Prev: Re: Fighter movement Next: Re: Fighter movement

RE: Fighter movement

From: Adam Delafield <A.Delafield@b...>
Date: Mon, 16 Sep 1996 22:49:49 -0400
Subject: RE: Fighter movement

Date sent:  17-SEP-1996 08:41:30 

>Has anyone else found the rules on fighter movement rather silly?
>I know they're as they are to keep things simple, but limiting
>fighters to a move of 12" (no continuous acceleration) means they're
>often left behind if you want to make even a moderately quick strike
>by your larger ships.

>So, has anyone used any continuous acceleration rules for fighters?
>If so, how did they play? The obvious change of giving fighters an
>acceleration of 12", and keeping track of their current velocity,
>removes the simplicity, and I'm interested in seeing any 'nicer'
>ways of doing it.

>-- 
>Be seeing you,
>Sam.

Drift counters work well. (Each turn place a drift counter where
the fighter group WAS. The line between the counter and the
current location is the current vector. Works best when using
'Realistic Movement in Full Thrust') But in general, on most
tables, fighters will be able to outmaneuver and outrun most ships.
If you aren't able to do this in your games, slap some moving
Asteroids on the table. That will slow those ships down.

+-------------------------------------+--------------------+
| Adam Delafield, I.T. Officer	      | Bolton Institute,  |
|				      | Eagle Tower,	   |
| E-mail : ad4@Bolton.ac.uk	      | College Way,	   |
| Phone  : +44 1204 528851 (ext 3163) | Bolton, UK.	   |
| Fax	 : +44 1204 399074	      | BL3 5AE.	   |
+-------------------------------------+--------------------+

Prev: Re: Fighter movement Next: Re: Fighter movement