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

Something I was thinking of I would like to bounce in here... an addition to the dogfight rules.

A fighter flight can be given a guard order. It then moves with the ship it is guarding in the normal move phase but not in the fighter phase. During the fighter phase if an enemy flight ends its move within 2 hexes the flight can immeadiately intercept and engage the enemy in a dogfight.

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

GamingGlen wrote:

Not everyone has "anime" spinal mounts.  I have many miniatures from Star Trek, mostly from the Star Fleet Battles game.   Name me one "anime" spinal mount, or anything that closely resembled it, in that universe, particularly from any of the major races (no monsters, please).  Now ST has very few fighters (I think one DS9 space battle had some in it) so that's not a good example.  But I don't recall any such SM in Star Wars (the Death Star's ray doesn't count as it isn't quick enough to fire at fighters), B5 (I got a few miniatures from this series, also), or Battlestar Galactica, all of which are heavy fighter dependent.  Seems to me that in those shows what is shown as AFB shoots down the fighters BEFORE the fighters attack.

Some of us design ships according to what we think represents particular races.

The Star Trek universe doesn't typically have to deal with fighters to begin with, if you're just playing a pure Star Trek game.  If you do deal with fighters, ala SFB, then there are SFB ships available to most races known as Maulers that have basically anime spinal mounts.  The ships have specially designed warp drives which can be overloaded, and the energy focused in a giant area effect beam which has a very tight fire arc (1 hex wide straight forward, or can be slightly aimed to one side). 

Fred

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

Vitruvian Man wrote:
GamingGlen wrote:

Not everyone has "anime" spinal mounts.  I have many miniatures from Star Trek, mostly from the Star Fleet Battles game.   Name me one "anime" spinal mount, or anything that closely resembled it, in that universe, particularly from any of the major races (no monsters, please).  Now ST has very few fighters (I think one DS9 space battle had some in it) so that's not a good example.  But I don't recall any such SM in Star Wars (the Death Star's ray doesn't count as it isn't quick enough to fire at fighters), B5 (I got a few miniatures from this series, also), or Battlestar Galactica, all of which are heavy fighter dependent.  Seems to me that in those shows what is shown as AFB shoots down the fighters BEFORE the fighters attack.

Some of us design ships according to what we think represents particular races.

The Star Trek universe doesn't typically have to deal with fighters to begin with, if you're just playing a pure Star Trek game.  If you do deal with fighters, ala SFB, then there are SFB ships available to most races known as Maulers that have basically anime spinal mounts.  The ships have specially designed warp drives which can be overloaded, and the energy focused in a giant area effect beam which has a very tight fire arc (1 hex wide straight forward, or can be slightly aimed to one side). 
Fred

Umm...

I'm pretty sure that Maulers in SFB can only target ONE ship/fighter at a time.

In TOS, the 'Planet Crusher' had something akin to the Anime Spinal Mount - but I'm unsure how it's represented in SFB - I've never played that scenario.

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

I see these effects going on as the result of reading this thread and the experiences of my gaming group.

1. Fighters, once they "pounce" can only be dealt with after they've dealt their damage, lots of fighters on the board means lots of damage that "feels" like it's coming in with impunity.

2. #1 means that ships must survive past the first pounce.  Either the victim of the pounce must survive or the fleet must be able to absorb the loss of the victim, be able to deal with the fighters and still remain combat-capable vs. the remainder of the enemy's fleet.

3. #2 tends to apply upward pressure on the hull size to increase the chance of surviving that first pounce.

Now, I'm relatively new to playing Starmada, and my gaming group isn't to the point that we can conclusively say that this or that part of the rules is "broken".  For example, fighters have yet to be completely decisive in my group's games, but two out of 5 players this past friday really hated the harm caused by some effectively deployed/used expendable weapons.  There was much wailing and gnashing of teeth as the two (new) players bewailed their existance.  So... I suggest this only as a "maybe we'll discuss house-rule it this way, if we think there's a need" measure, after my group has matured as Starmada players:

I think fighters can be toned down significantly without Nerf-ing them by just putting them into some sort of firing sequence vs. the ships.  They still get to move after ships do, and without orders.  Their damage still takes place immediately, but so would damage TO them. 

One way I'd suggest would be for each side would roll initiative for each combat phase, then select a fighter group or starship to fire.  Players alternate in this way until all ships/groups have fired.  The player with more ships/fighters can choose to fire more than one per "firing turn" until the units that have yet to fire on both sides evens out (Or a ratio can be calculated at the beginning of the firing phase the would persist through-out the rest of the turn - If I had three times the number of elements on to table I would resolve/fire three to every firing activation to my opponent's one.)

Another way to mix up the initiative would be by using initiative cards for fighters AND ships as described in the appendices of the SX:B book.  I kinda prefer the initiative cards idea.

