Re: Fighter House Rules.
From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Wed, 3 Jan 2001 14:25:10 +0100
Subject: Re: Fighter House Rules.
Comparing to what FB2 says on the subject:
Schoon replied to someone:
>>3. Any ship can launch or land fighters equal to half of number of
>>fighter bays left.
>
>We discussed this several times on the list. I believe that St. Jon
>eventually said that all bays could launch or recover in any given
>turn. However, this works.
FB2 p. 4 says launch as many groups as you have operational bays in one
turn; recover half as many groups as you have bays.
>>4. Any ship has deck crews equal to the number of fighter bays (Be
>>gone evil SFB spirits.) Which can land or recover fighters, or rearm
>>fighters.
>
> As I recall, we figured that it would take 1 turn to rearm fighters.
> However, this is more detailed, and if you like it: go with it!
FB2 page 4 says "roll 1d6: 1 = group may not be re-launched at all
during the game, 2-5 = rearming takes 1 turn, 6 = rearming takes 2
turns".
Regards,
Oerjan Ohlson
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry