From: Jared Hilal <jlhilal@y...>
Date: Thu, 5 May 2005 03:58:27 -0700 (PDT)
Subject: Fighter Rules - Turn Sequence
Part 2: Revised Turn Sequence This assumes that you are using one of our fighter movement systems. If not, simply adjust the movement portion accordingly. 1) Initial Phase 1A) Write Orders 1B) Determine Initiative 2) Movement Phase 2A) Launch Fighters and Ordnance per written orders 2B) Move Ships 2C) Move Fighters and Ordnance 3) Fighter, Ordnace, and PD Phase 3A) Declare Fighter and Ordnance Attacks 3B) Declare/Allocate Point Defense and Area Defense Fire 3C) Resolve Point Defense and Area Defense Fire 4) Combat Phase 4A) Take turns activating units. "Units" include ships, fighter groups, and ordnance markers. 5) End Phase 5A) Repair Rolls 5B) Clear PD/AS settings of dual-mode weapons Explanations: 3A - Declare Fighter and Ordnance Attacks: Declare all ranged attacks by fighters against fighters and ships. Declare any ranged attacks by escorting fighters against ships. Declare all close attacks by fighters against ships. Declare all dogfights. Declare interception attempts by escorting fighters against close attacks and dogfights. Declare all attacks by Ordnance. 3B - Declare/Allocate Point Defense and Area Defense Fire: Declare ADFC use. Declare all PD and AD fire. Declare all ranged fire by escorting fighters against ranged fighter attacks and attacking ordnance. Mark dual-mode weapons as either PD or AS mode for the turn. 3C - Resolve Point Defense and Area Defense Fire: Resolve all fire declared in 3B. 4 - Combat Phase Take turns activating units and resolving their fire. Escorting fighters that did not intercept or fire as PD may make any declared ranged attacks at the time that their charge is activated. Ships may fire on fighters and ordnance with Anti-Ship weaponry as part of their acivation. "Units" include ships, individual fighter groups, dogfights/furballs, and individual ordnance markers. Thus, players decide when in the sequence their ordnance and fighter attacks are resolved, both relative to each other and relative to ships. Players must weigh choices of whether to activate their own ordnance/fighters to get in their attacks or to activate their own ships and make AS-weapon attacks against fighters/ordnance. This also allows players to chose to activate fighters or missiles before area affect weapons destroy them, at the expense of not doing something else. These are the same decisions that are made about which order to activate your ships, just extnded to include fighters and ordnance. J