geek
The Hotness
Games|People|Company
Space Carriers and Fighter Operations, The best, worst and everything inbetween?
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
Recommend
16
Space Carriers, romantic futuristic versions of our wet navy carriers. Improbable? probably, fun? Oh yes.

Are you a Space Carrier Admiral that is tired of those Battlewagon Jockies getting all the glory?

Here are some of my choices for best Space Carrier game. Games must include the carrier and the fighters.

Let the Geekdom weigh in!
Your Tags: Add tags
Popular Tags: space_combat [+] sci-fi [+] [View All]
Posted Sun Sep 16, 2007 10:18 pm
1. Board Game: Star Blazers Fleet Battle System [Average Rating:6.82 Unranked]
[Shop]
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
Here's a game that captures the wonderful Yamato (Star Blazers) universe. Fighters play a big role in the game as a lot of Star Blazers is basically WW2 in space. Even the Yamato carries several squadrons of craft.

Mechanics: Carriers launch fighters usually in flights of six craft, so some of the larger carriers in the game can pump out a lot of fighter counters (or miniatures) Some of the bigger carriers carry hundreds of planes. Most attack craft can get off one good attack on capital ships before returning and re-arming. CAP, Attack and Escort missions are all available. Great way to bring out your inner Carrier Commander.

PROS: Great setting, some of the coolest ship designs ever. Good level detail seperates types of fighters from one another...

CONS: When you start to have lots of carriers it's not uncommon to see a 1000+ fighters in a game! At six fighters per Counter it becomes unwieldly fast! (I then play with a squaron per fighter counter)
Erik Nicely
United States
Euless
Texas
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
I have a friend that's silly over this game, he's been trying to get me to play for years. Maybe it's time to break down and check it out.
Wulf Corbett
Scotland
Shotts
Lanarkshire
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
SBFBS comes somewhere below SFB in complexity - fewer little boxes to cross out, but a lot of detail per ship, hex-based arcs of fire, etc. Way too much for my liking. Great minis though.
2. Board Game: Battlefleet Gothic [Average Rating:6.93 Overall Rank:705]
[Shop]
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
Giant ships duel in the Warhammer 40K universe. In this game there are a lot of carriers to choose from.

Mechanics: Most carriers can launch fighters or bombers forever as long as the number of Fighters/Bombers on the board doesn't exceed the number of Landing bays on the ships. While there are miniatures for fighters and bombers most attacks are handles abstractly. When a fighter unit encounters a fighter unit both are removed, no die roll, nothing, they cancel eachother out, in reality one squadron was victorious and returns for refueling and the other destroyed, so for game purposes both Units are removed...

PROS: Carriers can turn the tide of the battle but usually can't win by themselves. Great setting and universe to play in. Simple fighter/bomber mechanics makes attacks easy to figure out and fast to resolve

CONS: Perhaps not enough detail in the fighter department.
3. Board Game: Star Fleet Battles - Captain's Edition Basic Set [Average Rating:7.23 Overall Rank:1067]
[Shop]
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
Here is a great Starship combat game set in the Star Trek universe. The Granddaddys of them all. Phone book sized rules give you ship to ship combat in detail like no other. However trying to add fighters to the mix was interesting.

Mechanic: Each fighter/shuttle was it's own unit. Some more advanced fighter/shuttles could carry 6+ drones of various kinds including multi-warhead drones! Fighter/Shuttles moved like slow startships and really didn't act like Carrier aircraft of the 20th century, but more like slow missile platforms to be launched and retrieved quickly...

PROS: FIghters in the Star Trek Universe? Sign me up... Proven game system with more depth then could be imagined

CONS: Fighter/shuttles added to the complexity and length of the game. Fighter/ Shuttles never felt like wet navy carriers. I never finished a battle that included a Federation CVA, just too long...
1
0 comments
Edited Mon Sep 17, 2007 1:03 am
Subscribe  sub options | Comment
4. Board Game: Babylon 5 A Call to Arms Second Edition-Rulebook [Average Rating:7.59 Unranked]
[Shop]
Erik Nicely
United States
Euless
Texas
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
(first I'll say this is a very cool list)

The fighters in the Babylon 5 TV show were seen a lot and looked really good.

