Introduction
When I first came across
Stars & Steel by Assault Publishing Studio I knew I would have to take a closer look at it. Not only is it in my wheel house, ie spaceships and gaming, it has a name very similar to my online gaming presence, even though it is for different reasons. For me Starships & Steel represents two aspects of gaming, Sci-fi and Fantasy. Steel represents swords, "What is steel compared to the hand that wields it?" Thulsa doom asks Conan. For this wargame steel represents the hulls of starships out among the stars.
Most ship to ship games I have played are on a much smaller scale than this representing a scale something like FullThrust or smaller. Games where you control a handful of ships. Stars & Steel aims to take on much larger engagements, fleets of hundreds of ships.
Game Scale and Basics
If you think of this game in terms of an older version of Warhammer 40k where you had 4 or 5 units of 5 Space Marines, and put 25 models on the table, you are thinking in the same approximate terms of this game.
Stars & Steel is a nanofleet scale (1:10000) squadron based game, each squadron is comprised of 1-12 ships controlled by a commander situated on that squadron's flagship. Each ship is one of three classes: Battleship, Cruiser or Destroyer. Each of these ships is comprised of some combination of missiles, artillery, fighters and point defense as well as special rules.
The flagship of a squadron is chosen from the largest and baddest ship in the fleet and the marker by which all ranges and movements are calculated from. Other ships in the squad are arrayed around the flagship, but their actual position isn't that important. You could, with a little bit of record keeping, represent each squadron as a single counter or model, although that wouldn't be as cool looking.
A small skirmish featuring 6 squadrons per side.
Ships do not not track individual damage, instead you will track damage and disorganization on a squadron level. As damage is increased there is a better chance one of the ships in the squadron is eliminated. Likewise as the squadron takes more fire it becomes more disorganized and begins to suffer negatives to its effectiveness.
Ship movement, maneuverability and some artillery ranges are determined by the ship's class. A battleship is slow and turns poorly, but it's artillery range is far beyond that of a nimble destroyer. Missiles and Fighters have a set range, it doesn't matter what kind of ship launches them.
The number of squadrons is determined by the scenario, with a small skirmish representing 6 squadrons a side and a legendary battle fielding up to 24 squadrons per side.
The other limiting factor determined by the scenario is the maximum rank for the squadron commander. This in turn controls the number and type of a ship that can exist in a squadron. If we look back at the skirmish scenario, we are limited to a rank of two stars or Captain.
The above might represent a 6 ship squadron commanded by a Balanced Lieutenant. As you can see it is composed of 6 ships and is fairly well rounded, have equal artillery and missile power as well as some point defense capabilities. Fielding a squadron commanded by a captain will allow us to use Cruisers as well.
Although they recommend you use nano scale ships, they have left distances up to you, listing all ranged and movements as Distance Units or "DU". They go on to suggest for epic scale, that 2" per DU is probably a good number with 20mm square bases for the ships.
The Color of Outer Space
This game makes use of colored dice to note incoming artillery, missiles and airborne fighters. Further it uses colored dice to track damage and disorganization: Yellow, Blue, Green, Black and Red. I am almost certain if you played the game for awhile you would figure those out, provided you had no issues with color. For people who are color blind I can see this causing potential issues.
Fortunately the game also comes with a bunch of print and play tokens, so they aren't completely tied to using the dice colors. I would suggest the tokens are a better way to go, they will be clearer and easier to see and understand for everyone.
I whipped up a set of counters quickly using Game-Icons.net as well. If people are interested in these I can make them available.
The Game Turn
The game is broken into a number of phases, some are small and quick housekeeping steps, while others are used to move or fire your weapons.
- Beginning - Initiative, deployment and damage control
- Orders - Determine what fleet is doing - Reactive
- Artillery - Resolving artillery orders
- Movement - Resolving movement orders - Reactive
- Aircraft/Fighters - Resolving fighter orders - Reactive
- Missiles - Resolving missile orders
- End - Housekeeping
The game is played in an alternating reactive style. The player with initiative selects and activates one of their squadrons. Once they have finished the opposing player selects the squadron closest to the activate squadron and completes it's phase. Not all phases require this activation sequence, but several key phases require it: Orders, Movement and Fighters
Orders Phase: Orders come in 5 flavors (Artillery fire, Missile fire, Maneuvers, Regrouping and Fighter command) and two types (Basic and Advanced), with advanced orders requiring a roll by the squadron's commander to achieve. For example a squadron can easily make a turn, but to take evasive action requires the commander to make a competency roll.
