From: Jared Hilal <jlhilal@y...>
Date: Fri, 5 Mar 2004 11:02:03 -0800 (PST)
Subject: Fighter groups other than 6 was Re: Fighters and Hangers
> --- Steve Pugh <steve@pugh.net> wrote: But only if you are using the OPTIONAL morale rules. Then > --- Steve Pugh <steve@pugh.net> wrote: And > --- Laserlight <laserlight@quixnet.net> wrote: > --- agoodall@att.net wrote: I had not considered the initiative advantages. However, this can be easily dealt with in two ways: 1) As the playtest group is revising fighter rules for FB3 anyways, change the formula for fighter group from: PV = F * x where F = constant value of fighter and x = number of fighters in the group (from FB1 & 2) to: PV = G + (F * x) where G = constant value per group so that 24 fighters could be divided in any of several ways: 3 groups of 8 = 3G + 3(8F) = 3G + 24F 4 groups of 6 = 4G + 4(6F) = 4G + 24F 6 groups of 4 = 6G + 6(4F) = 6G + 24F 8 groups of 3 = 8G + 8(3F) = 8G + 24F 12 groups of 2 = 12G + 12(2F) = 12G + 24F 24 groups of 1 = 24G + 24(1F) = 24G + 24F thus larger numbers of smaller groups will cost more. Although G should be a constant and represent the value of having a group, I have no suggestion for a numeric value as I have no idea how this would scale to the rest of the FT/FB point system, rather leaving it to those who crunched the numbers for the system originally. 2) We use a house rule regulating alternate movement: Once the first player has moved a fighter group, the second player must move at least as many fighters, even if that is more than one group. The first player must then move another group or groups containing at least one more fighter than the difference between the second player's move and the first player's first move. (works like raising and calling in poker) E.g. If Bob moves a group of six and Joe moves a group of 5, then Joe must still move a second group to match Bob's six. If Joe move a 5 and a 4, totaling 9 fighters, then Bob must move at least 4 fighters (9-6=3, and Bob must move 1 more than Joe). This was originally developed to take care of situations where a player would move his combat depleted groups first, then move his full strength groups last. On combat between large groups and small groups: > --- Steve Pugh <steve@pugh.net> wrote: <on the 4x6 vs 24x1 example> > So you can destroy at most 4 of Jack's fighters per turn (and you However, just as "Jack" will try not to let you engage more than one group at a time in dogfights, FT prohibits firing INTO a dogfight. (FT, pg 17, right hand column, 3rd full paragraph) Thus any of the 6-strong groups that can manage to get into a dogfight are immune from the long range fire of all of the other single groups, which then would have to close into a furball to attack, allowing the large group to split fire as per FB1. Thus Mr.Pugh's numbers are an inaccurate representation. J