Topic: Battle to Play Out

This is for my ongoing campaign.  If anyone is interested in running it out in Starmada, please let me know how it goes smile  it'll add flavor to the campaign guide I have in progress. (Please include at least a brief turn summary!)  I'm not sure if the Dake code is correct, I'm using a spreadsheet I got from the VBAM group.  Note that as a 'historical' scenario, I make no claims as to balance.

-Emiricol


[size=150]BATTLE OF BARNARD'S STAR[/size]
BACKGROUND
The Salik Empire has deployed a portion of its invasion force at Sirius to conduct a reconnaissance-in-force mission against the Kingdom of Struve at Barnard's Star.  The Salik intention is simply to find out what is in the system and (operating under a fog of war) either engage the enemy and blockade the system, or else retreat to regroup in Sirius for a more massive invasion later.

SCENARIOS:
Deep Space Scenario (14 rounds)
Pursuit Scenario (6 rounds, regardless of who is fleeing)
Defensive Scenario (if Struvans are pursued to the planet) (20 rounds)

If any Salik Empire forces escape the system, the Salik Empire will learn the remaining known Struvan forces, as well as critical intelligence about the size and layout of the Barnard's Star system for when they invade in force.

SURPRISE:
Neither force is under any Surprise penalties.  The Struvans are on high alert, and Salik dispersion from jumping into the system was minimal.

===============================================

FORCES:
The Salik Empire is sending in two squadrons of warships, their scout contingent, and two supply ships.

The Struvans have initially two fleets, with a third that may come in as reinforcements after 2d10 rounds, having been sent to the system by coincidence at this time.  If things go badly, they can fall back to the system's inhabited world, the largest in their Kingdom, which is defended by a massive carrier space station.

* SALIK FORCES:
Imperial Fleet, Squadron 4
- Srakkani JT
- Zunag CV
- 8 x Khegan Ravasin heavy fighter (Heavy, Bomber)
- Telekag DD
- Miskael FG
Imperial Fleet, Squadron 5
- Srakkani JT
- Zunag CV
- 8 x Khegan Ravasin heavy fighter (Heavy, Bomber)
- Telekag DD
- Miskael FG
Imperial Scout Corps
- Strokazakh DDS (Scout 1)
- Strokazakh DDS (Scout 1)
Elements of Supply Corps, Squadron 1
- Sethans CRS
- Sethans CRS

* Each squadron of the Imperial Fleet can only jump out of system if the Srakkani JT for that squadron has not been destroyed and the ships are within 12 hexes of it.

STRUVAN FORCES:
Brecheck Fleet
- Wept Fro CVL (Ellybell)
- 4 x Stalnish Medium Fighter (Interceptor)
- Alcoa CL (Ellywick)
- Alcoa CL (Errbiddle)
- Alcoa CL (Errnig)
Mindaras Fleet
- Wept Fro CVL (Roonpest)
- 4 x Stalnish Medium Fighter (Interceptor)
- Alcoa CL (Schepmil)
- Alcoa CL (Wayjon)
- Alcoa CL (Wimwicket)

STRUVAN REINFORCEMENTS: (after 2d10 rounds)
Lakash Fleet
- Wept Fro CVL (Berenwicket)
- 4 x Stalnish Medium Fighter (Interceptor)
- Alcoa CL (Boddymil)
- Alcoa CL (Carale)
- Alcoa CL (Dalbell)

STRUVAN FIXED DEFENSES:
- Sanrish CVS (Fudkin)
- 16 x Stalnish Medium Fighter (Interceptor)

===============================================

SALIK VESSELS

Srakkani Class    (3)
Hull: 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: K: 2 1 | E: 3 2 1 | B: 2 1
[a] Mintakha Ion Laser [4/8/12, 4+, 2/2/2]
AB
1[HQ], 2[Ea], 3[H], 4[S], 5[H], 6[Q]
VBAM Stats
Cost: 8 Maint: 2/2 DV: 8 AS: 6 AF: 0 CR: 6 CC: 2

