Escorts, Carriers, Fighters Pt 1: Escorts - UNOFFICIAL

Captain Jonah said:
Early war fighters were crap, slow, undergunned and easy to kill.

Early war fighters added a significant 'tactical' element as well.

If my SFB memory serves me right the first carrier in the game was Kzinti with their Assault shuttles - so crap they were just seen as upgraded shuttles and not 'fighters'. However, they didn't need to be that fast or tough, they still launched drones at you from the far side of the board.

I'm not rabidly against the fighters, I certainly want my hydrans.

I am, however, against SFB style fighters and carrier rules, both for the affect on the game play and the pure hell of tracking them (who wants to deal with deck crews!).

FedCom was going in the right direction game play wise for carrier fighters, far from ignorable, but clearly relelgated to a 'supporting' role. Still a fair bit of tracking though.

My first thoughts on reading Bens stuff was how long! The ACTA rules fit in ~20 pages. Admittedly I haven't looked at how long Bens rules would really be (adjusting for layout, fonts etc), but seeing 5 of pages put me off straight away. I was sort of expecting half a page (maybe I'm being too optimistic).
 
In ACTA: Noble Armada they are 4 pages laid out. I've got some trimming to do, but in terms of word count the rules I've done are a little bit shorter than the Noble Armada ones. I'll do the rewrite now and upload it tonight, then people can see exactly what I'm suggesting.
 
Looking at it to get rid of flights I'll have to do the following:

Only x (a number of fighters used for balance) fighters can fire seeking weapons at a ship. Also need to have x numbers of fighters count as y ships for the purposes of drone launching, or give a penalty for committing too many seeking weapons from fighters at a ship to prevent droneaggedon or players catching 24 dice of plasma in the face from fighters followed by 12 dice from a ship.

Suggestions needed because this is the make or break rules element.

I've thought of the following possible limits:

1 flight of fighters may target a ship with seeking weapons (which is either 12 drone dice or 12 plasma dice). The targetting radar interference means no other ship or fighter flight can target the same target as a flight of fighters OR the targetting radar interference means any seeking targeted at the same ship will have to roll to hit in the same way as if it was fired from over 18" away. Any roll of 1 to hit will strike a friendly fighter.

For the purposes of the drone rules 1 flight of fighters equals one ship, but every flight after the first is either rolling to hit (and possibly nailing friendlies) or can't fire depending on the rule people like).

This means if you have a Gladiator assault fighter flight hitting a ship with 12 dice of plasma from 6 plasma Fs then want to fire two S-torps from a KR cruiser within 8" then you're rolling 4+ to hit with those S-torps and a roll of a 1 means you nail one of your own fighters. Ditto another flight of Gladiators with another 6 plasma Fs or 12 Plasma Ds. It also means you will probably need to declare fighter targets at the beginning of the shooting phase.

Opinions people? Does this screw over plasma users who don't normally have to worry about this? It means keeping flights though, and a lot of people didn't like the coherency rules (keep fighters within 2" of another member of the flight or you get -1 to all rolls and move with shuttles ie before fighters). Bear in mind any flight of plasma fighters can throw out 12 dice of plasma at 8" (whether assault fighters or drones) but plasma D fighters escorting a ship can nail 12 dice of drones plus whatever their ph-3s hit.

For initiative

Either players take turns moving each fighter (slows the game down a lot) or one side moves all their fighters and the other side move all theirs (speeds it up, eliminates the need for flights).

This replaces players alternating moving flights of fighters, as that allows you to eliminate tracking home carriers but doesn't slow the game down awfully.



I've trimmed the fighter rules down to 4 pages by ditching special actions, ditching rolling Crew Quality to reload fighters and having carriers able to launch half their fighters a turn. Combining it with the escort rules and the changes for ADDs will pop it back up to 5 or 6 pages though.

I don't think that it will be possible to trim them further without ditching flights (which open up a can of worms on how many seeking weapons can target something.