MECHANICS: A good number of ships carry fighters but aren't dedicated carriers, maybe carrying 1 or 2 flights on average. Every ship can deploy 1 flight at the beginning of the game, 1 during a turn (more than that by taking a special action). Dedicated carriers carry more flights. Carriers have a trait that allows more launches per turn and fleet carriers can deploy a lot more at the beginning of the game and allow a chance for the remnants of destroyed flights to regroup.

PROS: Good simple dogfight mechanics based on 1 opposing roll, fighters are varied in terms of their capabilities and can specialise in one role or another.

CONS: I would like to see a little more detail as far as damage to flights goes, each flight is either full strength or destroyed.
1
3 comments [Hide]
Edited Sun Sep 16, 2007 10:45 pm
Subscribe  sub options | Comment
Wulf Corbett
Scotland
Shotts
Lanarkshire
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
Incidentally, like Star Blazers, fighters fly in flights of 6 craft. We once (1st edition Earth vs. League) had over 60 flights in one battle.
Erik Nicely
United States
Euless
Texas
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
My ACTA record was 140 flights of Gaim fighter drones.
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
Wulf Corbett wrote:
Incidentally, like Star Blazers, fighters fly in flights of 6 craft. We once (1st edition Earth vs. League) had over 60 flights in one battle.


I have always been intrigued by this game but I'm not a Babylon 5 fan, ( I think I've seen 1 episode) The mechanics look good and I do like fighters! Perhaps I need to take a closer look.
5. Board Game: Federation Space [Average Rating:5.89 Overall Rank:3583]
[Shop]
Robert Wesley
Nepal
Aberdeen
Washington
flag msg tools
designer
Avatar
patron050809
mb
robot I don't rightly care too much for the extremely detailed kinds of "games" that take forever to resolve, anymore. Now THIS is about RIGHT where I'm concerned. It does have your "Carriers" and 'Flights' or squadrons of "Fighters" that can be launched from those as well.

The "CV" is the 2nd from the LEFT on the bottom there.

Now, there was another kind derived from this 'one' here: Federation & Empire and that went into greater depths for it all with later expansions, but I never did get into this either.

PROS: quickest method for concluding everything!

CONS: not greatly detailed, yet is this really such?
:cool:
2
Erik Nicely
United States
Euless
Texas
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
Would it be safe to say this an operational-level game? Do you deal with supply lines, resources, stuff like that? Or is it clashing fleets only?
William Hostman
United States
Eagle River
Alaska
flag msg tools
designer
Avatar
0506070809
mbmbmbmbmb
right on the border of operational.

Combat is resolved fleet-by-fleet with some tactical maneuver.

The economics are optional.

There is a limit on supply range.

Unlike F&E, it's not about the Economics.
Unlike SFB, it's not about the individual ships.

Oh, and fighter squadrons are factors, so the fighters are neither represented individually, nor even realistically.
4
Edited Mon Sep 17, 2007 12:28 pm
6. Board Game: Starfire II [Average Rating:6.44 Overall Rank:2384] [Average Rating:6.44 Overall Rank:2384]
[Shop]
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
I loved Starfire back in the day. Starfire II added fighters and carriers to a very simple yet suprisingly addictive little space combat game.

Mechanics: If I remember right, each counter was a squadron of up to 12 fighters and they could carry different kinds of weapons; gun pack, laser packs, missile packs, etc. Advanced fighters could carry more then one pack. Fighters moved faster then most anything on the map by at least one hex per turn. (Max capital ships speed was 5-6 hexes per turn. fighters could be configured to kill capital ships or other fighters... Carriers could carry anywhere from 6 fighter to 60+ with the design rules.

PROS: Simple system epsecially it it's original Task Force Games form. Good detail for fighters yet you could handle quite a big force.

CONS: Somewhat obsure background can make introducing other gamers a little hard.

4
William Hostman
United States
Eagle River
Alaska
flag msg tools
designer
Avatar
0506070809
mbmbmbmbmb
Not quite right...

