Fighter Rules - Fighter Attacks

2 posts · May 5 2005 to May 5 2005

From: Jared Hilal <jlhilal@y...>

Date: Thu, 5 May 2005 05:04:41 -0700 (PDT)

Subject: Fighter Rules - Fighter Attacks

Part 3: Fighter Attacks

PREMISE I prefer the original description of the PSB of fighter attacks from
FT: that they are shooting at range. The alternate view, that they make an
"attack run" has a lot of problems with it. In particular, the following
questions arise with the attack run view: "Why do I have to return to the same
place that I started from, rather than reform someplace else?" "If I can move
6mu, attack a ship and return 6mu, why can't I move
9mu, attack, and regroup 3mu, or vice-verse"
  "If I can make a [FB] 12mu secondary move and then a 12mu round-trip
attack run, why can't I make 2 12mu secondary moves and no attack run?"

FIGHTER ATTACKS: RANGED FIRE From the oringinal FT view, fighters are
effectively small, mobile batteries that zip around and shoot things. Keep
this view, but make the following change:

Instead of treating each fighter as a battery with a single 6mu range band and
a Fighter Group as a collection of those small batteries, treat each Fighter
Group as a single cumulative battery of a class equal to the number of
fighters remaining in the Group. Fighter Groups do their full number of damage
dice (depending upon the number of fighters in the Group) only within the
first range band. For each full range band of distance between the fighters
and the target, decrease the number of dice rolled by one. This is exactly the
same as for shipboard batteries. When attacking other Fighters, a Fighter
Group’s range bands are 2mu. Thus, for every full 2mu between groups, reduce
the number of damage dice rolled by one die. When attacking a ship, a Fighter
Group’s range bands are also 2mu. Thus, for every full 2mu between the target
ship and the Fighter Group, reduce the number of damage dice rolled by one
die. When attacking ordnance, a Fighter Group’s range bands are also 2mu.
Thus, for every full 2mu between the ordnance marker and the Fighter Group,
reduce the number of damage dice rolled by one die.

PSB: A ship is a much larger target than another Fighter, but the small
weapons carried by Fighters do not have the power to do significant damage to
a ship at long ranges. Ordnance, such as missiles, PBs, etc. are smaller than
fighters, but do not evade like fighters.

Examples:
  A full strength fighter group (6) rolls 6 dice at 0-2mu, 5 dice at
2-4mu, 4 dice at 4-6mu, 3 dice at 6-8mu, 2 dice at 8-10mu, and 1 die at
10-12mu.
A fighter group with 4 fighters remaining would roll 4 dice from
0-2mu, 3 dice at 2-4mu, 2 dice at 4-6mu, 1 die at 6-8mu, and no dice
beyond 8mu.

  Fighter attack dice are scored as beam dice.  (GZG-setting special
rule: kinetic weaponry of KV fighters ignore screens)

While this does give some fighter groups an extended range, they have to get
really close to be fully effective. See also the PDS rules before ripping the
extended range. This also partly mitigate the advantages of small fighter
groups by limiting their range compared to larger fighter groups.

FIGHTER ATTACKS: CLOSE ATTACKS When a Fighter Group is actually in contact
with the center post of a ship model (or in contact with the center of the
target ship’s counter), then it is said to be at point blank range. At point
blank range, Fighters may choose to attempt to destroy specific systems in the
same manner as Needle Batteries. The Fighter Group may declare that it is
attacking a specific target (such as “engines”, “weapon batteries”, “torpedo
launchers”, etc.). The attacks are then carried out as normal Fighter attacks,
except that for each 6 that is rolled,
instead of a penetrating re-roll, the system named is damaged exactly
as if it had been hit by a Needle Battery attack. All of the fighters in a
group have to have a single type of attack, either general damage or specific
systems. Only "surface systems" are eligible to be targeted. Systems immune to
Needle attacks are also immune to fighter close attacks.

