Prev: Re: SGII: Non-penetrating hit Next: Re: Nova Cannon

Re: Fighter groups

From: Binhan Lin <Binhan.Lin@U...>
Date: Fri, 14 Feb 1997 12:58:30 -0500
Subject: Re: Fighter groups



On Fri, 14 Feb 1997, Cleyne, Daniel wrote:

> Having re-read the rules I realised that the 3 active turns are only
> expended when the fighter group is engaged in combat. Thus transport
> turns where they are only moving and not engaging anything do not cost
> endurance points. So theoretically you can get more than 6 turns range
> out of a fighter group. What disturbs me about the Endurance rules is
> the furthest your fighter group can travel after using your last point
> of endurance is 36". That puts your carrier within A-Battery Range.
Does
> anyone else baulk at bringing their most expensive (and usually least
> defended) ship so close to the pointy end of the battle?
> 
> I agree with the intent of the endurance rules but I think the return
> range after endurance expenditure should be lengthened to say 6 turns
or
> something like that.
> 
> comments?
> 
> Dan
> 

The endurance of three turns to return to carrier only applies if you 
expend three combat turns.  If you're willing to sacrifice 1/3 of the 
firepower of a fighter group you're allowed unlimited range....

--Binhan

Prev: Re: SGII: Non-penetrating hit Next: Re: Nova Cannon