Zunag Class    (3)
Hull: 9 8 7 6 5 4 3 2 1
Engines: 4 3 2 1
Shields: K: 2 1 | E: 3 2 1 | B: 2 1
[a] Mintakha Ion Laser [4/8/12, 4+, 2/2/2]
AB, AB
[b ] Braega Scatterpoint Blaster [2/4/6, 4+, 3/1/1, Variable DMG]
ABC, ABD
1[HQ], 2[EQ], 3[Ha], 4[Sb], 5[H], 6[Q]
VBAM Stats
Cost: 8 Maint: 5/2 DV: 7 AS: 8 AF: 2 CR: 6 CC: 2

Telekag Class    (30)
Hull: 5 4 3 2 1
Engines: 2 1
Shields: K: 3 2 1 | E: 5 4 3 2 1 | B: 3 2 1
[a] Draken Heavy X-Ray Laser [6/12/18, 5+, 2/2/2, Halves Shields, Re-Rolls Penetration Dice]
A, B
1[HQ], 2[Ea], 3[H], 4[S], 5[H], 6[S]
VBAM Stats
Cost: 7 Maint: 3/4 DV: 5 AS: 7 AF: 0 CR: 4 CC: 2

Miskael Class    (7)
Hull: 4 3 2 1
Engines: 10 9 8 7 6 5 4 3 2 1
Shields: K: 2 1 | E: 2 1 | B: 2 1
[a] Braega Scatterpoint Blaster [2/4/6, 4+, 3/1/1, Variable DMG]
ABC, ABD
1[HE], 2[2E], 3[HS], 4[EQ], 5[Ha], 6[E]
VBAM Stats
Cost: 5 Maint: 1/2 DV: 4 AS: 6 AF: 1 CR: 4 CC: 2

Strokazakh Class    (7)
Hull: 5 4 3 2 1
Engines: 4 3 2 1
Shields: K: 1 | E: 2 1 | B: 1
[a] Defender Cannon [4/8/12, 5+, 1/1/1]
AB
1[HQ], 2[Ea], 3[H], 4[E], 5[H], 6[S]
VBAM Stats
Cost: 5 Maint: 2/2 DV: 4 AS: 3 AF: 0 CR: 4 CC: 3

Sethans Class    (18)
Hull: 8 7 6 5 4 3 2 1
Engines: 2 1
Shields: K: 0 | E: 0 | B: 0
[a] Defender Cannon [4/8/12, 5+, 1/1/1]
ABC, ABD
1[H], 2[E], 3[H], 4[Q], 5[H], 6[a]
VBAM Stats
Cost: 5 Maint: 2/2 DV: 5 AS: 3 AF: 0 CR: 6 CC: 2

===============================================

STRUVAN VESSELS

Wept Fro Class    (13)
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: K: 1 | E: 1 | B: 1
[a] Mira Autocannon [4/8/12, 4+, 2/1/1]
AB
1[HQ], 2[EQ], 3[Ha], 4[E], 5[H], 6[S]
VBAM Stats
Cost: 5 Maint: 2/2 DV: 5 AS: 4 AF: 0 CR: 6 CC: 2

Alcoa Class    (35)
Hull: 8 7 6 5 4 3 2 1
Engines: 6 5 4 3 2 1
Shields: K: 2 1 | E: 1 | B: 1
[a] Mira Autocannon Mk II [4/8/12, 4+, 2/1/2, Range-Based DMG]
AB
[b ] Tango Missile System [5/10/15, 4+, 2/1/1, Expendable, Extra Crew Casualties]
AB
1[HQ], 2[Ea], 3[Hb], 4[E], 5[H], 6[S]
VBAM Stats
Cost: 6 Maint: 3/4 DV: 6 AS: 5 AF: 0 CR: 6 CC: 2

Sanrish    (64)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: 2 1
Shields: K: 5 4 3 2 1 | E: 2 1 | B: 3 2 1
[a] Mira Autocannon Mk II [4/8/12, 3+, 2/1/2, Range-Based DMG]
ABC, ABD, EF
[b ] Penna Fire-Forget Rockets [3/6/9, 4+, 2/1/1, Extra Crew Casualties]
AB, CE, DF
[b ] Tango Missile [5/10/15, 4+, 2/1/1]
ABC, ABD
1[HQ], 2[Sa], 3[Qb], 4[Hc], 5[Q], 6[Q]
VBAM Stats
Cost: 14 Maint: 8/2 DV: 15 AS: 10 AF: 3 CR: 10 CC: 3

Re: Battle to Play Out

Well, I have some people who are going to run out the battle using VBAM's strategic combat system, which will be nice.  But, if anyone runs this using Starmada I would still like to know how it went.