Attacks from fighters take effect immediately, just like they do now.  Likewise attacks ON fighters take effect immediately, giving starships the opportunity to thin the wave before the fighters pounce.  Ship-ship attacks would still be considered simultaneous though.  So if you equip a ship with fighter-slaughtering weapons it MAY get to fire before the fighters do AND eliminate them, but if you fire that same weapon against other ships it'll still get it's shots if it hasn't taken them already.

In all the discussions about fighters, I hadn't seen this one suggested.  Maybe you guys like it, maybe not.  I kinda do or I wouln't have shared it.

Any opinions on whether this would require a re-costing of fighters?

I think it addresses the "first-strike with impunity" (I know, not accurate but I'm tired of typing!) part of the fighter-pounce without taking away their "immediate damage" advantage or negating their other bennies.

--Flak Magnet

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

thedugan wrote:

Umm...

I'm pretty sure that Maulers in SFB can only target ONE ship/fighter at a time.

In TOS, the 'Planet Crusher' had something akin to the Anime Spinal Mount - but I'm unsure how it's represented in SFB - I've never played that scenario.

SFB Maulers target only one thing at a time, but they can also fire every single impulse and (barring firing mods) they never miss and have perfectly controllable damage output...which makes them surprisingly good at selectively crippling/destroying fighters (and drones) if you want to use them that way.  They're a sniper rifle, not a shotgun, though.

The Planet Crusher "monster" is just a single very hard-hitting anti-shipping weapon.  It doesn't have an area of effect in SFB.  Never really demonstrated it in the show either, but with the wonky scale and special effects in that episode it's hard to be certain.

So, who remembers the ST novel where we find out the Planet Crusher was a prototype Borg-Killer design?  God, I hate Trek novels...

Rich

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

hundvig wrote:
thedugan wrote:

Umm...

I'm pretty sure that Maulers in SFB can only target ONE ship/fighter at a time.

SFB Maulers target only one thing at a time, but they can also fire every single impulse and (barring firing mods) they never miss and have perfectly controllable damage output...which makes them surprisingly good at selectively crippling/destroying fighters (and drones) if you want to use them that way.  They're a sniper rifle, not a shotgun, though.

Ah, yes, you are both right.  Its been a few (10+) years since I've played SFB.  I thought my memory was better.  doh!  I apologize.

Fred

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

De nada....

I played it for two VERY intense years against a rules lawyer that happened to be a Marine Staff Sargeant.

I played virtually EVERYTHING against his Mine-laying Kzinti and got my a$$ handed to me on a regular basis (almost every game). I eventually got better at it, but lost interest in playing the game. I now prefer much simpler games....

Keys? Memorize the da**ed rule book, concentrate fire on one ship at a time until it's toast, be dispersed enough to not get taken out if your own ships get blown up, use EVERY system to it's fullest potential..... transporters, mines (anything can lay mines, virtually) PF's, probe launchers, tractor beams, ADD's, yadda, yadda, yadda...

Oddly, he loved the mine rules, but didn't like EW.

I could never figure out webs - they were too slow (until the Neo-Tholians came in) to be effective against his tactics.

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

thedugan wrote:

De nada....

I played it for two VERY intense years against a rules lawyer that happened to be a Marine Staff Sargeant.

I played virtually EVERYTHING against his Mine-laying Kzinti and got my a$$ handed to me on a regular basis (almost every game). I eventually got better at it, but lost interest in playing the game. I now prefer much simpler games....

Keys? Memorize the da**ed rule book, concentrate fire on one ship at a time until it's toast, be dispersed enough to not get taken out if your own ships get blown up, use EVERY system to it's fullest potential..... transporters, mines (anything can lay mines, virtually) PF's, probe launchers, tractor beams, ADD's, yadda, yadda, yadda...

Oddly, he loved the mine rules, but didn't like EW.

I could never figure out webs - they were too slow (until the Neo-Tholians came in) to be effective against his tactics.

Ah, yeah.  Just after high school my buddy and I had pizza delivery / fast food type jobs, so we didn't have to be up in the morning... so it was SFB every night all night.  Went a few good years.  I very rarely was able to crack his Klingon or Hydran tactics.  I've actually been working on SFB type conversions for Starmada to get him interested in the game, but I only have SSDs for the captain's edition... he was the owner of "The Tome" (all of the standard rules compiled in one overfilled 4 inch binder) and the second only slightly smaller binder of all of the SSDs.

Anyway, this brings up something I've been wanting to ask about... are there any rules in the works for having smaller ships docked inside larger ships (ie: Andromedans and their satellite ships)? 

Sorry so off-topic.

Fred

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

Vitruvian Man wrote:
thedugan wrote:

De nada....
I played it for two VERY intense years against a rules lawyer that happened to be a Marine Staff Sargeant.

I played virtually EVERYTHING against his Mine-laying Kzinti and got my a$$ handed to me on a regular basis (almost every game). I eventually got better at it, but lost interest in playing the game. I now prefer much simpler games....

