Re: Fighter Numbers/Regroup Option
From: Joachim Heck - SunSoft <jheck@E...>
Date: Tue, 27 Aug 1996 14:10:02 -0400
Subject: Re: Fighter Numbers/Regroup Option
Mike Miserendino writes:
@:) joachim wrote:
@:) > One thing they never mention is whether you can combine damaged
@:) >fighter groups into (fewer) new, undamaged groups.
@:)
@:) Maybe have groups combine by touching each others bases at the end
Hmm... Actually I guess was thinking that they would combine while
on board a carrier but there's no good reason for them not to just get
together out in space.
@:) >I don't know if there'd be much advantage to that anyway - maybe
@:) >not, actually, since you would have less ability to pin down the
@:) >enemy in dogfights.
@:)
@:) A combined group will not be any less/more effective in
@:) dogfighting, but [two or more fighters] will have an advantage if
@:) making a normal attack within 6" of an enemy group. The enemy
@:) group could attack ONE fighter group, but the divided forces of
@:) the other player might ALL be able to attack the lone enemy group.
True. If you want to get really picky a group of single fighter
"groups" would have an advantage while attacking ships because the
most any PDAF could kill at one time would be 1, rather than the
normal possibility of killing 2 (on a 6). So I cast my vote for no
single fighter non-groups or other fighter disbersement procedures.
Scott Field writes:
@:) Hmmm...presumably, 6 pilots who have trained together will be a
@:) more effective team than 6 who have never met. Maybe fighters from
@:) the same carrier could combine without penalty, but combining
@:) fighters from different carriers creates a squadron of "turkeys"
@:) as per MT?
That'd probably be a good idea. Actually, perhaps any recombining
of fighter groups should result in a turkey squadron. Perhaps if the
fighter groups were already turkeys, the recombined group has to roll
one die per turn as though from PDAF to represent pilots crashing into
each other :)
-joachim