GZG List archives -- October 2006

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[GZG] Re: [FT] Unified Fighter Rules?



john tailby wrote:

>> 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.

We said no - it hasn't used up fuel. Does let you use them as area denial - but they'll get shot at and need to spend CEFs on Evasion

>> 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?

If fighters are within 3mu they can escort - they are placed in base contact, then both are moved together. Essentially upto 3mu free movement to get the escorting group into base contact.

>>  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+

Beam Dice Rerolls: get to reroll on a natural 6 and the reroll ignores the -3 modifier. So you need to roll a six first. (same as for PDS shooting anti-ship against level 2 screens, needs to get a 6 first, which does no hits, then (hopefully) hit with the reroll)

>> 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?

After all ship movement, the AMT moves 3mu towards the closest ship (number of times I've hit myself is embaressing) - it then declares attacs against all ships within 3mu - area affect weapon, doesn't move into base contact - this enables all those ships to fire without a firecon. 

>> 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?

Can't comment on that, not ever thought about alien tech - though will have too for a new player we've got, he wants to use the Sa'Vasku.

>> 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.

See earlier comment about BD* (beam dice with rerolls). I've found the opposite to throw away, since fighters now need to refuel to remain efffective (and alive)


==[
As a side point, you then need to consider what rules you're using for fighter refuelling. We play: Can launch all, recover half each turn; takes one turn to refuel and/or recombine. Well, that's what we used last time - not come up in discussion yet.

This needs to be properly specified in the Fighter Rules - as it will affect how effective fighters can be.
==]


>> Our version of how we play was inspired by these rules but we dropped the
>> mechanism of endurance burn because it was too complicated.

I must say no one in our group has had more than 15 fighter/ordnance markers on table at once, so it's never seemed complicated, though I confess for larger numbers it probably would become cumbersome.


Simon

-- 
Experience is the fool's best teacher; the wise do not need it.

http://fullthrust.2-72.co.uk

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