[GZG] Re: [FT] Unified Fighter Rules?

2 posts ยท Oct 31 2006 to Oct 31 2006

From: mintroll-ft-list <mintroll-gzg-ft@2...>

Date: Tue, 31 Oct 2006 17:32:58 +0000

Subject: [GZG] Re: [FT] Unified Fighter Rules?

> john tailby wrote:

> If a heavy missile does not make a primary move does it use up a CEF

We said no - it hasn't used up fuel. Does let you use them as area
denial - but they'll get shot at and need to spend CEFs on Evasion

> Fighters escorting other fighters must start within 3mu but must

If fighters are within 3mu they can escort - they are placed in base
contact, then both are moved together. Essentially upto 3mu free movement to
get the escorting group into base contact.

> Salvo missiles, plasma bolts and AMTs automatically gain a -3 DRM.

Beam Dice Rerolls: get to reroll on a natural 6 and the reroll ignores
the -3 modifier. So you need to roll a six first. (same as for PDS
shooting anti-ship against level 2 screens, needs to get a 6 first,
which does no hits, then (hopefully) hit with the reroll)

> AMTs must declare an attack against all ships within 3 mu.

After all ship movement, the AMT moves 3mu towards the closest ship
(number of times I've hit myself is embaressing) - it then declares
attacs against all ships within 3mu - area affect weapon, doesn't move
into base contact - this enables all those ships to fire without a
firecon.

> Kra'Vak scatterguns and Sa'Vasku interceptor pods

Can't comment on that, not ever thought about alien tech - though will
have too for a new player we've got, he wants to use the Sa'Vasku.

> These fighter rules heavily favour one shot fighters like torpedo

See earlier comment about BD* (beam dice with rerolls). I've found the
opposite to throw away, since fighters now need to refuel to remain efffective
(and alive)

==[
As a side point, you then need to consider what rules you're using for fighter
refuelling. We play: Can launch all, recover half each turn;
takes one turn to refuel and/or recombine. Well, that's what we used
last time - not come up in discussion yet.

This needs to be properly specified in the Fighter Rules - as it will
affect how effective fighters can be.
==]

> Our version of how we play was inspired by these rules but we dropped

I must say no one in our group has had more than 15 fighter/ordnance
markers on table at once, so it's never seemed complicated, though I confess
for larger numbers it probably would become cumbersome.

Simon

From: Laserlight <laserlight@q...>

Date: Tue, 31 Oct 2006 11:55:39 -0600 (CST)

Subject: Re: [GZG] Re: [FT] Unified Fighter Rules?

> After all ship movement, the AMT moves 3mu towards the closest

I wouldn't move it, you just declare attacks so the opponent knows who gets to
use PDS on it.

> Scattergun 6mu 1d3 1

Yes, it does. The 1d3 was intentional because scatterguns are overpowered. I
don't know about the ADFC part.

> You do not list stinger nodes as anti ship able to attack ordinance

Have to ask Oerjan about that.