From: "john tailby" <John_Tailby@x...>
Date: Tue, 31 Oct 2006 20:28:28 +1300
Subject:
Hi
Some immediate questions about the wording
Move fighters/missiles (Primary). Beginning with the player who
lost initiative, alternate moving one Fighter Group/Heavy Missile at a
time for their primary move distance. Heavy Missiles pay one CEF for
a primary move; fighters do not.
· Instead of moving, fighters within 3 mu of any ship-friendly or
enemy-may declare that they are screening that ship. They move in
Phase 5 with their screened ship, rather than in Phase 3.
· Instead of moving, fighters within 3 mu of a friendly fighter
group may declare that they are escorting that group. They move when
their escorted group moves, and must remain in base-to-base contact
with it.
If a heavy missile does not make a primary move does it use up a CEF or
can
missile remain stationary as area denial weapons.
Fighters escorting other fighters must start within 3mu but must remain
in
base to base contact??? How does that work?
Do you mean fighters in base contact with another fighter can declare it
is
moving in escort and must remain in base contact?
Fighters can escort within 3mu and must remain within 3mu?
Fighters can being the escort within 3 mu and must move into base
contact if
not already in base contact?
Something else?
Salvo missiles, plasma bolts and AMTs automatically gain a -3 DRM.
So essentially you can't shoot these weapons with beam weapons at all.
Although pulse torpedos could still do damage on a 5+
AMTs must declare an attack against all ships within 3 mu.
How does this work? The missile can't physically move into contact with
all
ships within 3mu. This wording is OK for a plasmabolt which does not
move
but not for an AMT. Also in step 9c AMT must move to attack or don't
they
make attack runs on the target like normal missiles?
Kra'Vak scatterguns and Sa'Vasku interceptor pods
may not use ADFC guidance.
Currently they don't need to because they have ADFC built in. Are you
proposing to remove this capability from these systems?
Scattergun 6mu 1d3 1
When did you change this weapon from 1D6 to 1D3 and no ADFC. This nerfs
KV
anti ordinance.
You do not list stinger nodes as anti ship able to attack ordinance is
this
deliberate or did it get left out in error?
These fighter rules heavily favour one shot fighters like torpedo
bombers.
They can only make one attack run and so can burn 3 CEF to be unhittable
then attack survive and fly back to rearm for another go.
Having used a similar version of these rules it doesn't make a
significant
difference if the fleet uses its anti ship weapons to try and stop a
missile
wave. You might force the missile barges to get a bit closer to say 48"
before they fire but you won't have enough firecontrols to target the
missiles even if they don't bother to defend.
With each missile burning endurance to dodge incomming fire, the book
keeping becomes much harder as you have to track different endurance
states
for each missile rather than just being able to calcualte the endurance
for
each wave.
Our version of how we play was inspired by these rules but we dropped
the
mechanism of endurance burn because it was too complicated.
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