Fighter Rules - Turn Sequence

1 posts ยท May 5 2005

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