I'd like to keep flights as it simplifies things and speeds up movement compared to individual units (as in SFB).

What can I do to stop ships taking 36 drones/plasma dice in the face from three flights of fighters, without screwing fighters?
 
Ben2 said:
What can I do to stop ships taking 36 drones/plasma dice in the face from three flights of fighters, without screwing fighters?

FC is currently going the way of 1 drone launch per turn. Just follow that, so that woud be 18 drones from 3 flights (If I understand 1 flight = 6 fighters).

If you limit fighter launch range as FC is proposing, and fighter speed, then that is probably no where as scary as it sounds, many fighters will be dead before launching.

Bear in mind any flight of plasma fighters can throw out 12 dice of plasma at 8"

Most plasma cruisers can do that as well, nothing game breaking about a 12 dice plasma launch.


What's with the coherency? If you are having flights then just make 1 base = 1 flight and get rid of having 6 bases that have to stay next to each other.
 
storeylf said:
Ben2 said:
What can I do to stop ships taking 36 drones/plasma dice in the face from three flights of fighters, without screwing fighters?

FC is currently going the way of 1 drone launch per turn. Just follow that, so that woud be 18 drones from 3 flights (If I understand 1 flight = 6 fighters).

If you limit fighter launch range as FC is proposing, and fighter speed, then that is probably no where as scary as it sounds, many fighters will be dead before launching.

Fighter drones will be 12", rolling to hit over 6". 1 drone per turn means fighters have two rounds of firepower, while later era fighters have 4 or 6 turns of fire. It means more tracking of ammo use.

However if each flight can only fire 6 drones we can throw it into 1 flight of fighters is equal to one ship for the purposes of drones.

storeylf said:
Ben2 said:
Bear in mind any flight of plasma fighters can throw out 12 dice of plasma at 8"

Most plasma cruisers can do that as well, nothing game breaking about a 12 dice plasma launch.

Yeah, but 19 dice launches off dreadnoughts are very very nasty, and 12 dice per flight of fighters might start getting incredibly nasty. Both plasma and drones are multihit D6, so a squadron throwing out 24 dice of either will toast a heavy cruiser/battlecruiser and possibly cripple a dreadnought.

storeylf said:
What's with the coherency? If you are having flights then just make 1 base = 1 flight and get rid of having 6 bases that have to stay next to each other.

The issue is that flights of 4, 5 or 6 are present on various carriers. Individual fighters allows this to be represented on the table. The miniatures currently available would allow this, and in normal games, where there might be 8-12 fighters a side, there wouldn't be any sort of issue.


Dropping fighters to only launching 1 seeking weapon per turn should prevent the giant swarms.

Are people ok with this? I'd like more than one response before reuploading the rules and doing some adjustments to the available stuff (I'll do fleet list updates for carriers/escorts/fighters per race and upload them later).
 
Ben2 said:
What can I do to stop ships taking 36 drones/plasma dice in the face from three flights of fighters, without screwing fighters?

Reloadable weapons, point costs, shorter range, lower AD. Couple issues.

Points are of course easiest point. You can have powerful ship/fighter provided it's powerful enough. That 36 drones look less impressive if with those points opponent is fielding couple squadron or two of dreadnoughts ;)
 
With the Plasma Fighters, you could require a longer rearm time, which would be in line with firing plasma from a ship.

As a side thought, you could add hanger damage into the crital list somewhere. In both SB and FC a shuttle box hit would knock out some of the ships ability to service fighters. I'd suggest Crew Crits.
 
Ben2 said:
Yeah, but 19 dice launches off dreadnoughts are very very nasty, and 12 dice per flight of fighters might start getting incredibly nasty. Both plasma and drones are multihit D6, so a squadron throwing out 24 dice of either will toast a heavy cruiser/battlecruiser and possibly cripple a dreadnought.

What is the Battlecruiser doing. If fighters are moving slower than ships (as I think they should do so), and there is nothing else bearing down on the BC to keep pressure then those fighters are going be dead before they launch 24 dice.

