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[GZG] Subject: Re: Mixed Role Fighters (design system)

From: Doc <docagren@a...>
Date: Tue, 30 Jun 2009 00:30:37 -0400
Subject: [GZG] Subject: Re: Mixed Role Fighters (design system)

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Sorry Guys and Gals, But I’ve been busy trying to get my Wedding Plans
done after a # of Companys we were dealing with closed between Jan and
June(Married June 20th).  I I had this writen but it was saved as a
draft not sent.

Message: 5

Date: Sun, 19 Apr 2009 10:13:23 -0500

From: John Atkinson 

On Sat, Apr 18, 2009 at 4:11 PM, Doc <docagren@aol.com> wrote:

> I have a set of rules for designing fighters, and it included allowing
you

> to make these Mixed Roles Fighters, and will allow U to build all of
the

> stock GZG fighter types at right cost. ?You find that more you squeeze
in to

> a fighter, it will cost you much in points, and you still find they
die just

> as fast a stock fighters.

> http://www.freewebs.com/heavymetaldrake/modular Fighter Designs.pdf

Apologies for the email that was blank.

That's something I've been wondering about--the various expensive

points values of all-singing, all-dancing fighters emphasizes that

they can do ALL, though only one or two capabilities is useful in any

given situation (excepting Heavy) and costs them such that for a given

quantity of Superfighters I will nearly always be able to field more

standards and interceptors to shoot them down.

The majority of the cost, under the standard point system for single

role fighters, seems to be less the fighters themselves and more in

paying for the carriers to get them
 to the fight.  Superfighters

reverse that equation.

John>>

Yep John, Superfighter do reverse the curve betwen cost of Carrier and
Fighter.  Can U bring enough lower cost fighter to kill the super
model.. I don’t know.  I have had a Large Stealth Super Fighter
Squadron (4 planes), piloted by Ace Pilots endup taking down 5 Squadron
(2 Light, 2 Multi-role and 1 Heavy Attack Squadron) at about the same
cost at the lost of 1 plane, and 1/2 way thur I  divived into 2
aircraft flights.   Sometime tacics and dice luck fall your way too.

Date: Sun, 19 Apr 2009 12:03:16 -0400

From: Ryan Gill

So, just for the sake of argument, what if you 

have a fighter system that's a full generation 

ahead of all of the other space-craft it's up 

against. Look at the F22 as an example. The 

Super-Bugs (F18) (gen 4.5) F-15s and F16s (Gen 4) 

have all had fits trying to get them in their 

gunsites, let alone shoo them down. So far as 

I've heard, ONE F-18 jock managed to get a kill 

shot by violating the ROE for the practice 

engagement which meant the F22 jock was probably 

trying to avoid a collision rather than kill the 

F18.

In this case it would seem that the F22 is head 

and shoulders above everything else. At Red Flag 

the F22s got 144 kills with no kills on their own 

side.

=0
A

I know this makes for gaming that's tough for the 

guy with the lower gen fighters, but in theory, 

the technology between say the NAC and the LLAR 

should reflect this. The LLAR doesn't go to war 

with the NAC because they don't want to get 

buried. More or less the same reason a lot of 

nations don't go to war with the US or for that 

point, the Republic of Manitcore. The functional 

differences between the tech edge as things have 

progressed between the advanced and the slightly 

advanced have increased dramatically.>>

Well, my fighter design system can handle Advanced and Obsolate Fighters
as well as standard level tech.    So yeah you can mix up MIG17 and
F22 see my comment above about 1 4 aircarft squadron and it’s kills to
lost ratio.

But, F22s with AWACs vs F16s with AWACs is still 

no contest. How does this work in FT?>>

The design system you can build an AWACs bird if you wish (giving
fighter the sensor range of a standard warship) pre ourt sensor rules.
 

My system not perfect and I admit but it has made fighter combat around
here different then other places.

DOC Agren

    Lurker on the Digest

 

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