GZG List archives -- October 2007
Re: [GZG] Microcarriers (was: NewCampaign)
We did a simlar campaign. One big difference is we paid for
expendables. It makes a huge balance difference. I play FSE with
fighters. I initially was top dog, but supply issues were my bane.
The book-keeping was no worse than the non-fighter fleets had.
Roger
On 10/2/07, john tailby <John_Tailby@xxxxxxxxxx> wrote:
> In our rules Heavy is a modification to a fighter type and just provides
> extra defences for a specific type of fighter. Fast is also a modification
> in this case it gives the attack fighters a primary move of 36 MU.
>
> So a heavy attack fighter is an attack fighter that has a -1 drm against it
> when shot at by PDS weapons.
>
> Torpedo fighters are more effective (and out own created MKP fighters) are
> nasty against enemy capital ships but not so against multiple smaller ships.
> Attack fighters are better against 3 frigates and effective enough against a
> light cruiser over multiple turns.
>
> The mass 13 carriers carry 1 squadron each and about 75% of their cost is
> their fighter squadron.
>
> We wanted to play games more than worry about repair / rearm logistics so
> ships that suffer hull damage or need to replenish expendable munitions can
> do so with a penalty to their strategic movement.
>
> I had about 9 squadrons of normal fighters defending my ships ad was
> attacked by 29 squadrons of attack fighters. Assuming my defending fighters
> got average kills, so 21 fighters and some from scatter packs on my ships
> that left about 140 fighters to attack me. Against my unshielded ships each
> attack fighter does about 1 point of damage per fighter so thats about 140
> points of damage to absorb at about 30% mass on hull and armour thats about
> 500 mass dead then and there.
>
> Next turn thats aboout 120 fighters and so on. It's pretty brutal really.
>
> We do treat fighter pilots as expendable munitions, Carriers regularly dump
> and run. I fact quite a popular tactic is to drop out of hyper space, launch
> fighters and then warm up the FTL and then jump. It's pretty effective
> against fortifications as is a similar attack by missile equipped fleets.
>
> It's perfectly viable so you need to work out a way to counter it, there are
> a number of them.
>
>
>
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