Re: [GZG] Fighter rules Questions...
From: Doug Evans <devans@n...>
Date: Wed, 24 May 2006 13:30:08 -0500
Subject: Re: [GZG] Fighter rules Questions...
Well, I thought Chris's last followup, intentionally or not, supported
the
idea, as the last few SM's in most FB-design magazines(my beloved
Gorshkov
is the only SMR I can find) are probably toast. Remember, he was being
generous when he said "ship gets destroyed" as a threshold hit is almost
as
bad. As bad, if you roll damage control like I do.
However, I was thinking more of using the AF SM as an extra PDS,
shooting
as the fighter attacks. Haven't thought about something like you've got
there. I'm scared of over-complication, but I'll give a think-through.
;->=
The_Beast
Grant wrote on 05/24/2006 12:29:16 PM:
***much snippage***
> It would be nice if SM's could attack fighters though.
>
> Perhaps something like buying special "anti-fighter"
> SM's. Give them double
> final attack range. If they reach a fighter group, they
> attack immediately.
> Fighters may choose to ignore the missiles, or shoot at
> them. Surviving
> fighters that ignored the missiles may attack or move
> normally. Fighters
> shoot down the missiles as the current rules. Roll for
> number of missiles
> that engage. Each missile that survives and engages,
> kills a fighter.
> Anti fighter SM's attack ships normally, but only do
> one point of damage per
> missile that survives.
>
> If you wanted to increase fighter defenses, you could
> make them "half space"
> SM's, so that two anti-fighter salvo's would fit in the
> space of one regular
> salvo.
>
> Outfit a carriers escort's with some of these, and they
> can break up the
> enemy attack waves while the carrier conducts operations.
>
> Go really nuts, and you could allow these SM's to
> attack regular SM waves as
> well.
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