So, it would appear that I missed a few posts on the Star Eagles Facebook while I was attending to some family business. This has led to me posting updates a bit out of order. Things are returning to normal for me, so I should be able to keep up but please enjoy this post regarding how Fighter Activation works in Star Eagles.
Those already familiar with other Ganesha Games such as Song of Blades and Heroes or Galleys and Galleon will already have some familiarity with the basic of how unit activation works, but STAR EAGLES has some notable differences.
When a ship activates, it will have an opportunity to move, attack, and perform other special activities such as scanning. Everything a ship does in Star Eagles is called an action. There are three types of actions; free actions, normal actions, and reactions.
Free actions can be performed without using any pilot actions and are primarily just basic movement and basic turning. Normal actions require the use of pilot actions and these include advanced manoeuvres, shooting, launching missiles, scanning and other activities. Reactions are opportunities the pilot may have to take an action outside a ship's normal activation as a result of enemy activity occurring nearby.
When a Starfighter has an opportunity to activate it may choose to roll dice to get pilot action points to spend during its activation. The number of actions it gets will be determined by the Pilot's quality and the amount of risk the player want to take when activating. The controlling player may choose to roll 1,2, or 3 dice. The players choice. Each dice that rolls equal or higher than the pilots Quality rating provides one action point for the ship. These points will be spent during the ship's activation to perform 'normal' actions. Dice that roll below the quality of the pilot are called an activation failure. If a player rolls two or more failed dice during an activation, the opponent may take the initiative if he doesn't already have it or draw a COMBAT CARD.
COMBAT CARDS are highly useful tools which I will explain in a later post.
Ganesha Games continues to shed light on the the system for their upcoming Star Eagles space fighter combat game. Following the coverage of movement in my last post, I wanted to share their own words on how initiative works in Star Eagles. The pic below shows the lovely range of ConStar light, medium, and heavy fighters.
To follow along with their latest posts, visit their Facebook page - HERE
Today I am going to talk a bit about how initiative works in STAR EAGLES. Tomorrow I will explain what happens during a fighter's activation.
When a mission is created, one player will start with the initiative as dictated by the mission. The player who has initiative has the power to choose which player will next activate a ship or group of ships.
Having initiative is important because that player will control the flow of the battle. A player will keep initiative until it is taken away from him by rolling a TURNOVER(explained tomorrow when discussing the activation) or having the non initiative player damage one of the initiative player's ships.
It is quite possible for initiative to go back and forth during a turn and also possible for a player to retain initiative during the entire game(although extremely unlikely). No matter who has initiative, all ships will eventually have a chance to activate in a turn, having the initiative just allows some control of when they will activate.
This system creates a very dynamic battle and creates a lot of tension between both players. The Initiative player must decide how aggressive he wishes to be during his activation, pushing his pilots too hard may result in making mistakes and losing the initiative. The non initiative player must be aggressive if he wishes to take control of the battle.
So Ganesha Games has moved beyond teasing us with pictures of the amazing ship miniatures for their upcoming Star Eagles space fighter combat game and started sharing some of the concepts behind their rules. While these are still in the playtest stages, they are pretty solid and show us how dynamic the system plans to be.
The words and pictures below are from their post on their Facebook group and I have posted the original text to preserve the integrity of their commentary - something I shall be doing with any of their more detailed release information.
Movement and Maneuvers in Star Eagles
When a ship activates it will have a number of pilot actions between 0-3 (See Activation post here for how pilot actions are determined…) it must then builds it maneuver. Maneuvers are built by linking a series of movement sticks to form the flight path of the fighter. Using this method, a wide variety of movements may be made without a great deal of complication or advanced calculation and it creates a visual representation of the flight path.
There are three types of movement sticks;
NORMAL a 3” move allowing up to a 22.5 degree turn at the end
TIGHT TURN or SIDE SLIP a 3” move allowing a 22.5 degree turn at the beginning and a 22.5 degree turn at the end.