Each Squadron can complete a number of orders up to the Commanders efficiency rating. In our sample squadron above the Lieutenant may issue 3 orders per turn. ie Fire Artillery, Turn and Regroup. Everything a squadron is going to do is planned here and resolved in later steps.
Artillery & Missile Phases: These two phases are pretty similar. During the orders phases squadrons will have directed their fire power ratings at enemy squadrons. When we get to these phases all of these allocated dice will be resolved. Each point allows a die to be rolled to determine damage and disorganization. For artillery a roll of 5-6 causes 1 point of damage and 1 point of disorganization. So if a squadron has 10 artillery points against it, the attacking players rolls 10d6 and determines which dice are above 5-6.
Fighter Phase: During the orders phase a squadron can increase the number of fighters it has in space at one time, but they aren't directed anywhere. In this phase we direct them to do various actions, hold position, attack, shoot down missiles, etc.
Movement Phase: As mentioned above this is a cinematic 2D space game. Ships are moved via reactive initiative up to their max movement range. They can elect to not move if they wish. Ships can not collide, but if they end their turn close to each other they may incur disorganization points. Turns are not well defined here. They need to be ordered in the orders phase but there is no indication of when the turn can occur. At the beginning? During the move? At the end?
The game progresses through these phases, ships moving and firing, launching fighters and becoming disorganized until the missions objectives are completed.
Overall Thoughts
My initial thoughts for this game was there was a lot to remember and a lot to keep track of. I didn't think it had that much potential to be honest. I almost didn't even bother writing this overview. As I continued to look at the rules and take notes and got a better feel for it, I started to warm to it.
As I write this now, I see potential for some pretty cool games fielding lots and lots of ships, which is of course the downside, you need lots and lots of ships. You can get a couple of destroyer class ships from Ground Zero games for the $5 mark, putting a squadron of destroyers at about $15. Ships in the battleship range jump steeply in price from Ground Zero. All of these GZG ships are also a little on the large size, but the modern world has all kinds of 3D printing options to make the idea of fielding 100 ships and not breaking the bank a possibility.
Assault Publishing Studio have released a set of
.STL files available as with the
Pay What You Want model on Wargame Vault as well and plan on releasing more. I downloaded the current set and printed a few off so you could get an idea of the ship scale. The image is taken against a 1"x 1" grid. So if you already have a 3D printer this game should be fairly cheap to get into. I will go over a simple basing method in another article.
I also want to take a moment and point you at a blog that I had not visited in quite awhile. I was happy to see a lot of new posts, especially around his creation of spaceships. Jump over to
Solipsist Gaming and check out his DIY gaming stuff.
Some of the things I like is how abstracted it is, making it relatively simple and quick to maneuver vast fleets, with the above skirmish example each player is only going to need to deal with 6 entities a turn, making this no more complicated in essence than something like A Song of Blades and Heroes.
Ship weapons are broken into three basic classes: missiles, artillery and fighters. What those look like is largely up to you and the universe you are trying to portray. Dice resolution is all die pool based, something I find quick and fun, who doesn't like rolling lots of dice?
I do feel that the game is missing at least one key aspect and that is shields. You could make an argument that they are abstracted into the game engine and all ships carry them. I am OK with this as an explanation except the game engine uses point defense as a mechanic to take down missiles. Perhaps this was a conscious decision to not include them. Does adding shields make missiles even less effective?
Perhaps instead of a point defense system the ships could simply have a defenses stat, which abstracted to Armor, Shields and Point Defense, with it effecting missiles and artillery differently? These are of course simple idle thoughts that occurred to me as I was reading the rules.
Another idea it misses and one that might help with missiles not being useless if we add shields, is something I have seen elsewhere, artillery gets weaker over distance. At close range they do full damage, and as that range increases then the damage decreases. Sure this doesn't make a lot of sense given the vacuum of space, but this is a cinematic game, not a perfect depiction of starship combat.
These two elements are just ideas and certainly aren't meant to say this system is missing the boat. I do not think that. Abstractions of things are necessary or games of this size can quickly become a nightmare of logistics.
So if you want a fairly quick to play game of starship combat that allows you to field that grand fleet from The Last Jedi, this game might be for you and I suggest jumping over to
Wargame Vault and checking it out. Right now the game is
Pay What You Want, you can download it for free and head on back later if you like it and drop them a few dollars.
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