Re: Fighters and Hangers
From: "Mike Hillsgrove" <mikeah@c...>
Date: Sat, 6 Mar 2004 01:03:36 -0500
Subject: Re: Fighters and Hangers
> >>fighter rules complex with something that works... but I can't get
> >>any such new rules into [OFFICIAL] print until FT3 gets published.
We are replaceing the fighter rules locally with the system lifted
entirely
from SeaPower II/III. It's clean, fast, allows for wide variations of
types, and quality. Perfect.
Essentially, it's a matrix of fighters, for each fighter a die is
thrown.
Depending on the values in the matrix, hits are scored and the battle
ends,
ordinance expended. I'm using the same system for AA and fighter
launched
torpedos/bombs.
For example, 12 WildCats engage 8 Zeros (pretend that they are future
fighters. The matrix is consulted and we find the WildCats roll RED's
(ones) and the ZERO's roll Yellows (2 &3). 12 dice are rolled for the
Wildcats counting the red faces (1's) and the ZERO's roll 8 dice looking
for
2's and 3's. The Zero's in this case represent the better fighter, but
in
the words of Stalin "Quantity has a quality all of it's own!"
I want to limit antiship attacks to torpedo and bomb carrying
"specialist"
craft, as I am assuming that weapons large enough to damage a 25th
century
spaceship would render a fighter incapable of dogfighting. Historical
precedence for this. This also allows the use of real tactics.