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Re: Fighter groups

From: "Joe A. Troche" <trochej@s...>
Date: Sat, 15 Feb 1997 00:42:39 -0500
Subject: Re: Fighter groups

Fighter endurance is only an option for those people who really HATE
fighters.  I use a fighter adrift rule which requires a roll anytime a
group "expends" a combat manuever point after reaching bingo (3 combat
manuever points spent).

-Joe
At 10:58 AM 2/14/97 -0700, you wrote:
>
>
>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
>

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