phase), but may only be launched in groups of three or less. Their main difference is how they attack. In the Fighter Phase, the sundrone may move into a hex and then decide to activate its Sunburst. It does NOT scatter, and creates a size 1 explosion in the hex.

Actually, I like it. And I wouldn't necessarily limit them to groups of 3 or less -- adn specify that the size of the explosion is equal to the number of drones in the group at the time of detonation.

Finally, I'd keep the space equal to that of normal drones, but increase the OR/DR mods to +30 -- the ability to "auto hit" counters the missing "halves shields" capability, but the ability to leave behind an explosion is quite useful.

The drone costs are +30 to OR/DR. I assume you meant 40?

Re: The Fighter issue

murtalianconfederacy wrote:

The drone costs are +30 to OR/DR. I assume you meant 40?

Odd... my working document says +20 to OR/DR. But I see that the published book has +30... :?:

Anyway, yes-- go with +40.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

Just one of those little things I guess...

/shrug

Re: The Fighter issue

Some time ago, I wrote Dan and proposed a supplement to Starmada -- I called it the EXTENDED APPENDICES (XA for short). One of the chapters of this particular volume was a Fighter Design System [size=59](1)[/size] that allowed you to design fighters (and non-combatant smallcraft) in much the same way you design other starships. He has the document, and last I spoke with him, decided against the idea of publishing it as a whole.

I believe what he wants to do is this: break up the XA into several, smalleroptional rules volumes. No word on where he is on that approach yet.


[size=59](1) -- In addition, I had a chapter that allowed you more options for the standard Customeised Fighter Rules.[/size]

Re: The Fighter issue

jimbeau wrote:

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

Yea, I just had that demonstrated to me last night, not with fighters but drones. I had twenty drones closing on my opponent's ship and he dropped a sunburst on them, wiping them away. :cry: Then he laughed an evil little laugh.  :twisted:  Not fun.

Re: The Fighter issue

For a while I really liked drones. One battle we played out was with two size-20 ships with heavy weapons, strong shields, little if any speed (both were speed 2) and around 3-5 full salvoes of drones. The turns took a while to resolve...:)

Now I'm for heavy weapons. Full stop. Including plasma and ion weapons, but my favorite is rail cannons. Nowadays I tend to keep direct-fire weapons (K or E weapons in the KEB system) with a range of 12 or lower (only base-mounted weapons go higher) and B weapons with 15 or 18 range. I noticed that you could, theoretically, have a ship with range 3 missiles and that, in a CSCR encounter, it could batter a ship with range 12 weapons (K or E-type) from the safety of the flag squadron, and that didn't appeal to me at all.

Re: The Fighter issue

murtalianconfederacy wrote:

I noticed that you could, theoretically, have a ship with range 3 missiles and that, in a CSCR encounter, it could batter a ship with range 12 weapons (K or E-type) from the safety of the flag squadron, and that didn't appeal to me at all.

Yea, maybe the VBAM crossover should include a check for longer ranged ballistic weapons before it assigns the Ballistic special ability? Otherwise, like you pointed out it is more like a close up rocket volley than a true ballsitic weapon. I think I'll add that check to the house rules we use.

Re: The Fighter issue

japridemor wrote:
murtalianconfederacy wrote:

I noticed that you could, theoretically, have a ship with range 3 missiles and that, in a CSCR encounter, it could batter a ship with range 12 weapons (K or E-type) from the safety of the flag squadron, and that didn't appeal to me at all.

Yea, maybe the VBAM crossover should include a check for longer ranged ballistic weapons before it assigns the Ballistic special ability? Otherwise, like you pointed out it is more like a close up rocket volley than a true ballsitic weapon. I think I'll add that check to the house rules we use.

I don't really understand how a range three weapon can do anything from within the safety of the flag quadron?

You'd still have to close to within three hexes???

Re: The Fighter issue

jimbeau wrote:

I don't really understand how a range three weapon can do anything from within the safety of the flag quadron?

You'd still have to close to within three hexes???

He is talking about playing the battle within VBAM's CSCR resolution system. I also use it for larger battles. You could game a ship to have Range 3 weapons in starmada that would have the Ballistic special ability in VBAM and able to do good damage from a safer location when using the CSCR. A simple spreadsheet check for long range weapons before assigning the Ballistic Special ability would prevent this. That, or slapping the munchkins in your group. lol

Re: The Fighter issue

Hehe...

Hopefully all players would use the honour system when designing Starmada ships for VBAM conversion. I know I do, and that anyone who played against me using that tactic would be out of the group so fast they'd have friction burns.

One thing I have liked, though, is missile boats. I don't know what it is, but for the last few months I've liked building support ships for the cruisers which have missiles in 'em. Put them into a flag squadron with a scout cruiser, and you've got some serious firepower which you can keep back, and let the cruisers do their job.

