Topic: Stealth Generator: Virtually Required Eqipment?

I've played (and greatly enjoyed) compedium rules extensively, but I am relatively new to X.

I've played a few games of Starmada X the last few weeks and the Stealth generator seems to be getting unusually popular.

This system seems to have no down side. In combination with long-range sensors and spinal mount, it seems devestatingly effective.

In the games where one player takes stealth and the other does not, in our experience, the stealth player seems to win most of the time.

The penalty to hit isn't the issue, it is the loss of the long range band that seems to hurt the most.

The way things are shaping up, virtually every ship we design has stealth.

Any advice from the veterans on alternatives and counters would be appreciated.

Cheers!

Re: Stealth Generator: Virtually Required Eqipment?

Sunbursts, drones, and good engines...

use the sunbursts to hide from the enemy and the higher speed will let you close faster to weapons range.  Drones sent in can soften the targets up and/or make them maneuver away to avoid them.


Battlesats and fighters could be another good set of toys to use in conjunction with the sunbursts.

Re: Stealth Generator: Virtually Required Eqipment?

Declare stealth off-limits.

Thats what I have done. If you want advanced ECM systems, you have to go for cloak or stick with ECM. Im not comfortable with cloak either, but its a good system and allows certain ambush scenarios to adequately work...

Stealth, IMNSHO, should be either off-limits or keep it for a 'super-ship' scenario, where one massive high-tech ship is on the rampage, and several lower-tech, smaller vessels have to stop it.

Re: Stealth Generator: Virtually Required Eqipment?

murtalianconfederacy wrote:

Declare stealth off-limits.

Not the best answer if you're playing in a SF setting that does include it - i.e., Babylon 5.

Stealth, IMNSHO, should be either off-limits or keep it for a 'super-ship' scenario, where one massive high-tech ship is on the rampage, and several lower-tech, smaller vessels have to stop it.

I haven't played it enough to know whether it's a problem for my group or playstyle yet, but if it is a problem why not just increase it's SU and point costs?

Re: Stealth Generator: Virtually Required Eqipment?

gobsmasha wrote:

This system seems to have no down side. In combination with long-range sensors and spinal mount, it seems devestatingly effective.

Yes, the LRS/Stealth combo is very effective. But it is significantly weaker than in previous versions of Starmada, and I think the points value is close to balanced at this point. Stealth's 2.5 multiplier to the defensive rating is the largest in the game, IIRC.

However, if you want to up it to x3 or x4 as a way of limiting its use, then there's nothing stopping you. smile

Dan

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Stealth Generator: Virtually Required Eqipment?

gobsmasha wrote:

This system seems to have no down side. In combination with long-range sensors and spinal mount, it seems devestatingly effective.

Another idea - why not just restrict the combination of Stealth and LRS?

It's easy enough to write something into the fluff about why it may work that way (like Star Trek's "rule" about most Cloaked ships being unable to fire their weapons) and if it's the combination of the two items together more than either one apart, then that may be a valid solution for your group.

Re: Stealth Generator: Virtually Required Eqipment?

RedShark92 wrote:
murtalianconfederacy wrote:

Declare stealth off-limits.

Not the best answer if you're playing in a SF setting that does include it - i.e., Babylon 5.

In that sense, though, the Minbari are said to be pretty much invincible, only the FOs can defeat it. In a setting like B5, just say that FOs ignore the effects of non-FO Stealth.

RedShark92 wrote:

Stealth, IMNSHO, should be either off-limits or keep it for a 'super-ship' scenario, where one massive high-tech ship is on the rampage, and several lower-tech, smaller vessels have to stop it.

I haven't played it enough to know whether it's a problem for my group or playstyle yet, but if it is a problem why not just increase it's SU and point costs?

I don't like tinkering around with the equipment SUs and costs that much. Anyway, stealth is high enough that, in theory, you could put two non-Stealth ships up against one Stealth ship.