FC had an auto hitting drone for fighters in the playtest rules in order to prevent drone clutter ('direct fire drones') that could only be launched from range 8 but always hit. Plus, the fighters only move speed 16 as well (speed 8 ACTA equivalent). A lot of people said they wouild be too over powered (a possible 144 auto hit damage drone volley, thats a dead big ship). In fact over the course of all our games I've yet to take damage from them, they are so potentially powerful that I make damn sure they are dead before they get to launch drones/plasma. That can give me headaches, I have take out the fighters whilst also facing the other enemy ships or scenario objectives. They feel somewhat balanced, even though they seldom achieve much, they are more binary in nature than standard ships - they either die early or clobber you hard, not surprisingly most opponents should be shooting for the die early part. They make a poor long range strike platform, but a decent support platform, especially where static targets are involved or you are defending against someone who has to come to you.

Now this is a different game system to be sure, but so long as the ships are faster and the fighters have less range, then fighters on their own are always fighting an uphill battle on thier own, so no matter how potent that big strike looks on paper, it won't work out like that. That 24 dice plasma attack will be a lot smaller when it actually launches (if it isn't the enemy deserved it).

If you are bringing a big carrier with 24 fighters, how many points do think you would spend? the fighters alone are possibly a heavy battlecruiser? a carrier another? On its own that isn't going to win (hopefully), but in a large game having 24 fighters backing up another 1000pts or should make things interesting. Alternatively against a static target (e.g Battle station) which can't run then it could be pretty potent.

Strike carriers are probably good, cruiser firepower plus 12 fighters. The carrier can attack along with the rest of the fleet and drop fighters once close.


I note your fighters are not very speed restricted, you have a number of speed 12 fighters, i.e same as ships. I do think that will cause issues, remember you are also allowing them to move after all ships, so it is not going to be possible to pull off intiative tricks during movement to catch them just where you want. Move last with a threat range of 18-24" is huge. As it is you have a system where ships are forced to enter the threat radius to shoot them, that is going to make them far to easy to use, they will be a 'must have'. Given the noticeable advantage they get from moving last they really need to be restricted to max speed 8 IMO, that still leaves a very large threat radius to be honest for something always moving last. I'd also be tempted to put a max range of 6" on all weapons (their fire control systems are not good enough to track warp speed targets at range!) that drops the threat radius to 14", still darn good.

To start with I'd personally make fighters speed 8, move last like shuttles, and like shuttles have no real facing, they just face, move and shoot in any direction. I really don't want to be fiddling with movement and turn rates for a squadron of 24 fighters.
 
I do not have the same faith that some of you have must have in regards to the escorts being priced appropriately. I have far more fears about them being spammed (like the DWD used to be) than worrying about some races not being able to compete because they can't just buy escorts without a carrier.

Just curious as to what people feel should be appropriate costs for the escorts that Ben2 has done up so far?

-Tim
 
fed escorts carry several Ph-G's so i would agree that "Carrier Escorts" should be limited, but that does not mean that a "Fleet Escort" could not be created.

fighters were not part of SFB in the beginning and i believe if Svc had it to do over again he might not have created them for they have caused lots of problems (but so have drone swarms).

FC has 1 type of drone and Hydran only fighters due to the amount of time and sometimes out right mess fighters and drones create on a map during a game. The last group i played SFB with refused to use carriers,PF and PFT, or the Hydran or the Kzinti's because of this.

Svc currently has all non-Hydran Carriers and all gunboats (which the Lyrans invented) tagged as part of the "Borders of Madness" rules( for non-sfb/fc players these are rules for fedcom players who want to use these units with out playing SFB to do so).

since at the moment ACTA:SF is based off of FedCom and FedCom at this time (ignoring briefing 2) the fully refitted top of the line General War ships then fighters like the F-4,Z-1,Z-2,etc.. would not see the light of day(i Know,pretty big assumption here).

