Re: [GZG] Hugh's New Fighter/Point Defence rules
From: Hugh Fisher <laranzu@o...>
Date: Sun, 28 Nov 2010 20:23:28 +1100
Subject: Re: [GZG] Hugh's New Fighter/Point Defence rules
>
>The main issue I have with this is that torpedo bombers are not
>going to get very many chances to strike in a battle compared to
>regular attack fighters. They need to be able to make the most of
>it when they get them.
Torpedo fighters could roll to hit as if they were heavy
missiles (one band lower if possible, like attack fighters)
and use the to-hit roll as the damage as well. They'll do
slightly better again undefended targets because a 2 is
becomes a hit, and against well defended targets hits will
be rare but dangerous. And this would remove an extra die
roll.
>Well, given that 20+ scatterguns and/or 25-30 PDS have been
>considered a balanced quantity for capital ship and/or escort ship
>equipment in my campaigns, I think it becomes pretty academic as to
>what would happen. Inpenetrable PD levels would be a matter of
>rote, and both plasma and heavy missiles would be completely
>useless. I'd suggest at the very least that they should hit on a 6
>regardless of what defense was up, and I'm not sure whether or not
>even that level shouldn't be pretty high up.
5-10% of capital mass and 20%+ for escort cruisers being
spent on PDS isn't balanced to me, but then I did
say I wanted to find out what other people do :-) Your
campaign is evidently one of those where the optional
rules for fighter suppression/assistance should be used.
As for heavy missiles and plasma bolts, how about at
the 11-15 band they need a 6 to hit AND do one die less
damage, at 16+ 6 to hit and two dice less damage. So
heavy missiles always have a chance of doing some damage,
and while you can bounce off class 1 or 2 plasma bolts,
class 3 and up (Phalon heavy cruiser or better) still
hurt.
Oh, and anyone else want to jump in? Or has the Comic
Sans font seared the eyes of most readers? :-)
cheers,
Hugh
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