G'day Nathan,
> But when your opponent says this counter shows where all 26
Actually than Nathan that's a good point. Is there some restriction on how
many fighters can hit a ship? Initially I was using the rule of thumb that if
they couldn't get in bases to base with the ship then they'd be crowded out
and couldn't go in so I'd send them after another ship or hold them back. But
now that Nik's got his 26 groups I guess we need more than a rule of thumb?
What do the rest of you think? Should there be a limitation on how many
fighter groups can go in against a single ship?
Cheers
Beth
Well... as an advocate of fighter ops, I'm probably not the best person to
respond, but how about a maximum number of fighters equal to the ships hull
boxes (ie: 20 hits = 3 sqd, 50 hits = 8 sqds). If he's sending in more than
this, it's massive overkill anyway.
'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[MKW] - Admiral Peter Rollins - Task Force Zulu
> -----Original Message-----
Beth Wrote
> But now that Nik's got his 26 groups I guess we need more than >a
I've got my modelling knife out right now make the bases smaller.
Cheers
My group ran into this problem in the current and previous editions of the
game. We ended up placing a per mass limit on how many fighter bays and
missile launchers could be put on a ship. If i remember it
correclty its 1 fighter bay and/or missile bay per
full 40 mass. Still quite nasty, but at least a well defended target gets a
chance.
You could always start an arms race. Start building AEGIS cruisers with
10-20 ADAF's. The opponent will then have to start building ships with
beams. Then build cruisers with Reflex fields or Capitals with level 2 shields
and armor. They will switch to Pulse torpedoes and waveguns.... etc. etc. etc.
--Binhan
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