Acta has never had any major issues with its fighter rules but i would suggest that a fighter flight size of 4 might work a little better.
 
Looking back when I revise them I'll put another 15 points on the Federation FFR as it's so useful against Romulans and Gorn and another 5 points on the Federation CLE, as it is still a downgrade from the standard CL but 4 drone racks are still very useful.

The Klingon AD5 might be better nudged up another 15 points, it's still not as good a general combat unit as the D5 but it still has a substantial phaser suite and 4 drones. Losing the disruptors means dropping a lot of combat power, and the D5 had two drone racks already. It'll has the same damage output as a D5 within 6", but loses long range firepower. However all of that killing power is available to nail plasma torpedoes.

For the Romulans the K5D has exactly the same firepower in 8" as before, but loses stand off firepower. Until I get some playtest data indicating it's worth more I'm happy with it at 100 points.

The Snipe-E and Battlehawk-E both lose decent amounts of plasma firepower (though the Snipe_E keeps a G-torp) and have no change in phasers. Again, happy to leave.

The Skyhawk-E is a pretty big improvement over the standard Skyhawk, as it gains two plasma-Ds and doesn't sacrifice anything, but it's also 15 points more expensive.

For the Gorn with all of them you're trading bigger plasma torpedoes for D-torps.

The Kzinti Aegis Frigate is a piece of crap, but it's got 2 ADDs and it's cheap. The other Kzinti escorts have got 4 drones anyway and the only change is aegis and replacing disruptors with phaser-1s. Great if you're doing power drain actions or shooting plasma, but what you gain in shooting seeking weapons you're losing in stand off firepower.

The Tholians are trading ph-1s for ph-3s, and it doesn't add much to combat power unless you're going to park up the nose of the enemy ship it's not gaining anything in combat power.

However I really want some batreps so I can find out how much things like the Gorn having access to 'ADDs' is worth it in their fleet, or how giving Klingons and the Federation more 4 Drone ships works when there's a lot more chance of drones being shot down.

The things that stick out to me as having potential to be obscene are spamming Federation Escort (Romulan border) Frigates in an anti plasma formation and gunning down everything a Gorn or Romulan fleet throw at it, but Fed players can do that with battle frigates now and have 3 photons a ship to throw back.

I want to avoid breaking the game, so any experiences people have would be very useful.
 
firekite said:
since at the moment ACTA:SF is based off of FedCom and FedCom at this time (ignoring briefing 2) the fully refitted top of the line General War ships then fighters like the F-4,Z-1,Z-2,etc.. would not see the light of day(i Know,pretty big assumption here).

Acta has never had any major issues with its fighter rules but i would suggest that a fighter flight size of 4 might work a little better.

At the moment there are carriers with 3, 4, 5, 6, 8, 10, 12, 16, 18, 21 and 24 fighters. If flights stay in then I'll stick to defining them for the carriers (ie Warhawk - 1 flight of five) because it could get messy otherwise. The Hydrans seem to go with flights of three on almost everything.

As for timeline - as this is late war I've assumed the presence of warp booster packs (and their damage doubling effect) but have done early general war so far. I'll have time at the weekend to go over all the fighter and escort stuff and upload new files.

I started with the 'Class 1' fighters in SFB, the early stuff, because it lets me test the concepts with the easier stuff to convert over. F-14s and F15s will be the hardest to balance of the fighters. Particularly if we're treating everything as being in it's most advanced refit.

I need to do a lot more fiddling basically.
 
storeylf said:
billclo said:
3 Stinger-2 fighters close to range 0, fire gatling phasers and fusion beams against a D7...the result:
KlingonshipafteroverrunbyStingerFighters.jpg
That's pretty amusing, but sad to say it is also inaccurate. There woud be a minimum 28 boxes left on the D7, more likely 40-45. So you would probably be borderline crippled.

OK so that is still a good demo of why you don't get close to hydran fighters.

