Monday, April 20, 2020

Starfire: another playtest

Newton's First Law: Is it really all that? Turning Starfire a bit upside down...

So another playtest, this time using the brilliant mechanics of Triplanetary [mostly]. Each ship can use its Ion Engine units as Thrust to change its vector by rotating the ship [1 pt], increasing / decreasing speed [1pt/hex]. At present, not using any additional energy allocation mechanics to concentrate on the movement rules. Using N1L inertia means that ships will move continuously unless they use thrust to execute a change. So to summarize, the critical points of this playtest are:
- N1L, i.e. inertia, ships will continue moving on same vector unless they use Thrust for a change,
- No shooting thru the rear 60 hex angle [it widens each hex row for a triangle shape],
- Ships have 5 Thrust and 6 Thrust respectively.
- Thrust can be used to power Sensors that give a bonus on turn IN.
- Vector recording on the sheet is by speed and direction, so 3-->1 is speed of 3 hexes in direction 1. A second direction is possible, so 3-->1, 1-->6 is 3 hexes direction 1, 1 hex direction 6. directions are in the top left of the map, 1-6.

Playing again, Scenario 1 of Starfire 2nd Ed, First Contact. For a decisive victory, the blue Frigate must enter the system from the warpgate [black counter, white cross], get within 2 hexes of both the Khanate Escort and the planet with an intact Scientific Instrument system, then depart thru the warpgate. With a quite generous 5 or 6 Thrust, preplanning isn't that big a deal [maybe it should be?].

Turn 1. pre-set up, Discovery enters at speed 3->1, Khanate ship is orbiting at point 6.

First reaction, Turn 1. Discovery speeds up, Khanate speeds up and prepares to leave orbit.

Turn 2. Terrans win IN due to powerful sensor advantage. Khanate spends Thrust maneuvering and speeding up, leaving atmo and looking for a shot which it gets with a great roll of '3', denting the armor of the Discovery.

Turn 3. Terrans speed up and turn, while Khanate tries to position itself to be shooting now, and shooting later. Not easy! Especially when you keep losing IN and having to move first. Terrans have a close scan on on the Khanate ship, and a Tactical Victory already. In the exchange of fire, the Terrans score a quick critical hit 2 systems to the right! The Khanate also get a hit.

Turn 4. Terrans do some tricky maneuvering using up a lot of their Thrust, scanning the planet on their drive-by, and losing IN in the process.
They sweep far north, gaining speed and looking for their exit warp point - they must bring word back to Terra - Aliens, hostile and technological!

Turn 6. The Terrans sweep away from the Khanate vessel, plotting a vector for the warp point, and battering the  aliens once more. The Khanate ship loses the range and the fight.

Well, I'm getting better with the attack pattern, but it seems like I am not learning much with the defense! I was trying to use a slow speed and interior lines to keep in Gun range as long as possible, but it didn't take long until I lost the Terran ship in a burst of speed.

Thoughts:
Using the full Ion Engine units of the game results in too many possibilities for ships maneuvers, which is a bit hard to track and play out. The original Triplanetary gives each ship ONE thrust unit per turn, and a limited number per game that have to be tracked, and when you run out of Thrust Fuel you are a hostage to N1L unless rescued by another ship that gives you fuel. I think that is needed.

A simple and flavorful way to address the mass variety in Starfire is to just say that capital ships have Thrust 1, smaller ships have a 2, and fighters have a 3. This will change ship construction and points - again. Oh well, back to the drawing board!

To summarize:
- Directions should use the letters in the bottom right of map,
- Ships should have 1 or 2 Thrust for massive or smaller, and 3 for fighters.
- Fuel is a good scenario limiter, but would have to be tracked.
- Less is more. There's plenty to think about without many special rules or exceptions. The tension between Missiles / Point Defense and Guns is already a learning curve, the two weapon systems are very different.

Next: Lots of time at the drawing board...

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