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Fighter Rules - Turn Sequence

From: J L Hilal <jlhilal@y...>
Date: Thu, 5 May 2005 03:58:27 -0700 (PDT)
Subject: Fighter Rules - Turn Sequence

Part 2: Revised Turn Sequence

This assumes that you are using one of our fighter movement systems. 
If not, simply adjust the movement portion accordingly.

1)  Initial Phase
 1A)  Write Orders
 1B)  Determine Initiative

2)  Movement Phase
 2A)  Launch Fighters and Ordnance per written orders
 2B)  Move Ships
 2C)  Move Fighters and Ordnance

3)  Fighter, Ordnace, and PD Phase
 3A)  Declare Fighter and Ordnance Attacks
 3B)  Declare/Allocate Point Defense and Area Defense Fire
 3C)  Resolve Point Defense and Area Defense Fire

4)  Combat Phase
 4A)  Take turns activating units.  "Units" include ships, fighter
groups, and ordnance markers.

5) End Phase
 5A)  Repair Rolls
 5B)  Clear PD/AS settings of dual-mode weapons

Explanations:
3A - Declare Fighter and Ordnance Attacks:
Declare all ranged attacks by fighters against fighters and ships. 
Declare any ranged attacks by escorting fighters against ships. 
Declare all close attacks by fighters against ships.  Declare all
dogfights.  Declare interception attempts by escorting fighters against
close attacks and dogfights.  Declare all attacks by Ordnance.

3B - Declare/Allocate Point Defense and Area Defense Fire:
Declare ADFC use.  Declare all PD and AD fire.	Declare all ranged fire
by escorting fighters against ranged fighter attacks and attacking
ordnance.  Mark dual-mode weapons as either PD or AS mode for the turn.

3C - Resolve Point Defense and Area Defense Fire:
Resolve all fire declared in 3B.

4 - Combat Phase
Take turns activating units and resolving their fire.  Escorting
fighters that did not intercept or fire as PD may make any declared
ranged attacks at the time that their charge is activated.  Ships may
fire on fighters and ordnance with Anti-Ship weaponry as part of their
acivation.
  "Units" include ships, individual fighter groups, dogfights/furballs,
and individual ordnance markers.  Thus, players decide when in the
sequence their ordnance and fighter attacks are resolved, both relative
to each other and relative to ships.  Players must weigh choices of
whether to activate their own ordnance/fighters to get in their attacks
or to activate their own ships and make AS-weapon attacks against
fighters/ordnance.  This also allows players to chose to activate
fighters or missiles before area affect weapons destroy them, at the
expense of not doing something else.  These are the same decisions that
are made about which order to activate your ships, just extnded to
include fighters and ordnance.

J

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