Re: [GZG] Microcarriers (was: NewCampaign)
From: "Roger Books" <roger.books@g...>
Date: Tue, 2 Oct 2007 03:52:55 -0400
Subject: Re: [GZG] Microcarriers (was: NewCampaign)
We did a simlar campaign. One big difference is we paid for
expendables. It makes a huge balance difference. I play FSE with
fighters. I initially was top dog, but supply issues were my bane.
The book-keeping was no worse than the non-fighter fleets had.
Roger
On 10/2/07, john tailby <John_Tailby@xtra.co.nz> wrote:
> In our rules Heavy is a modification to a fighter type and just
provides
> extra defences for a specific type of fighter. Fast is also a
modification
> in this case it gives the attack fighters a primary move of 36 MU.
>
> So a heavy attack fighter is an attack fighter that has a -1 drm
against it
> when shot at by PDS weapons.
>
> Torpedo fighters are more effective (and out own created MKP fighters)
are
> nasty against enemy capital ships but not so against multiple smaller
ships.
> Attack fighters are better against 3 frigates and effective enough
against a
> light cruiser over multiple turns.
>
> The mass 13 carriers carry 1 squadron each and about 75% of their cost
is
> their fighter squadron.
>
> We wanted to play games more than worry about repair / rearm logistics
so
> ships that suffer hull damage or need to replenish expendable
munitions can
> do so with a penalty to their strategic movement.
>
> I had about 9 squadrons of normal fighters defending my ships ad was
> attacked by 29 squadrons of attack fighters. Assuming my defending
fighters
> got average kills, so 21 fighters and some from scatter packs on my
ships
> that left about 140 fighters to attack me. Against my unshielded ships
each
> attack fighter does about 1 point of damage per fighter so thats about
140
> points of damage to absorb at about 30% mass on hull and armour thats
about
> 500 mass dead then and there.
>
> Next turn thats aboout 120 fighters and so on. It's pretty brutal
really.
>
> We do treat fighter pilots as expendable munitions, Carriers regularly
dump
> and run. I fact quite a popular tactic is to drop out of hyper space,
launch
> fighters and then warm up the FTL and then jump. It's pretty effective
> against fortifications as is a similar attack by missile equipped
fleets.
>
> It's perfectly viable so you need to work out a way to counter it,
there are
> a number of them.
>
>
>
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