Keys? Memorize the da**ed rule book, concentrate fire on one ship at a time until it's toast, be dispersed enough to not get taken out if your own ships get blown up, use EVERY system to it's fullest potential..... transporters, mines (anything can lay mines, virtually) PF's, probe launchers, tractor beams, ADD's, yadda, yadda, yadda...

Oddly, he loved the mine rules, but didn't like EW.

I could never figure out webs - they were too slow (until the Neo-Tholians came in) to be effective against his tactics.

Ah, yeah.  Just after high school my buddy and I had pizza delivery / fast food type jobs, so we didn't have to be up in the morning... so it was SFB every night all night.  Went a few good years.  I very rarely was able to crack his Klingon or Hydran tactics.  I've actually been working on SFB type conversions for Starmada to get him interested in the game, but I only have SSDs for the captain's edition... he was the owner of "The Tome" (all of the standard rules compiled in one overfilled 4 inch binder) and the second only slightly smaller binder of all of the SSDs.

Anyway, this brings up something I've been wanting to ask about... are there any rules in the works for having smaller ships docked inside larger ships (ie: Andromedans and their satellite ships)? 

Sorry so off-topic.

Fred

Not off-topic, as far as I'm concerned. Adding interesting things to Starmada can NEVER be off-topic. :-)


If you like SFB, and want to convert some ships, try out this site:

http://smileylich.com/sfb/index.html

He's got TONS of stuff, some of it's even close to being official!

I've got a lot of SSD's, but I've no plans on scanning them to put online.
Did he ever pull off a 'Hydran Anchor' on you? I've read about it, but never seen it done.

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

..and I know that 'Mother Ships' was discussed, but I don't recall what was decided....

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

Well, it seems the main problem is that there is a serious lack of fighter cover on the recieving end here.
Yes AFBs are weedy, but they are better than nothing.
  On the other hand scrap the system and....dum da da dum...field a flight or two of...INTERCEPTORS!
   If you hate getting the short end of the stick then field Interceptors. They absolutely rock against standard fighters.
  Lo and behold, you may see your opponents changing their fighter compliments to compensate for your changes. IE they start fielding interceptors to counter your interceptors which means they are fielding less standard fighters (or more importantly less ship killers) than they used to.
  This is not an uncommon strategem. Our military uses it today even now. Air superiority fighters take out "their" fighters, while ground attack aircraft (bombers and helo's) take out Ships and Tanks.
  While this doesn't solve the problem of weedy AFB's it is an option you can use until that system becomes more palatable to you.

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

Also, instead of running your hull sizes up, try fielding some fast escorts.
Yes they are going to die against capital ships (more importantly though it means those capital ships aren't shooting at YOUR capital ships) but they are generaly very fast (speed 7-8+) coupled with some fast firing light homing missiles (Rng 9, 3-4+ to hit, ROF 3, D1, P1, inverted range mods, expendable or not as you see fit) and you've got a very nice, very lethal fighter killer on your hands.
  Lets assume you have a speed 8 escort, and you give him rng 9 guns. He has an effective engagement envelope of 17 hexes. Sure the fighters will move after he moves but it won't save them. You'll be shooting at long range where they can't get you and that coupled with inverted range mods means you'll be hitting on 2+ at long range (3+ when you factor in the fighters small target ability). You are gonna massacre the little buggers.
  PS. The best thing about expendable ordnance on a small ship: A. You've already shot your wad so if you croak it's no big deal and B: You've already shot your wad so you're no longer a priority target either, so you might get to live to run away, reload and fight another day!
  PPS: We generaly frown on disposable ordnance in one off games. But for campaigns its not a problem (as long as the fleet has colliers and time available to reload).

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

Don't lose track of the long range repeatable lasers that will also wreck havoc with fighters before they can get in to kill you.  They're expensive, but worth it if you can kill 2-3 fighter flights with each shot/

Like so:

LR-RL Mk. I [6/12/18, 3+, 3/1/1, repeating] (114.5)

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

Question: If the scaling of AFBs is sjupposed to represent the extra coverage required for the whole ship, how come it only takes one hit to completely destroy, no matter what the size of the vessel?

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

RiflemanIII wrote:

Question: If the scaling of AFBs is sjupposed to represent the extra coverage required for the whole ship, how come it only takes one hit to completely destroy, no matter what the size of the vessel?

Umm... err.... because I said so... ? wink

Honestly, I never thought about it. AFB is a single "system", so it made sense to have it disabled on a "Q" hit.

But remember, if we increased the number of hits it took to disable AFB, the number of Q hits would also be increased, meaning the system would be knocked out at roughly the same time anyway.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

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

Why does one hit take out your AFB system....bad story writers.
  It had to go out at that critical moment to advance the plot. But don't worry with a stellar crew you should have it up and running in no time. Course you're gonna have to cannibalize the transporters to get the required components...which leads us on to the next plot hook...