[GZG] Re: [FT] Unified Fighter Rules?
From: mintroll-ft-list <mintroll-gzg-ft@2...>
Date: Tue, 31 Oct 2006 17:32:58 +0000
Subject: [GZG] Re: [FT] Unified Fighter Rules?
john tailby wrote:
>> If a heavy missile does not make a primary move does it use up a CEF
or can
>> missile remain stationary as area denial weapons.
We said no - it hasn't used up fuel. Does let you use them as area
denial - but they'll get shot at and need to spend CEFs on Evasion
>> Fighters escorting other fighters must start within 3mu but must
remain in
>> base to base contact??? How does that work?
>> Do you mean fighters in base contact with another fighter can declare
it is
>> moving in escort and must remain in base contact?
>> Fighters can escort within 3mu and must remain within 3mu?
>> Fighters can being the escort within 3 mu and must move into base
contact if
>> not already in base contact?
>> Something else?
If fighters are within 3mu they can escort - they are placed in base
contact, then both are moved together. Essentially upto 3mu free
movement to get the escorting group into base contact.
>> Salvo missiles, plasma bolts and AMTs automatically gain a -3 DRM.
>> So essentially you can't shoot these weapons with beam weapons at
all.
>> Although pulse torpedos could still do damage on a 5+
Beam Dice Rerolls: get to reroll on a natural 6 and the reroll ignores
the -3 modifier. So you need to roll a six first. (same as for PDS
shooting anti-ship against level 2 screens, needs to get a 6 first,
which does no hits, then (hopefully) hit with the reroll)
>> AMTs must declare an attack against all ships within 3 mu.
>> How does this work? The missile can't physically move into contact
with all
>> ships within 3mu. This wording is OK for a plasmabolt which does not
move
>> but not for an AMT. Also in step 9c AMT must move to attack or don't
they
>> make attack runs on the target like normal missiles?
After all ship movement, the AMT moves 3mu towards the closest ship
(number of times I've hit myself is embaressing) - it then declares
attacs against all ships within 3mu - area affect weapon, doesn't move
into base contact - this enables all those ships to fire without a
firecon.
>> Kra'Vak scatterguns and Sa'Vasku interceptor pods
>> may not use ADFC guidance.
>> Currently they don't need to because they have ADFC built in. Are you
>> proposing to remove this capability from these systems?
>>
>> Scattergun 6mu 1d3 1
>> When did you change this weapon from 1D6 to 1D3 and no ADFC. This
nerfs KV
>> anti ordinance.
>>
>> You do not list stinger nodes as anti ship able to attack ordinance
is this
>> deliberate or did it get left out in error?
Can't comment on that, not ever thought about alien tech - though will
have too for a new player we've got, he wants to use the Sa'Vasku.
>> These fighter rules heavily favour one shot fighters like torpedo
bombers.
>> They can only make one attack run and so can burn 3 CEF to be
unhittable
>> then attack survive and fly back to rearm for another go.
See earlier comment about BD* (beam dice with rerolls). I've found the
opposite to throw away, since fighters now need to refuel to remain
efffective (and alive)
==[
As a side point, you then need to consider what rules you're using for
fighter refuelling. We play: Can launch all, recover half each turn;
takes one turn to refuel and/or recombine. Well, that's what we used
last time - not come up in discussion yet.
This needs to be properly specified in the Fighter Rules - as it will
affect how effective fighters can be.
==]
>> Our version of how we play was inspired by these rules but we dropped
the
>> mechanism of endurance burn because it was too complicated.
I must say no one in our group has had more than 15 fighter/ordnance
markers on table at once, so it's never seemed complicated, though I
confess for larger numbers it probably would become cumbersome.
Simon
--
Experience is the fool's best teacher; the wise do not need it.
http://fullthrust.2-72.co.uk
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