Re: Battle to Play Out

Emiricol wrote:

Well, I have some people who are going to run out the battle using VBAM's strategic combat system, which will be nice.  But, if anyone runs this using Starmada I would still like to know how it went.

Ask and you shall receive!

-------------------------

It's been a while since I played a game of Starmada so when I saw that there was a battle to be played (and I actually had a couple hours of free time), I figured that I would play it out as a solo game.  Due to it being a solo game there were a couple of rule changes to better the game.

Starmada Rule Changes for the battle:

1.    All ships were assigned a playing card and those cards were shuffled together.  When a ship's card was drawn, it had to move.  During the fighter phase, fighter combat was not considered simultaneous so each side rolled a d6.  The highest having the choice to move one flight or have the other side move a flight.  Sides took turns move a fighter until all fighters had moves (kind of a chore with 24 flights on the board).

2.    Ships may move through each other, but no ship could end its movement in a hex with a ship currently in it (I like the idea of forcing fleets to spread out).

3.    The number of fighter flights that could attack a given ship in a turn was equal to 1/2 the target's hull value (rounded up). This keeps the fighter swarm from being really bad.

4.    All flights started deployed on the board within 1 hex from their carrier.  Flights had to start in the A or B arc of the carrier. This was mainly since I couldn't tell the number of launch bays each carrier ship had.

----------------------
“Sir, multiple contacts at EOS.  From the power levels being generated, I'd say that their weapon systems are hot.  Multiple small craft emerging from the contacts now, Sir.  Orders?”

“Sound general quarters on all ships within our communication range and lets pay a visit to our new friends…”

-Final transmission from the Wept Fro Class ship in the Brecheck fleet

The Encounter range was 31 hexes and the Struve reinforcements would arrive on turn 7.

Turn 1:  Both fleets move towards each other keeping formation.  All fighter flights move at max speed to engage.  The Salik scouts veer off to stay away from the main battle.

Turn 2: The Struvan ships slow down a bit to allow their fighter flights a round to hurt the opposing fighters.  A single Alcoa is move into engagement range of the enemy fighters to bait them to attack (which they do).  The Khegan flights engage the Alcoa #6 and cripple it.  In the process, the Khegan flight #6 is destroyed by Stalnish flights (All Stalnish flights I might add - this is where I get worried for the Struvans).

Note: Even though I knew the capabilities of the fighter flights, the fleets didn't so I tried to play it that way.  If the Struvan knew they were outmatched and outgunned with just the fighters, they might have started the FTL drive at Turn 1!

Turn 3: The heavy bombers of the Salik Empire inflict massive damage this turn crippling Alcoa #5, Alcoa #4 and Wept Fro #2 (The entire Mindaras fleet is in a world of hurt).  In the same fighter round, the Salik bombers finish off Alcoa #6.  The ship-to-ship combat phase sees the Alcoa #5, Alcoa #4 and Wept Fro #2 destroyed with only minor damage to Zunag #2 (What Mindaras Fleet?!?)

Note: The Struvan forces could 'tell' which ship launched all those fighters as the two fleet moved to engagement range.  If they could destroy them, they might have a chance in the coming defensive battle. Thus, the Struvan forces went after what I thought was the carrier (the Drake notation was missing the Q hits).

Turn 4: Khegan bombers prove to be an effect yet again crippling Alcoa #3 and stripping the remaining weaponry from all Alcoa ships still alive.  The ensuing ship combat kills Alcoa #1 and Alcoa #3.

Note: Even though having only 4 flights attack an Alcoa Class ship (due to special rule above), having ~24 fighter attacks hitting on 4+, going through shields on a 2+ caused havoc on those ships (~10 DMG rolls per turn on average).  Even more so, I needed to roll a single ‘2' on the DMG roll to strip the ship of its only main weapon (I don't count the Expendable weapon for this purpose).

