Showing posts with label Space Combat. Show all posts
Showing posts with label Space Combat. Show all posts

Wednesday, September 10, 2025

Into the Void

There has been precious little posted about Voidfighter so I thought I'd give it a test run.

Putting The Game Together
First, things first. I didn't have any components for the game, so I slapped stuff together.
  • The battle space - I don't have a 36 by 48 inch space mat, let alone space for one. But I have a black dish drying mat that is 44 by 60 centimeters. I'll scale down from inches to centimeters and the game should work fine.
    • Note: My cat has claimed this mat as a bed so it is covered in fur and catnip! I guess that will represent space debris.
  • Ships - I still have some wooden ovals that I used for some naval experiments last year. Cut them in half and they work perfectly for ship markers.
    • I really like how they came out. They look like something from a computer display
  • Dice - Voidfighter uses a variable dice type system, so I need D4s, D6s, D8s, D10s, and D12s. I had to scrounge around.

Test Battle
I decided to do a simple battle with two 15-point snubfighters (silver) vs three 10-pointers (red). The two sides are trying to claim a derelict freighter.

Turn 1 - KABOOM. One of the silver fighters blows up.

I played another turn, then stopped. I found recording damage to be too fiddly. It's not a bad system - on a hit, roll 2D6. Then refer to a table to determine the result, which includes hull hits, crew hits, system hits, etc. You can see the damage table on this online QRS. It provides a lot of flavor.

But, it requires a roster, and I hate maintaining a roster when I play solo. I really prefer something much simpler.

I was also getting annoyed with the combat system.
  • I don't like using multiple dice types. Too much groping around.
  • I don't like rolling two dice per side for opposed rolls. I like to roll both sides together so one die each works better.
I knew going in that Voidfighter went against my preferences, but I thought I'd just roll with it. It just got too annoying for me to continue.

I was thinking of running this during my LARP group's summer game sessions, but I'm having second thoughts. I may take another look at Starfighters!

Using MicroBattle
Since I had the components out, I decided to play the scenario using my MicroBattle air combat rules.

The Federation (silver) sends two fighters to retrieve a derelict freighter. But the Empire got there first. Our heroes get bounced by two Imperial fighters.

Ace (Federation ship 1) takes a shot at an Imperial trying to hack the freighter's computer system. The shot misses but rattles the Imperials pilot. Deuce (Federation 2) manages to send instructions and turns the freighter's nose around.

One of the Imperials is damaged and flees the battle. Missing a picture of the successful attack
The remaining Imperials damage our heroes.

Deuce takes severe damage. He manages to escape and limp back home.
This was a target destroyed result, but I allow PC's to make a survival roll. Deuce succeeded, and lives another day.

Damaged, Ace makes a break for it.

Not a stellar outing.

Monday, September 1, 2025

A Voidfighter Project

Now that I have read Voidfighter (VF), it's time for me to go off on a complete tangent.

I'm Not Playing It (Yet)
I have no plans on playing VF at this time. As I mentioned, the rules don't really fit my gaming style.
  • I don't have the space (no pun intended)
  • The combat system (opposed 2D rolls with various die types depending on the ship or pilot) doesn't work for me.
    • I don't have a bunch of polyhedral dice.
    • I find opposed die rolls inconvenient for solo play.
That said, I can envision running the game for my LARP friends during next summer's off-season. But that's a ways away.

No Review
Because I don't plan to play the game, I don't think I should review it.

But Why Did I Title This Post a "Project"?
Although I don't plan to use the VF rules, I've been inspired to play some space dogfighting. I don't really have the setup for it, so I need to do a "project."

Rules
The rules are easy. My air combat rules work fine for my purposes. I should post the full rules one of these days, but in short, movement is relative based on maneuver rolls for each plane. This allows me to play games in a small area - about 5" by 7". Combat uses an adaptation of my MicroBattle rules, with tweaks for varying damage from the pilot being "rattled" to BOOM.

Ships
A while back, I made some spaceship counters.

Single seat fighters.

And multi-crew attack ships.

I'm not content with these. I used the same design for both factions, but I'm toying with having different styles for each faction. Also, the counters are bigger than I like. They are 1" long but I have come to prefer the 3/4" counters I use for my planes.

Also, using VF as inspiration, I could use more types. The above can stand in for snubfighters and gunships. I'd like to make some corvettes.

VF also has rules for other encounters, from mines and turrets to space monsters! I want them all!

So this is phase 1 of my project - start putting together counters.

Making Space
Right now, I don't have a space battle board to use. I plan to pick up some black cardstock soon. I will probably use a paint pen to add white dots, giving it a space feel.

A Campaign
VF has a campaign system, but I don't think I'll use it as is. It involves keeping track of a squadron of 15 pilots. That's more than I want to handle. Instead, I may use my MicroBattle air campaign, but extend my squadron to 6 pilots (I use 4 now). I may steal some ideas from VF, however.

I do plan to use VF's scenarios. There are 12 of them; I'd like to run through all of them for the campaign. I may choose the order randomly instead of running them in the order presented in the book.

So these are my thoughts on a space dogfighting campaign. Stay tuned for more details!

Setting
VF includes an optional setting. This is nice for people getting started but I don't like being locked into someone else's setting. I will likely use my own.

This is a large-scale galactic map I created many years ago when I got into sci fi gaming. I have since renamed the Republic to the Federation.

Anyway, there is a sector of space between the Federation and the (evil of course) Empire, which is a good place to run games

Thursday, August 28, 2025

Voidfighter - First Impressions

I pre-ordered Voidfighter and I received it on my Kindle this morning.


Like a kid on Christmas, I immediately opened it up and have perused it for a bit.

Anticipation, But Why?
I have eagerly anticipated this game since I pre-ordered it a couple of months ago. Which is odd considering that this game does not fit into my current gaming preferences.

A couple of features that go against my preferences:
  • Big (for me) board - Recommended for a 3' by 4' space. I don't have a space that big.
  • Multiple dice types - based on a ship or pilot's rating, players roll 2D4 up to 2D12. I typically hate "groping for dice" mechanisms.
Usually, these characteristics would be enough for me to reject a set of rules.

So why was I so excited about this? A few reasons:
  • I read that it had a campaign system. VERY interested
  • Miniatures agnostic - can use any ship models
  • Simple movement rules but with special maneuvers to add some spice
  • Perhaps I could introduce it to my summer gaming group
Does It Measure Up?
I have not read the rules completely. I have merely been scanning it so far. But I like what I see.
  • Movement is simple and should be easy to teach if I want to introduce it to my gaming group
  • The campaign system (my initial draw) seems very playable
  • LOTS of scenarios (12 in fact)
  • LOTS of ships stats plus rules to make your own
So that's my very early first impressions, I'll post more as I delve deeper.