But I recommend that for pick-up-and-play matches where you design your ships to either outlaw or restrict usage of the Stealth generator. That, or tinker with the SU/cost or re-write the Stealth rules.

Hmm, just thought of an idea: Advanced (Gravitic) Sensors.

Basically, works like a normal set of LRS (negates long-range penalty). But against Stealth ships, it picks up the mass of the ship and computes where the ship is. Its sometimes wrong, but it gives a way to beat it.

Every ship that has Advanced (Gravitic) Sensors makes a roll to lock on just as a normal ship (whether one-ship or multi-ship I don't know yet, but work with me). If the ship makes the lock-on, the Stealth ship loses its stealth (so an opponent can hit it at long-range).

Tentative SU/cost: 5%, x1.5 DR (more expensive than a LRS set to show its advantage when coming up against stealth ships)

Re: Stealth Generator: Virtually Required Eqipment?

go0gleplex wrote:

Sunbursts, drones, and good engines...

use the sunbursts to hide from the enemy and the higher speed will let you close faster to weapons range.  Drones sent in can soften the targets up and/or make them maneuver away to avoid them.

Battlesats and fighters could be another good set of toys to use in conjunction with the sunbursts.

Once upon a time I was the voice crying in the wilderness about how "uber pwnz" LRS/Stealth was. Very little can overcome the combination. And if you can use it with Ignores Shields weapons... *quiver*

OTOH, speed is key. The cost of the tech items really will restrict the movement speed and the arcs will generally be AB. High mobility to close to the rear - consider stutterdrive as another way to pounce beyond the opponents ability to turn.

The sunburts tactic above can work, but I found its use against me to vary in its success. Normally because the temptation to move to close outweighed the commanders desire to hide... smile

Fighters... the focus on the tech and the resultingly limited weapons will open a big fat vulnerablity to drones and fighters. Use it.

Re: Stealth Generator: Virtually Required Eqipment?

Having state my piece about the cheesiness of stealth/LS combo ad nauseum, I would advise...

PDS
shield 2

at least one huge carrier with little on it but heavy bombers
lots of quick ships with PDS shield 2

Sunbursts are of limited effect because they are randomly placed, mines get you too close, and can really hurt your own fighters.

if your opponent starts to field fighters, then bring lots of little fast ships each with a flight of interceptors.

Here's a couple of ships:

Picker class    (169) (66pts without the fighters)
Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1
[a] Chain Laser [4/8/12, 4+, 3/1/1, Repeating]
ab
Hyperdrive [O], Point-Defense System [O], Fighter Bay, Intc, Hvy [O]
1[HE], 2[ES], 3[HQ], 4[EQ], 5[Ha], 6[E]

Grinner class    (169)
Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: 2 1
[a] Chain Laser [4/8/12, 4+, 3/1/1, Repeating]
ab
Hyperdrive [O], Point-Defense System [O], Fighter Bay, Hvy, Bmbr [O]
1[HE], 2[ES], 3[HQ], 4[EQ], 5[Ha], 6[E]

Bring 5 of each of these and one of these

Fat Boy class    (2245)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: 1
Shields: 2 1
[a] Anti-Fighter Defense Laser [1/2/3, 3+, 3/1/1, Repeating]
abcdef, abcdef
Hyperdrive [O], Point-Defense System [O], Fighter Bay, Hvy, Bmbr, Fast [OOOOOOOOOO], Fighter Bay, Intc, Hvy, Fast [OOOOOOOOOO], Launch Bay [OOOOOOOOOOOOOOOOOOOO]
1[H2Q], 2[E2Q], 3[HQa], 4[SQ], 5[HQ], 6[2Q]

His ships will poof. At least until he gets sunbursts and uses them as anti-fighter guns.

Re: Stealth Generator: Virtually Required Eqipment?

Urgh, carriers...

big_smile

I think I'll stick with outlawing it for now...:D

Re: Stealth Generator: Virtually Required Eqipment?