Indeed but it also really is an issue with the Fusion Beam which has to be the most inefficient weapon in the game outside of a couple of hexes, the same gag could be used for a number of their smaller ships like Frigates and Destroyers. It loses a some of its impact if you redo the calculation at Range 1, redo it for range 2 hexes (so about 1"-2" range in ACtA) and you really are not going to get the same impact whatsoever.
Actually, do the gag at Range 4 or 5 hexes and you might as well not bother with the second image, the first will do fine.

So the shredding at Range 0 is really an issue with the weapons carried, NOT the fact its a fighter per se.
 
Plasma (or Photon) armed fighters.

There is no need to limit these, they have a one shot stored weapon on board. They close in, fire it then fly back to the carrier to rearm. Yes 6 A10s adds 6 Photon shots to a fleets firepower that turn, they then have a turn of flying back to the carrier (or more), a reload turn and then have to fly out again. The same with the Plasma fighters.

A carrier could fly up to 15” from the fight, launch bombers, fire photons, recover bombers, reload fighters etc for the entire battle or you could spend the points on a Cruiser and another ship and add more than just 6 Photons every few turns. A Plasma fleet has no limit on how many ships can fire Plasma at one target, fighters should not either.

As you suggested a while back two fighters makes a ship, 6 fighters (a squadron) can fire all its drones at one target (plus a scout). Tracking fighters by carrier is more complexity.

Keep it simple.


Flights.

Why are they needed. 6 fighters, one takes a hit then there are 5 fighters. Numbers of miniatures isn’t a problem unless you start fielding CVAs and carrier fleets which will happen if Fighters are allowed to be over powerful.

There is no reason why a squadron must stay within range of each other, they can talk to worlds light years away so a few fighters chasing off an enemy bomber attack while the others hold off the bombers escort is reasonable. Its not like there are going to be that many damaged fighters to keep track of and unless you are tracking weapon loads so every single fighter needs tick boxes you shouldn’t need squadron damage sheets.

Keep it simple.


Fleet escorts.

Erm no. Just no. Putting limits on the number of carrier escorts you can have then introducing new ships to escort fleets. Its limiting ship types to artificial numbers based on fleet compositions. What is a fleet escort that you can buy them without restriction while a carrier escort is restricted.

An escort should be an escort, yes the points may not reflect its true worth. Yes Phaser G armed escorts are lethal at close range. So are Hydran Fusion ships with Fusions Beams and Phaser Gs and yet they are not limited.

If you want to field a fleet of Fed escorts with Phaser Gs and charge into close range then go for it. Some races and fleets you will beat, others will murder you for being so unbalanced. That is the nature of the game when you specialise.


Escorts

Well speaking from the Plasma end of the Verse.

First two battles without an escort 85% locked or were under 16" and 40% hit
Third battle with an escort 85% locked or fired under 16", 29% hit

Is taking a third less Drone hits worth taking an escort for that battle. Heck yes.

The Gorn trade Plasma’s out to gain D racks. The Roms do the same or gain D racks. Overall its not a huge increase in firepower.

The Klingons gain a few Phasers or Drones or increase ADD. All of which is good but not overpowering unless you are the furballs and suddenly you can barely scratch the Klingon fleet with your Drones.

The Feds gain Phaser Gs which are nasty up close offensively and will significantly reduce Plasma firepower while defending a ship within 4”. However what I would see happening is that the Escorts become the first target if they get too close. Direct fire weapons are the thing to use, kill an exposed escort then go back to attacking the fleet.

Keeping an escort with 4” of every ship isn’t possible unless you have several escorts. Having several escorts trades combat power for staying power, but since escorts offer no defence against direct fire weapons they are not as overpowering as all that.

Plasma Bolts are not that powerful but escorts are generally small and squishy :twisted:
 
I've updated and ditched flights.

There is a new thread, but people posting in this one means they don't pick up on the newer stuff.

I will revise the material again tonight if I can, and re-upload it with the changes discussed on the new thread.
 
Back
Top