I had a brief discussion the other day on Reddit with someone who was chatting about the old Starfire spaceship game from Task Force Games. I remembered that I had a copy of this at one stage and wondered if it was still in my old games pile.
And it was.
This was a pretty good game back in teh day. I don't recall that we played it a lot, but it was something we dragged out from tome to time. But I don't think I've had it out of the ziplock bag in 40 years. On Saturday I set it up and had another go.
The scenarios are quite well done (up to a point) in that they tell a continuing story of the first war between the Terrans (who are beginning to expand into space via the discovery of wormholes called Warp Points) and teh Khanate of Orion, the first hostile race they have come across. As the war continues the game introduces new weapons and new classes of ship and the battles get bigger. A third force joins in so the final scenario is a gigantic three-way fight using every counter.
However the first scenario is a simple first contact between a Terran exploration vessel (which the ever pragmatic Terrans have still ensured is armed) against a small Khanate escort vessel. The Terrans have popped through a wormhole and must scan both the enemy vessel and a planet before escaping. The Khanate is trying to stop them.
In this scenario the Terran vessel had a gun (literally a weapon firing an explosive shell) and some lasers, whilst the Khanate vessel has a gun and some missiles. Guns and missiles score low damage. Guns are effective at close range whilst missiles are better at long range. Laser (and other beam weapons) have variable ranges depending on how powerful they are, hit better at closer ranges and also score more damage at close ranges.
The damage system is pretty nice. Each ship is made up of a number of systems (shield, armour, weapons, engines and so forth). These are represented by a code letter, and listed in the order in which they will take damage. Shields are always first, then armour and then internal systems. A hit crosses off systems from the left (although some weapons systems modify this - lasers ignore Shields, for example)
So in the first scenario the Khanate ship is listed as: SSAIGIRII (4) 2
S is Shields, A is Armour, G is the Gun, R the Missile Launcher and I the Engines. Each undestroyed engine give 1 movement point, so this ship has a move of 4. The final number is based on hull size and is how many movement points must be expended between each turn.
It's a neat system.
There is an optional rule for pre-plotted movement, and that really seems the only viable way to play, since you have a record of points expended from turn to turn.
Firing works OK. Players alternate firing ships until both run out. Any damage scored counts immediately, so you can take out weapons on an enemy before it can shoot back.
Still, it got me back into the game.
The Khanate are waiting with a static armed base, three small ships and a light cruiser.
Interestingly you get VPs for simply scoring damage, so a viable Terran strategy is to drop in via the Warp Point, fire off a load of missiles until you score some hits and then run away. You can outshoot the Khanate at long range, so should have more VPs, and can then end the scenario.
Anyway, I played a few games and it wasn't horrible, but somehow it didn't seem as good as I remember it.
One other selling point it has is that it's possible to play a campaign in which you design and build your own ships. That would certainly be a way to play that offsets the imbalance of the scenarios provided. The ship-building system is really nice, although I haven't explored it a great deal.
Many thanks for the review, looks an interesting system. I think I too might have found this a better game in the (distant) past than I would now!
ReplyDeleteI played a fair bit of Starfire back in the day, and we had both the supplements and even managed a campaign. I really liked the ship design/damage allocation model and I gather it was based on WW2 naval warfare in the Pacific. I've no recollection of what we did about MP counting though, perhaps we did pre plotted movement? Or had youthful brains!
ReplyDeleteA trip down memory lane. I have the zip lock bag and and the next few editions. We played it a few times, love the damage system. Can't remember how we did movement but don't remember we had issues. But it could be as Martin said and we we young! Also did a few games with a vector movement system mod that worked ok.
ReplyDeleteThis version peaked with the third edition. After that Task Force went under and the rights eventually ended up with Marvin Lamb. He has since de-coupled the rules from the history (4th and 5th editions) and then re-coupled with a new history (6th) and gone into more "realism". I think the current rules are at a point where a computer game/program that handles all the math consistently so the person running the game is not saddled with it all is necessary. I do still like the rules as a framework for writing some science fiction to keep things consistent, which I periodically do. I also have friends actively playing the 6th edition, so it is still an active game system.
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