Hello everyone from Jacksonville,

I like having my opponent use a Stealth Generator.  That means he has paid a LOT more than I have.  Here are some remedies to use if this happens often in your games:

1.  Limit his ability to shoot at you b4 you get into range of him by having ECM &/or using some fighters to jam his shooting by screening.  Have them close to your ship so that if hostile fighters try to stop this, your ship' weapons can go into AA Mode and shoot down the hostiles.

2.  Have point defense and screens which you can raise to level 4 for the 3 hexes in front.  You only get damaged on a "6".  You will probably be facing towards him as you chase him down.  You can go forward faster than he can back up.  But don't have a silly-slow speed such as 2,3, or 4!!!

3.  Have your ship have an anime Spinal Mount.  Stealth generator or not, it will damage him bases on true range, not in electronically-altered range...

4.  Remember that you will have more ships, so reinforce the front shields, and close on him.  0nce you get into range, his expensive gadget becomes wasted points. 

This has worked for me again and again...

Steven Gilchrist
Jacksonville, Fla, USA

Re: Stealth Generator: Virtually Required Eqipment?

There are a number of ways to counter Stealth/LRS without the metagame step of outlawing it from your designs.

I have found fighters -- fast bombers, specifically -- and large numbers of small picket vessels armed one of two ways:  with long-range light weapons or devastating 6" or 9" weapons.

Also, try guns that do extra systems damage.  They should get to his stealth gen quickly if you can score a few hits.  Remember, stealth ships tend to be both slow and low in shielding, since the DR mod of their stealth is probhibitively expensive, and both speedy ships and rapid-damage-application weapons can take advantage of this.

Here are a couple designs:

Stalker Class Destroyer-Hunter of the Colonial Confederacy fleet   (109)

Hull: 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Spatial Charges [6/12/18, 3+, 1/1/1, No Range Modifiers, Re-Rolls Penetration Dice]
ABC, ABD
1[HS], 2[EQ], 3[HQ], 4[Ea], 5[H], 6[E]
EQ: Point Defense System, Electronic Countermeasures

Hunter Class Destroyer-Hunter of the Colonial Confederacy fleet  (112)

Hull: 4 3 2 1
Engines: 8 7 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Photonic Shock Cannon [3/6/9, 3+, 3/1/1, No Range Modifiers, Re-Rolls Penetration Dice]
AB, AB
1[HE], 2[ES], 3[HQ], 4[EQ], 5[Ha], 6[E]
EQ: Point Defense System, Electronic Warfare System

Archer Class Hunter Base Ship of the Colonial Confederacy fleet   (404)

Hull: 5 4 3 2 1
Engines: 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Support Cannon [6/12/18, 3+, 1/1/1, No Range Modifiers, Re-Rolls Penetration Dice]
ABC, ABC
1[HQ], 2[EQ], 3[Ha], 4[S], 5[H], 6[Q]
EQ:
4 Flights of Fast Assault Bombers
Point Defense System

-Adso

Re: Stealth Generator: Virtually Required Eqipment?

I suggest playing against the Stealth Gen as a training exercise. once you can convincingly represent against the stealth gen, you've become nigh unbeatable.

I'm not saying it's not frustrating, but it IS beatable and within the rules too.

There's this guy, a wholloper, I daresay he's going to be a handful no matter what you fight.

Gotcha class    (539)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: 2 1
[a] Super Chain Gun [3/6/9, 4+, 1/1/3, Extra Hull Damage, Continuing Damage]<-- here we have a weapon that has the potential for 18 hull hits in one turn!
ab, ab, ab
Hyperdrive [O], Point-Defense System [O], Overthrusters [O], Armor Plating, Fighter Bay, Fast, Hvy, Bmbr [O], Battle Satellite [OOO]
1[Ha], 2[E], 3[H], 4[S], 5[H], 6[Q]