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RE: Fighter Rules

From: "Bell, Brian K (Contractor)" <Brian.Bell@d...>
Date: Mon, 17 Sep 2001 09:00:56 -0400
Subject: RE: Fighter Rules

No changes to fighter rules in the last couple of
months.

You hit them right on.

FB2 (more than a couple of months ago) introduced
a couple of new things:

1. Refuel/Rearm Rules. Roll a d6 on a 1 it cannot be
   relaunched. On a 2-5 they may relaunch after 1
   full turn. On a 6 they may relaunch next turn.

2. In dogfights with more than 2 squadrons, the
   squadron with inititive fires first and damage
   is not simultaneous. (However for 1 on 1 dogfights
   damage is still simultaneous as listed in FT).

3. Launching. All fighters may launch at the same
   time. Recovery is now equal to 1/2 the number of
   fighter bays each turn.

---
Brian Bell
bbell1@insight.rr.com
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
---

-----Original Message-----
From: Grogan, Paul [mailto:pg70201@glaxowellcome.co.uk]
Sent: Monday, September 17, 2001 04:54
To: 'gzg-l@scotch.csua.berkeley.edu'
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

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