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Re: More Fighter questions

From: David <dluff@e...>
Date: Wed, 07 Jul 1999 23:53:15 -0400
Subject: Re: More Fighter questions

True about the launch rate but the strike force would form over the
carrier group and continue on as a stike group.  Although the time to
launch you force would eat up fuel in space it would be different.  As
your fighters are launched, they just glide in space while the newly
launched fighters catch up to the growing formation.  Very little fuel
wasted and when all fighter arrive, they all would attack together.  No
need for the carrier to get involved in combat and to launch the
fighters near enemy ships, unless something like a sneak attack at
morning (like Pearl Harbor) or such.   

Brian Bell wrote:
> 
> I liked the original rules of 1 launch for non-carriers and 2 for
carriers
> (defining a carrier that has equal or more mass in fighter bays as
offensive
> weapons).
> 
> Someone stated that when he was on a carrier, they could launch 12
planes in
> 15 minutes (with 4 catapults). This seems to just about match the
original
> rules. Turn is about 15 minutes. Each fighter group is 6 fighters. 2
> launches per turn is 12 fighters per 15 minutes.
> 
> ---
> Brian Bell
> bkb@beol.net <mailto:bkb@beol.net>
> http://members.xoom.com/rlyehable/
> ---
> 
> -----Original Message-----
> From: owner-gzg-l@CSUA.Berkeley.EDU
> [mailto:owner-gzg-l@CSUA.Berkeley.EDU]On Behalf Of Ground Zero Games
> Sent: Wednesday, July 07, 1999 18:21
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: Re: More Fighter questions
> 
> >In a message dated 7/7/99 2:13:07 PM EST, devans@uneb.edu writes:
> >
> ><<
> > You seem to complain there isn't a one-to-one correspondence of bays
to
> > launch. If you MUST have that, then it's a house rule.
> >
> > The_Beast
> >  >>
> > I like the two launches, 1 recovery - but tying it to the number of
bays
> and
> >tying squadrons to bay facilities makes big sense.
> 
> As a [semi-official] suggestion, how about launch full complement in
one
> turn (based on earlier comments about turn length), and recover 50%
> (rounded up) of full complement?
> Thus a ship with five groups embarked could launch them all, but
recover
> only three per turn.
> Gets away from having to define "carriers" in terms of game function -
> carrier just becomes	a descriptive term applied to any ship that has
a
> large percentage of its payload devoted to fighter bays.
> "Crated" fighters carried in cargo or in fleet auxiliaries should only
be
> used to replace losses between games in campaign settings - transfer
from
> cargo to launch bays, assembly/uncrating, prep-up, tests/checks and
> everything else should be way outside the game timespan....
> 
> Jon (GZG)


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