Turn 5: The Khegan bombers destroy remaining Struvan ships. The rest of the fighters on both sides try to eliminate the opposing forces. The ships begin to concentrate on the remaining fighter flights.

Turn 6: The shear number of Heavy bombers from the Salik Empire is too much a match for the smaller Interceptors from the kingdom of Struve. 

Final damage:

Struve –  Brecheck and Mindaras fleets destroyed.
Salik – minor damage on both Zunag class, but not enough to cripple any ship. A total of 39 bombers were destroyed by the end of the combat (still 9 full fighter flights).  Since the reinforcements didn't make it to the battle, the Pursuit scenario wasn't needed and the defensive scenario yet to be played.  If I was the Salik player after that impressive win in deep space, I would probably move into the system and fight the defensive scenario.

Final thoughts:

I noticed that a lot of the Interceptor fighters were being destroyed when a 1 was rolled to attack the enemy fighters (I was playing under the Starmada X Brigade rulebook). Combined with the rules for heavy bombers, the fighter combat was terribly one sided.  Since the Salik fighters were firing at ships, they weren't losing any by my bad die rolls.  I've never really liked the idea that defending fighters get to ‘attack back' when a dogfight is going on and in retrospect, I'd probably change that rule so that the fighters don't damage themselves on their own die rolls. 

The second thing that I would probably change in the next battle is use optional rule F.3 so that fighters can lock up opposing fighters if desired (definitely in the Struve's favor to attempt this).  It forces player to balance out their fighter flights and keeps those pesky (heavy) bombers from having free reign against the ships.

I really wonder how this combat plays out in CSCR since this was such a one sided battle.

Have a good one!
-Bren

Re: Battle to Play Out

Thanks!  Based on this, I've made some changes to the default assumptions that I think will make fighters still a viable strategy and necessary, but not so overwhelming.

2.2.12.2 Starmada Changes
Three changes are in play for AtR, which make fighters less overwhelming in Starmada battles.  (CSCR battle changes are detailed elsewhere).

Anti-Ship Swarm Size Limit
The number of fighter flights that could attack a given ship in a turn was equal to 1/2 the target's hull value (rounded up). This keeps the fighter swarm from being really bad.

No Accidental Suicide
Fighters no longer suffer a hit when rolling a “1” during attacks  on enemy fighters.  Fighters are damaged when the enemy shoots them, not when the attacker rolls badly.  However, defending heavy fighters such as bombers do get to return fire immediately thereafter, which does not count as their attack for the turn (e.g. they can still make their bombing run). This represents tailgunners, etc.

Dogfighting
Optional Rule F.3 is in effect in my campaign. This allows defending interceptors to pin down enemy flights such as bombers.  Bombers thus will really need a screen of Interceptors to be effective.  And I love that!  My imagination runs wild at the thought.

Also, you said, "4. All flights started deployed on the board within 1 hex from their carrier. Flights had to start in the A or B arc of the carrier. This was mainly since I couldn't tell the number of launch bays each carrier ship had."

Each ship has launch bays equal to number of flights/2, minus 1.  So a carrier with 4 flights has 4/2-1=1 launch bay.

EDIT: Changed no-suicide rule to be clear it's for fighter/fighter combat, not fighter/starship combat (e.g. Anti-Fighter Batteries still work).

Re: Battle to Play Out

Problem there: Doesn't the "No Accidental Suicide" Rule make Anti-Fighter batteries (more) useless?

Re: Battle to Play Out

RiflemanIII wrote:

Problem there: Doesn't the "No Accidental Suicide" Rule make Anti-Fighter batteries (more) useless?

Hmm.  Well, I think it would still apply.  The idea is that fighters die when the enemy shoots them.  So, when fighters attack a ship with AFBs they die on a roll of 1.   But not when Interceptors tangle with Bombers, for example.

