Re: No Subject
From: BJCantwell@a...
Date: Fri, 21 Feb 1997 00:51:06 -0500
Subject: Re: No Subject
In a message dated 97-02-20 16:18:50 EST, you write:
> >Wild Weasels:
> > A wild weasel is a fighter which has had its weaponry replaced
with a
> suite
> >of jammers and defensive electronics. Any squadron may replace one
of
its
> >standard fighters with a wild weasel. The squadron then has one
less
> fighter
> >available for attacks (but is considered full strength for morale
checks).
> > When fired upon, the wild weasel gives all fighters of the squadron
the
> >equivalent of level one screens (-1 damage from scatterpacks).
Heavy
> >fighters with a wild weasel have the benefit of level two screens.
> >When the
> >squadron takes damage roll to see if the wild weasel is destroyed.
>
> How will you determine if weasel gets it?
>
Just random chance. If six fighters take one hit, the weasel will be
the
deceased on a 1 in 6. If six fighters take four hits, the weasel will
be
debris on a 1-4 on d6. etc.
> An easier method might be to use fighter groups composed entirely of
> electronic warfare craft. Any friendly ship or fighter group within
a six
> inch radius gets the benefits as you described above (-1 to hit).
This
way
> it would be easier to determine damage and somewhat resembles a
modern
> carrier strike group, where a flight of EW aircraft are used to
provide
> cover for several wings of attack aircraft and escorts. The EW group
> provides the same level of protection for friendly craft within their
6"
> radius unless the entire group is destroyed. This works as a
redundant
> system of ECM to counter the effect of having no offensive
capability.
>
Could work as well. FOr my tastes, though, I don't see the little
fighter
being able to put out sufficient noise to effectively impair targeting
over
such a huge area (I tend to be in the 1" = 1000km crowd). I like having
the
weasel only affect the associated squadron. Even ship based Area ECM in
standard FT is not able to affect targeting...
> *Electronic Warfare group option
> -Mass: N/A - No additional mass is required as offensive systems are
> replaced by ECM equipment. Cannot attack or dogfight.
> -Cost: 10 additional points per EW craft in group.
> -Endurance: Unlimited. If your trying to simulate fuel consumption,
etc.
> try using 10 turns of endurance. I give them a higher endurance over
other
> fighters since they do not require the same exhaustive combat
maneuvers or
> carry limited weaponry resources.
>
> >Long Range Missiles:
> >Long Range Missiles are in every way identical to standard missiles
except
> >that they have 6 turns of endurance and do d6 damage.
>
> Reminds me of my HE missiles mentioned a while back, only with
greater
> range. Would the missiles cost the same, and how would this affect
EMP
and
> needle missiles if their effectiveness is reduced? How about needle
> missiles hitting a specifc system, but only does normal damages to
it, not
> destroying it? Also, how about EMP missiles only generating a max of
one
> threshold roll if hit?
>
I intended the LR missile to be a separate missile type... Say the
increased
fuel load prohibits loading any of the bulkier special warheads (or a
full
size standard warhead for that matter).
>
> Mike Miserendino
>
Later
Brian