Re: The Fighter issue

Not related specifically to what has come before in this thread but still about fighters: I've always thought it strange that the modifiers for customized fighters affected the ComRat of the ship but not the mass. You can cram just as many fast, heavy, assault fighters into a fighter bay as you can vanilla ones. A squadron of both is six fighters each but shouldn't they take up different amounts of room? Maybe the fighter bay should be given some kind of capacity and then you have to shoe-horn in fighters of varying size? Or is this too much detail? If you only have one fighter bay, maybe you can only fit four of the uber fast, heavy, assault fighters? The large and small fighter modification kind of point this way.

Re: The Fighter issue

japridemor wrote:

If you only have one fighter bay, maybe you can only fit four of the uber fast, heavy, assault fighters? The large and small fighter modification kind of point this way.

I didn't want to get too complicated, and I wanted to allow players to just swap out one type of fighter flight for another.

Since SU cost doesn't impact gameplay at all, I thought it an appropriate sacrifice in "realism"; however, if you wanted to apply the same modifiers to SU as are applied to CR, that would be good place to start.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: The Fighter issue

cricket wrote:
japridemor wrote:

If you only have one fighter bay, maybe you can only fit four of the uber fast, heavy, assault fighters? The large and small fighter modification kind of point this way.

I didn't want to get too complicated, and I wanted to allow players to just swap out one type of fighter flight for another.

Since SU cost doesn't impact gameplay at all, I thought it an appropriate sacrifice in "realism"; however, if you wanted to apply the same modifiers to SU as are applied to CR, that would be good place to start.

Hmmm... I've heard this some place before.....
big_smile

Re: The Fighter issue

Correct me if I am wrong, but the small and large fighter modification does not refer to the size of the fighter but the flight, giving:-
Small = 4 fighters
Basic = 6 fighters
Large = 8 fighters
Plus fighter bay to match.
Starmada X p.38

I would vote for having the same SU/CR mod.

On the same subject, the Starmada/VBAM crossover has the Jump capable ability for fighters with a CR rating mod of 1.
This would make them the same as the Long Range (Deep Space) fighters which have a hyperdrive and a CR of 60. Therefore should the CR Rating Mod be increased to 1.2 or do you consider these different in some way?

How about changing the Anti Fighter Batteries to:-
Range 1
Fires at all Flights (or groups of drones) actually attacking the ship.
Throw of 4 = 1 Hit
Throw of 5 = 2 Hits
Throw of 6 = 2 Hits + Re Roll
Fires before the fighters. I cannot imagine any system being made with the Kirk syndrome "I will not fire first".

Re: The Fighter issue

Thinking further on flight sizes, since not every space theme has 6 fighters to a flight, it would be possible to change the Small, Basic and Large to Flight [4], Flight [6] and Flight [8]. This would do away with confusion between size of fighter and size of flight.
It would also be possible to add other flight sizes.
Flight [1] (piggy back fighter i.e. Drazi), Mod 0.2
Flight [2] Mod 0.35
Flight [5] (SAAB) Mod 0.85

Any thoughts?

Re: The Fighter issue

Place marker - ignore.

Just want to keep up to date, and hit the wrong button...
:-)

Re: The Fighter issue

I think it would be cool to be able to design fighters like ships and individual weapons are designed now. Say there were five or so fighter hulls and then you had to shoe in engines weapons and special equipment. The final size would dictate how many of the fighters you could cram into a fighter bay. Launch rate would still be one per turn plus however many Launch Bays you had equipped the carrier with.

Re: The Fighter issue

Changing the shipyard to allow fighter bays to be costed for all fighter mods to be paid for in SU would be easy.

Perhaps it is wrong to think that a Fighter Bay should only come in one size.

However, If acceptable, This way you would be paying for a fighter bay to fit the flight (as you buy both at the same time). When buying a fighter flight, this includes a Bay and fighter equipment, staff, etc as a package.

There is a fair bit of fighter design already allowed for.
Two sizes of fighter.
Basic and Heavy

Three engine sizes.
Basic, Slow (small engine) and Fast (larger engine)

Four Weapon fits.
Basic, Assault, Extended Range and Bomber

Of course, I have not put Fighter Tech levels on the main sheet but did allow for this on the fighter sheet. Stll who would want a tech level +2 flight of 8 robot fighters? These would come out much smaller than Human (Basic) fighters.

Re: The Fighter issue

Quick hypothetical question. If I wanted a race who's fighters ignored shields rather than just halved shields, would the following fighter calculations be correct?

ORat & DRat / 1.8 (for removing Halves Shields) x 2.5 (for adding Ignores Shields).

So: 50 / 1.8 x 2.5 = 69.444 or 70 for ORat and DRat?