Fighter House Rules.

8 posts ยท Jan 2 2001 to Jan 3 2001

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 02 Jan 2001 15:26:08 -0800

Subject: Re: Fighter House Rules.

> My fighter house rules, open for your comments.

This doesn't seem like that much of a house rule. FB1 specifies that fighters
are launched in Phase 3 (Move Fighter Groups) anyway.

> 2.Launching fighters can placed anywhere within 6" inches of the

This confuses me slightly, but sounds relatively harmless. FB1 says that
launched fighters must move before all other fighters, but can otherwise act
normally on the turn of launch.

> 3. Any ship can launch or land fighters equal to half of number of

We discussed this several times on the list. I believe that St.Jon eventually
said that all bays could launch or recover in any given turn. However, this
works.

> 4. Any ship has deck crews equal to the number of fighter bays (Be gone

As I recall, we figured that it would take 1 turn to rearm fighters. However,
this is more detailed, and if you like it: go with it!

> 5. Rearming fighter, During the record-keeping phase, a d6 is rolled

This doesn't make sense to me. Rearming shouldn't have a random
element - or at least not one that depends on the strength of the
group. A full strength group is significantly penalized compared to a group
with 3 fighters left; much more than the 2:1 numerical ratio would suggest.

From: Glenn M Wilson <triphibious@j...>

Date: Tue, 02 Jan 2001 20:16:45 EST

Subject: Re: Fighter House Rules.

On Tue, 02 Jan 2001 15:26:08 -0800 Sean Bayan Schoonmaker
> <s_schoon@pacbell.net> writes:
<snip>
> 5. Rearming fighter, During the record-keeping phase, a d6 is rolled

For our book-keeper types: How about a +1 for - each number less then 4
fighters - strength of the group and +1 per turn consecutive re-arming?

I.e., strength 5 turn one 5 or 6; turn 2 4/5/6, turn 3 3/4/5/6 ---
strength 3 turn one (+1 for smaller size) 4/5/6, turn two 3/4/5/6, turn
3
2/3/4/5/6 --- strength 2 turn one (+2 for smaller size) Automatic
(unless all 1's fail <grin> which seems a bit much.)

Here I am making suggestions for MT/FBx and I've never seen the rules!
Ain't war games grand - you don't need to know the exact mechanisms
after 30 years of playing...

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Tue, 02 Jan 2001 18:45:31 -0800

Subject: Re: Fighter House Rules.

> For our book-keeper types: How about a +1 for - each number less then 4

OK, if you MUST have dice rolling involved <sigh> ;-)

How about something more like this:

Your ship has a 1-6 capacity. In other words, the chance of rearming
1 fighter is 1+ (automatic). This ability, however, can be split
among however many fighters you choose. Thus if you want to work on
three fighters at the same time, you would need a 5+ (33%) for
success on each. This way, you have to allocate your assets, and possible
gamble on failure if you try to work on too many fighters at once.

From: Allan Goodall <agoodall@a...>

Date: Tue, 02 Jan 2001 22:36:05 -0500

Subject: Re: Fighter House Rules.

On Tue, 02 Jan 2001 18:45:31 -0800, Sean Bayan Schoonmaker
> <s_schoon@pacbell.net> wrote:

> For our book-keeper types: How about a +1 for - each number less then

Ummm... I'm with you, Sean. I don't see why fighter rearming time should be
random, particularly given the game's nominal time scale. I would expect that
most of the rearming would be done by robots anyway (given the small
complement onboard the FT ships). I would think that rearming would be the
same length every time, except possibly due to battle damage on board the
ship. But that's handled by losing fighter bays to thresholds.

From: Glenn M Wilson <triphibious@j...>

Date: Wed, 03 Jan 2001 07:03:52 EST

Subject: Re: Fighter House Rules.

On Tue, 02 Jan 2001 22:36:05 -0500 Allan Goodall <awg@sympatico.ca>
writes:
> On Tue, 02 Jan 2001 18:45:31 -0800, Sean Bayan Schoonmaker

That assumes the robots are programmed to work around damage to the fighter OR
that all damaged fighters are 'grounded' ("shipped"??) if damaged at all. Or
???

> Allan Goodall awg@sympatico.ca

From: Glenn M Wilson <triphibious@j...>

Date: Wed, 03 Jan 2001 07:03:52 EST

Subject: Re: Fighter House Rules.

On Tue, 02 Jan 2001 18:45:31 -0800 Sean Bayan Schoonmaker
> <s_schoon@pacbell.net> writes:

No, just a thought tat I had not traken time to develop...

> How about something more like this:

This is per squadron or per ship?

How do you figure capacity between CVA types and BDN(?) types?

How does crew hits affect this?

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 3 Jan 2001 14:25:10 +0100

Subject: Re: Fighter House Rules.

Comparing to what FB2 says on the subject:

Schoon replied to someone:

> 3. Any ship can launch or land fighters equal to half of number of

FB2 p. 4 says launch as many groups as you have operational bays in one turn;
recover half as many groups as you have bays.

> 4. Any ship has deck crews equal to the number of fighter bays (Be

FB2 page 4 says "roll 1d6: 1 = group may not be re-launched at all
during the game, 2-5 = rearming takes 1 turn, 6 = rearming takes 2
turns".

Regards,

From: Sean Bayan Schoonmaker <schoon@a...>

Date: Wed, 03 Jan 2001 08:44:26 -0800

Subject: Re: Fighter House Rules.

> This is per squadron or per ship?

Squadron

> How do you figure capacity between CVA types and BDN(?) types?

Not necessary if going by squadron

> How does crew hits affect this?

Ummmm. Que? Hadn't really though of that. I'd say that loosing the bay with a
threshold hit also dispenses with the deck crew. Thus, no record keeping
necessary!