Re: Battle to Play Out

Emiricol wrote:

No Accidental Suicide
Fighters no longer suffer a hit when rolling a “1” during attacks  on enemy fighters.  Fighters are damaged when the enemy shoots them, not when the attacker rolls badly.  However, defending heavy fighters such as bombers do get to return fire immediately thereafter, which does not count as their attack for the turn (e.g. they can still make their bombing run). This represents tailgunners, etc.

I would just get rid of the '1' being a friendly fighter hit and leave it at that.  If a fighter groups wants to attack a fighter group back, it should cost them their combat action for the turn. It shouldn't matter if the defender is light, heavy or normal...

Also, you said, "4. All flights started deployed on the board within 1 hex from their carrier. Flights had to start in the A or B arc of the carrier. This was mainly since I couldn't tell the number of launch bays each carrier ship had."

Each ship has launch bays equal to number of flights/2, minus 1.  So a carrier with 4 flights has 4/2-1=1 launch bay.

That's true, but ships can be designed with more launch bays if desired, but if I play the battle over: the Zunag class ships would have 3 launch bays and the Wept Fro class ships would have 1 launch bay.

Re: Battle to Play Out

Your point about heavies is a good one, particularly since my tweak doesn't make sense in light of optional rule F.3 which I'm making standard at your earlier suggestion.  Meh.

Thanks!

-Emiricol

Re: Battle to Play Out

Battle of Barnard's Star (Take II)

Seeing that the changes in the campaign might make this a whole different battle, I decided to play it over with the new rules in place

Starmada Rule Changes for the battle:

1.    All ships were assigned a playing card and those cards were shuffled together.  When a ship's card was drawn, it had to move.  During the fighter phase, fighter combat was not considered simultaneous so each side rolled a d6.  The highest having the choice to move one flight or have the other side move a flight.  Sides took turns move a fighter until all fighters had moves (kind of a chore with 24 flights on the board).

2.    Ships may move through each other, but no ship could end its movement in a hex with a ship currently in it (I like the idea of forcing fleets to spread out).

3.    The number of fighter flights that could attack a given ship in a turn was equal to 1/2 the target's hull value (rounded up). This keeps the fighter swarm from being really bad.

----------------------

Turn 1:  Both fleets move toward each other in formation.  Maximum fighters are launched.

Turn 2: Each fleet advances slowly except for the Salik scout which veer off; more fighters launch.

Turn 3: Salik fighters inflict minor damage to Alcoa #4. The Struvan fighters begin forcing the Salik flights into dogfights.  Ship to ship combat does minor damage to both fleets.  More fighters are launched on both sides (at this point, the Struvan flights are outnumbered 8:3).

Turn 4: Both fleets continue to move slower to each other.  The Salik bombers destroy Alcoa #1 and cripple Alcoa #4.  In ship-to-ship combat, both Telekag class ships fire at Alcoa #6 finishing it off (A total of 18 DMG dice were rolled!).  At this point, 13 Khegan fighters and 10 Stalnish fighters have been vaporized.

Turn 5: Fleets engage at short range.  Salik bombs are merciless crippling both the Wept Fro #1 and Alcoa #2.  All Struvan fighters are involved in dogfights against the heavier bombers. Alcoa #5 blasts into Miskael #2 destroying it (A total of 12 DMG dice rolled).  Combine Salik fire destroys Alcoa #3 and Alcoa #2.  Fighter losses are mounting: 20 Keghan fighters and 16 Stalnish fighters.

NOTE: The only Struvan ship to have any weapon is Wept Fro #2

Turn 6: Salik bombers are unstoppable taking out the Wept Fro #1, Alcoa #4 and Alcoa #5. The wept Fro #2 is destroyed by ship-to-ship combat.

Turn 7: Fighters tangle while Salik ship assist in the dogfights (37 Keghan fighters and 39 Stalnish fighters.

NOTE: The commander of the Struvan fleet thought that using the reinforcements would be senseless since only ~9 fighters remained).

Turn 8: Salik fighters finish off the battle.

Final damage:

Struve –  Brecheck and Mindaras fleets destroyed.
Salik – One Miskael ship destroyed A total of 40 bombers were destroyed by the end of the combat

Have a good one!
-Bren

Re: Battle to Play Out

Awesome, thanks.  As I posted on the VBAM forum, but maybe more appropriate here, any thoughts on what the Struvans could do to improve their ship designs against the Saliks? Obviously they were way outgunned but how might, for example, higher Energy defense have helped them?

