From: BJCantwell@a...
Date: Fri, 13 Dec 1996 12:14:07 -0500
Subject: Fighters - Rearming and Launching (longish)
Full Thrust Purist Beware:). We came up with the following system for rearming fighters. Mind you we've never had the fighters, carrier, and enemy survive long enough to need to try this out though. Each fighter bay on the ship produces comes with one deck crew. Deck crews are assigned to fighter groups being reloaded in the same manner as damage control parties. Each deck crew rolls one die and if a six is scored, the fighters squadron is ready to launch next turn. Fighter squadrons of the same type may be combined during rearming and no squadron with less than four fighters may be launched. Ace or Turkey effects from the squadrons reing reorganized carry over (it is possible to have an Ace/Turkey squadron this way). Re Launch Tubes and Hangar Bays I would like to see a system such as this since it would eliminate the a lot of problems at once. The carrier definintion would not be needed. It's a carrier if you call it a carrier, just some of them may be better than others. The biggest problem is that the current system penalizes large fleet carriers. Fleet carriers (say mass 90+ with six squadrons) must hold course and heading for three turns in order to get their squadrons launched. On the other hand, If you put you six squadrons into 3 mass 40 escort cruisers, you can launch all of them in one turn. I think I'll work on this with the idea of one launch bay/two suadrons being the average (in terms of keeping the mass and cost close to the orignal). Therefore two standard fighter groups plus hanger bays plus one launch system should be Mass 12 and cost 40 points. Something Like This Hanger Bay Mass: 4 Cost: 4 Big open space to store and repair fighters. One required per fighter squadron. Launch Bay Mass: 4 Cost: 12 Space and Machinery to launch and recover fighters. Each Hanger bay may launch or recover on fighter group each turn. Launch Tubes Mass: 2 Cost: 10 Specialized rapid launch system for ready fighters. Each set of tubes carries all of the fighters of one squadron in launch racks ready to go. Just scramble the pilots and punch 'em out. Each tube is connected to one hanger bay and may only launch the fighters from that bay. Launch tubes may not be reloaded during combat and are not able to recover any fighters. Fighter squadrons Base cost for a standard fighter squadron is 10 pts, plus hangers, launchers, etc. Advanced fighters add their usual amount to this base cost. Using this system, the light fleet carriers have the exact same capabilities as before (i.e. carry four squadrons, launch 2 per turn) with the same mass dedicated to fighters. Sample Heavy Fleet Carrier Mass 100 Thrust 2 FTL Screens: 2 PDAF: 4 3-arc C Battery: 2 Individual ECM: 1 Hanger Bays: 6 Launch Bays: 2 Launch Tubes: 2 6 fighter squadrons. This ship can launch 4 squadrons on turn one, and the remaining two on turn 2. I'd carry fast interceptors in the launch tubes, long range fighters ready for launch on turn one, and then push out my heavy attack fighters on turn two. Sample Escort Carrier Mass 40 Thrust 4 FTL Screens: 1 PDAF: 3 Hanger Bays: 2 Launch Bay Launch Tubes This ship can still launch both of its squadrons right away, but had to use two more mass than a conventional escort carrier to get the capapbility. For one shot games, there is nothing to stop players from optimising their carriers for rapid release and slow recovery (i.e. lots of launch tubes and only one launch bay). I don't see such a big deal here,since every other ship is optimized for the single combat as well. Carriers have by and large faired very poorly in our games. They are big sitting targets on predictable courses and are viewed as sort of trophy kills. In a campaign setting, launch tubes might be restricted (easy to envision some sort of penalty for FTL jumps with fighters in the launch tubes) so ships that are suprised, etc might be at a real disadvantage if they don't have conventional launch bays to get their fighters away. Also ships which took on fighters from another ship could use those fighters from a launch bay, but launch tubes are configured only for the exact type of fighter originally instaled on a ship..... Comments accepted and appreciated. Brian