Monday, April 6, 2020

Return to Starfire 2nd Edition: Box Rules

I dig the rules, the graphics, EVERYTHING!

From my previous series of posts here [CLICK]

Well, it's been over five years, and I've got the Space Bug again [not to be confused with the WUHAN BUG] which means more Starfire, and some rules experiments. Expect several posts on this, as I've already played a number of games and been re-reading the rules.

Amazingly, Starfire Design Studio has kept this game going in its many variations for over 40 years! Nearly everything is still available from Wargame Vault, here
 [CLICK] and there are even shapeways ships here [CLICK] altho they are a bit too big and too pricey for my purposes. There's some lively discussion at their forum, too [CLICK].

I dig these rules. They can be played as simple or as complex as you want just by using - or not - the various weapons and ship types. The only thing missing for me is movement rules that are a bit more realistic / vector oriented. The rest of the rules seem to hold up quite well. Like many naval games, the issue of rules complexity has a lot to do with ship variety and technical differentiation. There's really nothing to say that in the distant future, starships won't be treated more like Sherman Tanks than WWII naval vessels, and production will be streamlined as well as cut'n paste with the technical widgets. Anyway...

These 2nd Edition rules have a lot going for them, still, and I strongly recommend you invest a measly $8 on getting them. They clean up the original micro game and its successor,
Starfire II [which added carriers and fighters, effectively taking Starfire I from WWI to WWII]. And even the scenarios have been re-balanced. A thoroughly cleaned up edition.

Well, to get back into the game, I first did a replay of Scenario I, this time with the 2nd edition. The victory conditions were tweaked in this edition, and seem a lot more realistic. The Terrans are still entering thru the Warp Point at left, and discovering the Khanate planet and its patrol ship. They need to get within 2 hexes of either with scientific instruments intact for a tactical victory, and both for a decisive victory. The Khanate side wins if he destroys Discovery [not your kindler, gentler aliens!]. It's a draw if the Khanate fires upon the Discovery and it escapes with news of "less than friendly" aliens at this particular Warp Point. The Khanate player has Initiative and the drop on the Discovery - Terrans can't fire for a full turn after being fired upon first.

Turn 1 start. Khanate Escort class ship Alkzar is on routine patrol, towards the mostly likely point of danger, the Warp Point, facing it.

Discovery enters. Alkzar moves 4 - max speed - towards her, hoping to get two solid hits and a superior position before Discovery can respond. Will it work?

Turn 2. Alkzar veers to starboard, fires, but misses with the Gun, hitting with the Missile. Discovery's Shields are down!
 whoop, whoop - red alert, red alert, all hands man your battle stations...

Terran Turn 3. Discovery positions itself for a stern rake [ships cannot shoot into their rear 60 arc]. Terran is always moving first as the Khanate player always has the IN. The Khanate player therefore always moves 2nd and shoots 1st!Discovery achieves a victory condition, getting a readout of the Alkzar with its scientific instruments at 2-hex range.
Turn 3 Khanate. But the Alkzar doesn't let that happen. She swings to starboard and gets a bit of distance as well as a blocking position to prevent Discovery reaching the planet. Both blast away at each other with hits at close range. Discovery is a bigger, faster, ship. Both have the same firepower, two weapons, but Discovery has one Laser which is more dangerous at close range.

Turn 4. Discovery and Alkzar tighten up a bit, both to each other's starboard side, and pound away with weapons. The Discovery's Laser inflicts 2 hits for 3 total. Alkzar loses its Gun, and now has 1/2 the firepower and 1/3 the engine power of Discovery. Doesn't look good...

Turn 5. Alkzar tries to gain a bit of distance while Discovery gets scientific readout of Khanate planet, for decisive win. She then smokes the Alkzar and the debris scatters.

Well, that was easy. The Alkzar may have the drop on Discovery, but the Terran Laser makes a big difference in firepower, and with 6 Engines compared to 4 for the Alkzar, Discovery is just too much for it to handle.

Naval tactical maxim: if you are outclassed in BOTH firepower and speed, you are left with luck or prayers, whichever you favor. A small ship HAS to be able to out maneuver a large one as we will assume it is outgunned.

Probably the most effective small ship in Starfire would be high-speed with plenty of missiles, giving it some long-range punch. It can then maintain distance with its speed.
This is part of the fun of Starfire - you can design your own ships. The question then becomes how you model design philosophy differently for the two sides lest they have identical ships.

Well, that didn't take very long, so I immediately played again, this time with the thought that Alkzar should try to maintain distance, forcing the Discovery to close in, get scientific readings, then clear out to the warp point - with its greater speed, it should be able to do so but we'll see.

Turns 1 & 2, the ships get in range while Alkzar opens up with a missile hit - the Gun is way out of range. Discovery has a missile, also, however.

Turn 3, Alkzar keeps some distance while Discovery closes in. Unfortunately, Alkzar misses with its Gun while Discovery rolls well and hits with both its weapon systems.

Turn 4, Alkzar loses some distance while Terrans scan the Khanate planet. This time they each get only one hit - lost chance for the Khanate ship to catch up! They have both lost 5 systems, but the Alkzar has lost two Engines and has move 2 v. move 5 as well as its Gun. Doesn't look good with half the firepower and half the speed!

Turn 5, the slowly creeping Alkzar has its fangs pulled, and a whisker, also [ouch!]. It is now at the mercy of the Terran, who can close in and take a close reading of the ship, and depart with a decisive win.
 Called the game at this point - decisive Terran win.

Well, Alkzar did better, but clearly needs the Gun replaced by a missile, perhaps two, and she may then survive while pecking away at the terrain. Might also help if they used the planet as an obstacle to hide behind occasionally.

So this is a RAW post. I'm still reading the rules and getting caught up on all the wonderfulness that is Starfire II!

Next post: tinkering with Vector movement!

2 comments:

  1. Ships in the Starfire games do not use vector movement because the Ion engine tech is a reaction less drive that also acts as an inertia sump and provides pseudo gravity. I used to play second edition in the 1980's. I have third edition but have never played it.

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  2. Hey Zaarin7, thanks for visiting. I wish I understood your comment, but Newtonian Physics is about as far as i got. I do understand that for whatever reason it means that how ships move makes sense, and they move thru space at high speed without having to brake.

    The ships basically move by number of engines = max number of hexes, and larger ships are more cumbersome - I guess the question is why? Why is turning Newtonian and moving / stopping not? Because if I've the massive power required to move at high speeds thru space, why don't I have the power to turn on a dime? And why is ease of turning related to how fast I move?

    The last I ask b/c if a ship doesn't move forward, it can turn in any direction during its turn.

    Hope this all makes sense.

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