FIGHTER ATTACKS: ANTI-ORDNANCE FIRE
Fighters may attack ordnance. The fighters roll a number of dice as indicated
above. Effectiveness of the fire is as described in the FBs.
 Fighters that make close attacks against ordnance may add a +1 DRm to
their rolls.  Fighters that make long-range attacks against ordnance
are not subject to the FB "killed missiles kill attacking fighters" rule, but
those that make close attacks are subjet to this rule.

FIGHTER ATTACKS: DOGFIGHTS AND FURBALLS
  Dogfights/furballs are unchanged except for the ability of
dogfighting fighters to tie up larger formations. When an escorting fighter
group intercepts fighters making a close attack or attempting to dogfight a
charge, they secretly decide whether to "pursue to destroy" or drive off". The
intercepted group then decides whether to
fight or continue with the attack.  The Pursue/Drive-off intention is
then revealed. Groups that Pursue may block no more than twice their own
number of opposing fighters, the rest continue with their attacks.
  Groups that Drive-off roll d6 for each fighter in the group and drive
off 1 fighter for each 1,2, or 3, and 2 fighters for each 4, 5, or 6,
with rerolls on 6's.  Fighters that are "Driven-off" must break off
their declared attacks, but may make dogfight attacks against the intercepting
fighters. Remaining fighters continue their attacks.

COMBAT ATTACK FACTORS (CAF) These rules assume that the discussed fighter
attacks are unlimited. If you want to limit the number of standard attacks
that fighters may make, then we need Attack Factors. Each CAF represents the
ability to
make 1 standard attack, either ranged fire, close-attacks/dogfighting,
or attacks against ordnance.

ORDNANCE FACTORS (OF) Ordnance factors are used to represent ordnance attacks
above and beyond a fighter's standard attacks. 1 OF represents the ability to
make 1 ordnance attack. Fighters can be equipped with various sized racks
rated by Hardpoints. Various types of ordnace take up differing numbers of HP
per OF.
1-HP rack for X points
3-HP rack for Y points
6-HP rack for Z points

TYPES OF ORDNANCE

FIGHTER MISSILES - represent small missiles that may be used against
fighters, ships, or ordnance. 1 OF per HP. Each OF of fighter missiles rolls
dice and scores damage as a submunition pack.

FIGHTER TORPEDOES - represent P-Torps carried by fighters.  Roll to hit
as for PTs; i.e. 2+ in 1st RB, 3+ in 2nd RB, etc.  Torpedoes launched
in close attacks hit on a 1+, destroying targeted systems on a 6.
Standard Range = 2mu RBs Extended Range = 3mu RBs Long Range = 4mu RBs
Extended Long Range = 6mu RBs

Standard Warhead = 1d6 damage Light Warhead = 1d3 damage Mini Warhead = 1
point damage

SR/SW = 2 OF per 3 HP
ER/SW = 1 OF per 2 HP
LR/SW = 1 OF per 3 HP
ELR/SW = 1 OF per 6 HP

From: Doug Evans <devans@n...>

Date: Thu, 5 May 2005 09:19:11 -0500

Subject: Re: Fighter Rules - Fighter Attacks

***
I prefer the original description of the PSB of fighter attacks from FT: that
they are shooting at range. The alternate view, that they make an "attack run"
has a lot of problems with it.
***

One of the reasons for the "attack run" paradigm is PDS. CWIS, as I understand
it, is supposed to work because the aggressor is a) close and
b)
angled almost straight at the weapon. I assumed that was the reason most PDS
are effect ONLY in defending against attacks against the platform on which
they reside.

When no one's looking here at work, I'll dig out FBII and check out how the
original description is phrased. Obviously, I'm not recalling it as you are.
Likewise, will have to work on the rest of your argument. Having never flown,
and seldom faced, fighters, I'm pretty rusty on the exact mechanics.

Thanks!

The_Beast