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RE: [FTFB] "Needle" fighters?

From: "Jared E Noble" <JNOBLE2@m...>
Date: Tue, 12 Jan 1999 13:42:54 -1000
Subject: RE: [FTFB] "Needle" fighters?

You are correct - the damage is not applied to the target ship, only
resolved against the table

2 different approaches that have been discussed were Tom's and Mine (not
the only 2, but Tom and I seem to have been the most vocal on this
subject).

Tom's system uses 2 dice to resolve - 1 to see if you get a chance of
success, second to see if you actually succeed.  The first roll was
dependant on the strength of your squadron and the pilot quality.  After
that, it was a 1 die crap-shoot to see if you succeeded- though you used
a
standard-mechanic beam die to resolve that last part.  Your success on
the
second roll was completely independant on the strength of your squadron.

My system used a single die roll against the strength of your squadron
(with various suggested modifiers for fighter types or pilot quality)
and
the degree of success was based on how successful you were in beating
your
target number.	I like the idea - success is directly tied to the
strength
of your squadron. But using a single die (using a non-standard mechanic,
at
that) it is hard to get a nice smooth distribution, or a deliberately
skewed one for that matter.  There are some statistical anomalies with
this
system, but all in all I don't think it's bad

What I have tried to do this time is combine ideas and integrate
standard
fighter mechanics as well.  With this proposal Up until the time you
mark
damage on the SSD, the only difference from a normal fighter attack is
that
you declare a specific target SYSTEM, not just the target ship.  When
you
mark the damage, instead of marking off so many boxes on the damage
track,
you instead comare to a very brief (and easily memorized) chart and mark
the target system accordingly.

The modifiers I have put in (bonuses to PDS based on ftr type) are a
trench-run change easy to implement to give a little more flavor with
(IMO)
no complication.

Of course, there is something to be said for simplicity and speed.  I
figured getting people's comments would be useful.

Jared

"Dean Gundberg" <dean.gundberg@noridian.com> on 01/12/99 12:04:04 PM

Please respond to gzg-l@CSUA.Berkeley.EDU

To:   gzg-l@CSUA.Berkeley.EDU
cc:    (bcc: Jared E Noble/AAI/ARCO)
Subject:  RE: [FTFB] "Needle" fighters?

> Kind of silly to followup to my own reply, I know, but I had another
> thought on a damage mechanic for the Trench Run (needle attacks)
>
> The squadron _modifies_ it's normal attack follows:
> - Declare trench run and target
> - Resolve PDS  (I still like varying bonuses for ftr types)
> - Roll normal damage per fighter and compare total to the following:
>   (No turkey penalty, Aces roll 2 dice as stated in MT)
>   (Attack ftrs already get +1 on die)
>   -- If below 'damaged' target # nothing happens.
>   -- If equal or above 'damaged' # (say 2) target system damaged.
>   -- If equal or above 'destroyed' # (say 5) target system destroyed.

I assume the the damage rolled is not actually applied to the target
ship
else there would be no reason not to do a trench run every turn of
attack.
I still like the other version better, once die roll instead of many.

Dean

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