-Emiricol

Re: Battle to Play Out

Emiricol wrote:

Awesome, thanks.  As I posted on the VBAM forum, but maybe more appropriate here, any thoughts on what the Struvans could do to improve their ship designs against the Saliks? Obviously they were way outgunned but how might, for example, higher Energy defense have helped them?

-Emiricol

Higher energy defenses might have helped, but the real big issue in this battle was the lopsided fighter battle.  Those heavy bombers in high numbers can do some serious damage to the Struvan ships.  Also, with having only a couple of weapon systems on the Struvan ships, you can lose your weapons early and be a sitting duck for the rest of the battle. It's rough that a hull size 8 ships has only 1 non-expendable weapon (and all you need to roll is a 2 to destroy it), but that might be an issue with the low tech levels (which I haven't played much).

-Bren

--warning 'gamey-ness' below--

The starmada system is designed for a ship to lose one half of its systems before it explodes.  Under that rules, if you design a starship with 1/2 Hull +1 weapons, the ship 'should' have at least a weapon remaining when it explodes (fate willing).  With that thought, a hull 8 ship, should have about 5 weapons in order to keep it from being 'de-clawed' prior to destruction.  At least in theory...

Re: Battle to Play Out

Thanks for that observation.  I hadn't really made that connection before!

-Emiricol

Re: Battle to Play Out

jygro wrote:

The starmada system is designed for a ship to lose one half of its systems before it explodes.  Under that rules, if you design a starship with 1/2 Hull +1 weapons, the ship 'should' have at least a weapon remaining when it explodes (fate willing).  With that thought, a hull 8 ship, should have about 5 weapons in order to keep it from being 'de-clawed' prior to destruction.  At least in theory...

I think that this could be dangerous. If you equip a ship with HS / 2 weapons per battery, the weapons are hit on a one in six chance. So if you have a size 12 ship it can take around 24 internals before it loses all of its hull and blows up. It should also lose around 24 / 6 or 4 weapons ( assuming HS / 2 weapons ) leaving two weapons when it dies. If you bump up the weapons in a battery to HS / 2 + 1 the there will be two hits on the damage track for that battery and your weapons will disappear twice as fast. So, the same size 12 ship with 7 weapons in its A battery will blow up after around 24 internals. Now it will take 24 x 2 / 6 weapon hits or 8, which is more weapons than it has. This means your ship will be "de-clawed" before destruction.
I think you should design ships with weapon batteries that are multiples of HS / 2, not HS / 2 + 1.

Re: Battle to Play Out

That's true.  I didn't work through all the math, but having only 2 weapons on a hull 8 ship is pretty lopsided - not batteries, just weapons.  It's just depressing to be in battle and have a fleet without any weapons in just 3 turns of combat.

-Bren

Re: Battle to Play Out

INteresting, thanks for the further input.  I'll look over the ships posted in these forums for some ideas on how to balance weapons better.

Re: Battle to Play Out

jygro wrote:

It's just depressing to be in battle and have a fleet without any weapons in just 3 turns of combat. -Bren

Yea, I've had that happen to me several times. Hopefully your Hyperdrive is working and you can leave. either that or you are looking at utilizing the  E5-Ramming rules. lol

Re: Battle to Play Out

In the CSCR battle being played out (VBAM strategic battle system), the Struvans suffered significant damage overall, but still combat effective.  The Saliks were overwhelmed with "directed damage" that crippled the fleet flagship and two of its three squadron escorts.  The Saliks lost four flights of bombers to Struvan interceptors, and one Struvan flight was destroyed by bomber counter-fire - but it was literally the worst rolls possible for the Saliks and best rolls possible for the Struvans (which in fact happened pretty much in all phases of round 1, so I expect the KoS to get ravaged in round 2...)

More to come.

Re: Battle to Play Out

Ah, good, I knew the KoS would do well. Didn't I say they'd do well?  lol

Re: Battle to Play Out

Yeah you did big_smile