Fighter Rules
From: "Grogan, Paul" <pg70201@g...>
Date: Mon, 17 Sep 2001 09:53:50 +0100
Subject: Fighter Rules
Hi all,
I've been away for a while and not played any Full Thrust for ages, but
after attending Colours this weekend and picking up some new Islamic
ships,
me and my mate are going to start playing it again.
Have there been any major changes to the rules in the last few months?
Specifically fighters. Before I paused playing, I seem to remember the
rules were
Fighters move before ship movement is revealed, 24MU, so have to predict
where ships are going.
After ship movement, fighters may expend a point of endurance to move a
further 12MU
Then, fighters declare targets.
PDS weapons fire and casualties are caused.
Morale rolls must be made for fighter groups still attacking (1d -
having to
roll number of fighters remaining in squadron)
Calculate damage from fighters.
I like using fighters as I've put them on cool bases, and they look
good,
but I've always found the problem with them that 1 or 2 squadrons is a
waste
of time, you'll get blown to bits before you get to do anything. But
with
lots of squadrons, you flood your opponents ship and overwhelm their
PDS,
you'll lose the same number of fighters, but there will still be loads
left.
If you only have a couple of squadrons, I guess the trick is to go after
the
smaller ships, or wait until the bigger ships have lost some of their
PDS.
I was also not keen on the fighters having to move before ships, it
doesn't
feel right, with the little ships being more maneuverable and nippy, I
thought they should quite easily be able to follow a big ship. But, I
believe this was brought in because fighters were too powerful. With
the
morale rules now a standard (I think), are they still really powerful.
Cheers All, good to be back