REVERSE TURN a 3” move allowing up to a 360 degree turn at the end. It comes with risk as a fighter must make a pilot quality roll at the end. If failed, the opponent may decide the direction of the turn.
The process is very simple;
1) Take a number of Normal Movement Sticks equal to the ships speed. An average speed is three, meaning it will start with three normal move sticks.
2) ALL movement sticks MUST be used
3) A normal move sticks may be ADDED or REMOVED by spending one pilot action for each stick added or removed. This is called using an action to thrust or burn retros
4) Advanced maneuvers may be purchased with Pilot actions as follows
a. A SIDESLIP cost one pilot action and replaces ONE normal move stick
b. A TIGHT TURN costs one pilot action and replaces TWO normal move stick
c. A REVERSE TURN cost two pilot actions and replaces TWO normal move sticks
5) Once you have decided how many and what type of sticks to use, just lay them out to form your flight path.
There has been a lot of chatter on the Star Eagles Facebook page regarding ship types, rules, and playtesting. Among all of this have been some spectacular pictures of playtest games that truly show the scope of the game (below) as well as a cool concept video, complete with 80s synth music you can see - HERE
More news on the development side of Star Eagles. A great preview of the cover art depicting a S'Sekai Drake vs ConStar Eagle. This is not yet finished and we are told the finished piece will be much more of a full-on battle scene with more going on in the background.
There have been a number of pictures put out showing the ships in comparison to one another and we have received yet more. The above picture shows a formation of ConStar ships - a Concord, escorted by two eagles and an arrow. The image below shows S'Sekai and ConStar light and medium fighters next to some fighters from X-wing. This is a nice scale as it allows a bit more detail and will make a collection of ships all the more impressive.
We are also getting some news on the Proxima Centauri designs as well as some of the larger ships. Seen below are the Alpha Dart medium fighter and Alpha Cobra light fighter along with the ConStar Osprey gunboat. I am thrilled by the concept of larger gunboat style ships..
The last note is on the play test pics that have been released. These show the dynamic movement and maneuver system and we have been provided ith some insight into how skilled maneuvering can get into good positions (second below). It has also been revealed that missiles will have a tracking time in which targeted ships will have a chance to react to them, adding another level of tactical fun.
"The S'Sekai fighter in the middle successfully pulled off a reverse turn manoeuvre behind the ConStar medium fighter. It had to survive a reaction fire shot from the ConStar light fighters guarding its tail. It successfully evaded the incoming fire of the light fighters and fired a lethal barrage of Blaster shells into the vulnerable tail of the unfortunate ConStar medium fighter, destroying it."
The Star Eagles news eeps rolling out as Ganesha Games moves toward their Kickstarter for their ambitious new space fighter combat game. Every reveal makes me want more and more for this game to be out already, but alas I (and you all) will have to do with teaser, pre-production chatter and snippets until then.
One of the coolest reveals, as far as background for the stock setting goes, is the colored image of the S'Sekai. Admittedly, I had guessed at what these guys were going to look like based on the name and the ship designs but I am happy to have my suspicions confirmed. The S'Sekai fit the bill of 80's alien menace.
In other news, there has been some discussion of the movement mechanic, showing how the movement sticks will be implemented. It has been revealed that gradual turns will be easy to perform, but for true maneuvering, pilots will have to engage in a bit of risk with more complex maneuvers including side-slips and high-G turns. It has also been revealed that the game will utilize only D6 (six-sided).
We have also been treated to more mocked up fighter cards. The most recent set (above) show us the light fighter for ConStar and the S'Sekai. Some discussion of the features of these ships revealed that "Nimble" and "Very Nimble" are abilities that make it harder to target the ship while it is jinking about (this does negatively affect the jinking ship as well). Afterburner will provide temporary speed boosts to ships that are normally slower, something that ConStar uses to counter the S'Sekai superior speed.
These are not all my images. I am using various images from around the web, mostly from public sources or private sources used with permission. I have tried to include only images under public domain, creative commons, or fair use. If I have inadvertently violated any copyrights, please inform me and I will remove your image(s) if it an infringement.