Fighter disadvantage on large game area

3 posts ยท Oct 3 1996 to Oct 4 1996

From: Brian Bell <bkb@b...>

Date: Thu, 3 Oct 1996 08:58:57 -0400

Subject: Fighter disadvantage on large game area

When using a large game area, here are 2 good rules of thumb.

Rectanglular Area. This is for a game area where the length is MORE than twice
the length. Std Fighters can travel upto 1/2 the width of the short
side.

Squarish Area. This is for a game area where the length is upto (but not
exceeding) twice the width. Std Fighters can travel upto 1/4 the
shortest side.

Fast Fighters always travel upto 1.5 times the distance of Std Fighters.

Fighters are not always faster than ships, but are more maneuverable (both in
turns and the fact that they do not need to turn in 30 degree increments.

The AA gun battery was designed (supposition) to allow a ship to strike a
target before being swarmed by fighters.

Do not carry this rule of thumb to an absurb conclusion. If playing with
hundreds of ships on a very large game area, fighters distance should be cut
closer to normal to keep the balance of power.

From: Tim Jones <Tim.Jones@S...>

Date: Thu, 3 Oct 1996 12:58:19 -0400

Subject: RE: Fighter disadvantage on large game area

My fighter group with fast ships idea

Fighter Group: Thrust: 12 Velocity: Same as Carrier at launch

The figher group can then increase/decrease their velocity by 12 per
turn but with no rules for turning (i.e. use the go where you want rule).

However the fighter group has to move its current velocity (these ships are
*really moving* fast) in the chosen direction. This is because going from V20
to V1 then back to V20 the next turn seems too implausible for even a fighter.

Good: interesting tactical planning fighters can keep up

Bad: Bookeeping fighter speed

From: rpruden@a... (Rob Pruden)

Date: Thu, 3 Oct 1996 23:58:00 -0400

Subject: RE: Fighter disadvantage on large game area

> My fighter group with fast ships idea

We use a similar system for our fighter games with a little more bookkeeping.
We treat the fighter groups as additional "ships" and plot their moves along
with everybody else.

Regular fighters have a thrust of 6 and fast fighters have a thrust of
9.

This is used for the fighters just as for the ships to change speed and turn.
Fighters, however, can use all of their thrust for course changes, like the
Kra'vak. We have also experimented with splitting the fighter course changes
into *three* parts instead of two (before moving, at midpoint, and at the end)
if desired by the player controlling the fighters. This gives a little more
flexibility that they need.

These concepts can also be used with the Realistic Movement rules as well.

> Good:

...and course changes. We haven't found it to be a problem with 10 or fewer
fighter groups on a side which is what we usually have. It involves more
effort but it "feels" better when a large table is used and ships
really get crankin'.  ;-)

Comments, similar solutions, etc.?