Fighter "Squadrons" were 6 fighters, not 12.

Advanced fighters had a pack built in.

Fighter movement was speed 6 plus up to 3 points of "assault movement", where the sequence was

MP1
MP2
MP3
MP4
MP5
MP6
Fire
AM1
AM2
AM3
AM4

Note that 2nd Ed drops assault movement, alters advanced fighters a lot, and allows individual fighters, too.
2
Edited Mon Sep 17, 2007 12:51 pm
Jon Halter
United States
Mesa
Arizona
flag msg tools
mb
That's right, now I remember...Thanks for clarifying :) Sounds like 2nd edition really upped the complexity level
Peter Bogdasarian
United States
Washington
Dist of Columbia
flag msg tools
designer
Avatar
mbmbmbmbmb
Speaking of World War II in space, the fiction for Starfire II followed the Pac War very closely with the Orions taking the part of the Commonwealth.
William Hostman
United States
Eagle River
Alaska
flag msg tools
designer
Avatar
0506070809
mbmbmbmbmb
actually, 2nd ed streamlined it a lot, by making all 9 points of fighter movement normal movement.

THe ability to fly outside of squadrons was worthy. (3rd pretty much says squadrons only...)

It integrated Starfire I and Starfire II into a single box.

7. Board Game: Star Wars Miniatures Starship Battles [Average Rating:5.61 Overall Rank:4412]
[Shop]
Don Weed
United States
Ferndale
Washington
flag msg tools
Avatar
0506070809
mbmbmbmbmb
Carriers, fighters and everything in between. A simple system but the minis are some of the best.

PROS: Great miniatures and it's Star Wars.

CONS: System may be too simple for some tastes. Plus the fact that the play is two dimensional (not unlike a lot of this list).
0 comments
Edited Mon Sep 17, 2007 1:18 am
Subscribe  sub options | Comment
8. Board Game: Throneworld [Average Rating:6.97 Overall Rank:1910]
[Shop]
Glenn Ironhat
United States
Syracuse
Utah
flag msg tools
Avatar
patron05
mbmb
Throneworld has carriers called Motherships and fighters among other ships.
Mostly Harmless
Netherlands
Delft
flag msg tools
Avatar
mbmbmbmbmb
But the carriers with fighters are not very usefull IMHO.
9. Board Game: Babylon 5 Wars [Average Rating:6.35 Overall Rank:2143]
[Shop]
William Hostman
United States
Eagle River
Alaska
flag msg tools
designer
Avatar
0506070809
mbmbmbmbmb
Core box had several carriers in it.

Fighters die like popcorn, but do present a real threat to ships...

And most of the cruisers are also CVL's...
1
Erik Nicely
United States
Euless
Texas
flag msg tools
designer
Avatar
patron070809
mbmbmbmbmb
This game had some good fighter rules, organised in flights but individual fighters could take damage if I remember correctly. Good game.
Tyrel Lohr
United States
Lusk
Wyoming
flag msg tools
designer
Avatar
patron07
mbmb
The First Edition of the game had much more detailed fighters, with individual critical hits for fighters based on the direction of fire. Made for decent individual fighter vs. fighter battles, but it did not scale well against the capital ships and the fighters became tedious.

Second Edition grouped fighters into flights of six and set it up so that each flight moved and fired as a single unit, but took damage individually (just not without the detailed criticals of First Edition).

The way that Second Edition handled fighters worked, though IIRC some of the mechanics were a bit easy to "game". My group adopted a home rule that all fighters fired individually (instead of rolling once to hit against a flight hit chart), and all incoming fire against a flight hit a random fighter (instead of allowing the owning player to choose which fighter is damaged). We found this to be a welcome change to the rules.
10. Board Game: Starmada X: Brigade [Average Rating:8.03 Unranked]
[Shop]
Tyrel Lohr
United States
Lusk
Wyoming
flag msg tools
designer
Avatar
patron07
mbmb
Starmada X handles fighters at the flight level, with an average of 6 fighters per flight. Fighters move and fire before ships, and they fire as a single unit against a target, rolling one to-hit die per fighter in the flight. Fighters are typically killed by a single point of damage, so they aren't very survivable; however, they also halve enemy defenses (Shields), so they are able to damage units that would otherwise be nearly invulernable to ship fire.

