Fighter questions...
1. Can fighters reload "endurance"? If so, how long does it take?
2. Can torpedo fighters reload torpedoes? If so, how long does it take?
3. Do screen effect torpedoes?
4. If you aren't playing with sensors, is your opponent obligated to tell you
what type of specialty fighters he's playing with until they attack?
5. If you are playing with sensors, can you scan a fighter squadron to see
what type of fighters they are?
6. If you can reload torpedoes onto torpedo planes and the fighter bay holding
the torpedo planes is hit, does the ship carrying them take extra damage?
7. Okay--it's happened more than a few times that enemy fighters wound
up on top of hostile ships (we're playing with counters right now instead of
miniatures). And PDAF not being able to fire on fighters right on top of you
is very frustrating. Does it not make sense that PDAF should be able to fire
offensively on fighters within 2 inches, or even within one? I can understand
that letting them fire at 6" would be disbalancing but even PDAF should be
able to fire against enemy fighters when they're right outside the window!!
James
> James wrote:
Not listed in the rules, but several of us have suggested using one complete
turn to reload a fighter group after the group has been recovered.
> 3. Do screen effect torpedoes?
Rulebook not handy, but I believe they are treated similar to pulse
torpedoes - read: Screens have no effect.
> 4. If you aren't playing with sensors, is your opponent obligated to
I would think this is up to the players to decide before the game starts. We
usually have ship forms next to each fleet before the game starts. This way,
players can check out which fleet has what to help decide which fleet they
want to run. Usually if we are not using sensors, all ships are known.
> 5. If you are playing with sensors, can you scan a fighter squadron to
Sure. I would make this info known the first moment they are pinged.
> 6. If you can reload torpedoes onto torpedo planes and the fighter bay
Again, this is something not listed. Based on the description of the pulse
torpedoes, it would appear that the weapon only makes the fusion bottle active
during the actual firing, otherwise it appears to be dormant
(e.g.
the pulse torpedo launcher on a ship does not inflict damage on the ship when
it is hit.).
> 7. Okay--it's happened more than a few times that enemy fighters wound
Fighter groups can only be attacked by a PDAF if they are attacking the ship
and are within 6" of the ship. Remember, physical distance of your counters or
minis, however small, might actually represent distances of several hundreds
or thousands of kilometers apart. I believe that a PDAF (or ADAF) can only
engage a fighter group when it attacks since this might represent the small
target signature of the fighters, and by attacking (obtaining sensor locks and
firing weapons) the fighter group signature is "hotter" and therefore easier
to target.
BTW cool ship.:) NSL?
On Sat, 20 Jul 1996 04:48:39 GMT JAMES BUTLER
> <JAMESBUTLER@worldnet.att.net> writes:
We play reloading takes a full turn aboard the fighter's specific carrier
ship.
> 3. Do screen effect torpedoes?
No ... there is a specified 4+ to hit ... like submunitions packs I
guess
> 4. If you aren't playing with sensors, is your opponent obligated to
I would say in all fairness (oh no! I said the "F" word) since you're not
using scan rules at all, that yes you should tell your opponent if asked to.
> 5. If you are playing with sensors, can you scan a fighter squadron to
I would say so...
> 6. If you can reload torpedoes onto torpedo planes and the fighter bay
No, I wouldn't think so... considering you don't take extra damage from the
remaining "fuell" stores when the fighter bay goes....
> 7. Okay--it's happened more than a few times that enemy fighters wound
The problem is in not using 3-d space are the fighters "on top of" the
ship, or are they at a good distance above or below the ship? There's no way
to tell.
Date sent: 22-JUL-1996 08:54:08
> Fighter questions...
> 1. Can fighters reload "endurance"? If so, how long does it take?
Yes. The time is up to you, but we use one turn only.
> 2. Can torpedo fighters reload torpedoes? If so, how long does it take?
No. Torpedoes take longer to load and may not be reloaded 'in game'.
> 3. Do screen effect torpedoes?
No. It's the same as a pulse torpedo.
> 4. If you aren't playing with sensors, is your opponent obligated to
Again thats up to you, but it should be obvious if they are 'fast' fighters.
8-)
> 5. If you are playing with sensors, can you scan a fighter squadron to
Good idea. Just scan the squadron as if it was a ship.
> 6. If you can reload torpedoes onto torpedo planes and the fighter bay
Not a question, as you can't. But if a fighter bay gets KOd, the fighters have
got a big problem (a BIG problem if they happen to be in the bay at
the time 8-) ) unless the carrier has extra capacity.
> 7. Okay--it's happened more than a few times that enemy fighters wound
Space, unlike your table, is 3d. Imagine the fighters either above or below
the ship. Fighters are so agile that they should be able to avoid a ship if
they wish to do so.
Other than that, fit ADAFs instead. (unless you play with small fleets)
> On Sat, 20 Jul 1996, JAMES BUTLER wrote:
> Fighter questions...
Yes, at one turn to reload a normal fighter squadron.
> 2. Can torpedo fighters reload torpedoes? If so, how long does it
Yes, at the rate of 1 torpedo per turn, fighters can be re-launched with
fewer than a full load.
> 3. Do screen effect torpedoes?
Nope, just as pulse torpedoes.
> 4. If you aren't playing with sensors, is your opponent obligated to
We play with a "visual range rule" where ships and fighters can identify
class if the opponent in within 6". This leads to some intersting use of
fighters as scouts to either identify enemy ships or cause them to move away
to avoid identification.
> > 5. If you are playing with sensors, can you scan a fighter squadron
Yes, see above.
> 6. If you can reload torpedoes onto torpedo planes and the fighter bay
> From the description of the pulse torpedo I've assumed that the damaged
caused by the tropedo is caused by the concentration of the force into a
tight beam that's practically unstoppable. If an unarmed torpedo was hit and
exploded the force would be diffuse compared that of an active torpedo and
could be considered small in game terms. Throw in technology
like blow-out panels or exhaust vents and the damage (other than losing
the bay) could be considered negligible.
> 7. Okay--it's happened more than a few times that enemy fighters wound
We currently allow "flak" ships that are dedicated anti-fighters to use
PDAF's offensively. However, the ship can not mount any anti-ship
weapons and must have 2 fire controls dedicated to the task. If the ship does
not have 2 active fire controls, it can only fire at fighters defensively
(i.e. when the ship is attacked or another ship is attacked). This is costly
enough that only one person has done it, although it was a horrible surprise
to the 6 attacking fighter squadrons...