While on the topic of the IJN, and anime, and variabletype fighters, I got
thinking about those wonderfully cinematic missile swarms that fighters
invariably launch in anime. I was thinking that as suplimentary weapon on
fighters would be a 1 shot missile salvo.
Fighter missiles: Cost: 1pt per fighter
GE: Adds +1 to fighter attack roll once
Entire group must fire missiles at once
So regular fighters would do take out 1 fighter on 3-4 and 2 on a 5-6
with reroll on 6.
G'day Jaime,
> Fighter missiles:
Isn't this what an Interceptor already does (and an attack fighter if we're
talking vs ships) or are you saying that it does it vs everything so the cost
is even higher? Or am I just confused as usual?
On Monday, February 04, 2002 1:53 PM, Jaime Tiampo
> [SMTP:fugu@spikyfishthing.com] wrote:
The best match would be a one-shot Submunition pack.
Rules-wise, the squadron rolls double die for each fighter on the first
turn of combat. Points cost... this makes them an extremely effective first
strike weapon,
so at least +2 points per fighter, more likely +3 points depending on
how it would playtest out.
Troll throught the archives or visit the WDA archive (lost the address).
I
recall a discussion on a similar point early last year.
> Beth.Fulton@csiro.au wrote:
> > Fighter missiles:
It basically does what the interceptor already does, but is effective
for all fighter types. It's not effective against ships. The +1 is only
in effect for the first attack it is used.
> "Robertson, Brendan" wrote:
> The best match would be a one-shot Submunition pack.
Did that. Couldn't find it. :/
I thought about making it a second attack die per fighter but thought
that was too much. I'd say for something like that +2 points per fighter
sounds about right though. I point though, how would it effect interceptors,
attack, and torpedo fighters? Each have a different to hit roll.
On Monday, February 04, 2002 4:31 PM, Jaime Tiampo
> [SMTP:fugu@spikyfishthing.com] wrote:
I
> > recall a discussion on a similar point early last year.
Make all extra die a basic KV fighter attack, it then doesn't matter (but will
require 2 separate rolls).
> "Robertson, Brendan" wrote:
> Make all extra die a basic KV fighter attack, it then doesn't matter
hmm... that sounds good.
Fighter Missiles:
Cost: +2 per fighter
Rule: Adds an attack die which follows the KV fighter attack system for one
attack; all fighters in the group must launch their missiles together.
> Sean Bayan Schoonmaker wrote:
oops.. that's supposed to be +2pt per fighter