Several options rules exist to help customize fighters and make fighter a more interesting option. One optional rule is to allow dogfighting fighters to "pin" their opponents, so that friendly interceptor fighters could get the jump on enemy bombers and hold them in position and prevent them from moving against the player's own ships.

PROS: The Starmada X fighter rules are easy to learn and fighters don't slow down the game much at all, and there are very few special rules that apply to the use of fighters.

CONS: Fighters are largely homogenous, and within the scope of the rules it is very hard to differentiate between fighters of different types. This is a problem if you are trying to convert over fighter-heavy sci-fi universes into Starmada X where there are a large number of fighters from across multiple eras. Also, fighters are a bit too efficient for their cost.
1
11. Board Game: Renegade Legion: Leviathan [Average Rating:5.83 Overall Rank:3952]
[Shop]
A S
United States
Unspecified
California
flag msg tools
Avatar
mbmbmbmbmb
All ships in Leviathan carry fighters, from the littlest destroyers with their 12 or 24 fighters up through battleships and fighter carriers packing up to 360 or so (and one converted battleship/supercarrier with upwards of 1,000 fighters).

Fighters are grouped into squadrons (6), flights (24), and groups (72), per players' choice. The rules, unfortunately, were poorly tested and tend to assume that the largest possible grouping will be used routinely, while driving the choice toward squadrons -- squadrons do damage in a very precise manner whereas flights and groups do damage more generally. The upshot here is that one group will tend to shave armor off a capital ship and leave it perfectly functional, but the same 72 fighters organized into 12 squadrons can drive a crippling strike into a capital ship of any size in a single turn.

Given that, a full fleet-on-fleet game is a little unwieldy, with a couple hundred squadrons to a side.

Still, games are a lot of fun, with lumbering capital ships trying to avoid becoming isolated and swarmed by fighters. In many games, we resorted to detonating nuclear salvos immediately on top of beleaguered capital ships to "scrape off" hordes of attacking fighters before they could go for the kill, hoping that the capital ships' shields would bear the brunt of the blast.
1
12. Board Game: Battle Rider [Average Rating:5.86 Unranked]
[Shop]
James Hamilton
United Kingdom
Stockport
Cheshire
flag msg tools
Avatar
0406070809
mbmbmbmbmb
This takes the Traveler High Guard space combat system and turns it into a board game. The battle rider concept is that large carrier ships can carry smaller ones through jump space and then the smaller ships get stuck in. Fighters in the traditional sense are included but a 'normal' battle rider can have a traveler dispacement of 10,000 tons plus and a crew of 100 or more.

The game manages to keep all the essence of the high guard system and streamline it to allow for huge fleets.
1
13. Board Game: Knight Hawks [Average Rating:6.19 Overall Rank:3156]
[Shop]
John "Omega" Williams
United States

Michigan
flag msg tools
designer
mbmbmb
The Star Frontiers space combat game is still one of my favorite tactical space battle game systems. Carriers and fighters played a role in the game and fighters could also be garrisoned on orbital space stations as well. Assault Carriers, both UPF and Sathar, carried up to 10 fighters.

The only down point was that the fighters were essentially one shot bombers. You swept in, launched your missile then hotfooted it back to your carrier or station to reload and then back at it.

Otherwise the system playes very well and stands on its own seperate from the RPG. I also had the chance many a year ago to play in a Star Blazers variant that use the old midel kits of the ships as miniatures. They do mesh well. (Though KH ships are essentially flying towers as gravity is produced by thrust. No artificial gravity gimmics! Which is another plus point for me.)
1 comment [Hide]
Matthew Barratt
United Kingdom
Royal Leamington Spa
Warwickshire
flag msg tools
Avatar
mbmbmbmbmb
Is there some law that says that star fighters always come in squadrons of six?
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.