Arma: Fighters:Anti-Fighter:

Burger, I don't think I need to have played umpteen games to be able to get a reasonable feel for the rules and how they will play. I would also venture to say that, like everything in mini gaming - it all comes down to dice rolls.

It strikes me that you're annoyed by the fact that there is an effective check in the game to stealth, with little or no effective balance by way of compensation to the minbari fleet (which relies on it heavily). I sympathise - the minbari are the only fleet I have, and will be the one I play for the forseeable future.

Yes, it's true that the enemy will try and close, but using the earlier example, your ship can out-roll him in middle ranges, and in the case that the enemy is charging towards you, you can be charging away (and more quickly, mind you). If he sends fighters after you, so much the better. They'll struggle to close on you within 2 turns if you're shifting, and that's 2 turns you can shoot at them.

I'm simply of the PoV that it's not constructive to throw ones toys out of the pram and declare the fleet 'broken'. It makes more sense to me to try and think of effective strategies and try them out, rather than not try at all.
 
Alexb83 said:
Yes, it's true that the enemy will try and close, but using the earlier example, your ship can out-roll him in middle ranges, and in the case that the enemy is charging towards you, you can be charging away (and more quickly, mind you).
It'll be a rare day when the Minbari can outrun anyone, and not many of them have decent arse-end weaponry compared to their Forward arc, not to mention that in the majority of scenarios you begin already within a Turn's movement of the board edge (and exiting the board means You Lose).
If he sends fighters after you, so much the better. They'll struggle to close on you within 2 turns if you're shifting, and that's 2 turns you can shoot at them.
And nothing else...
I'm simply of the PoV that it's not constructive to throw ones toys out of the pram and declare the fleet 'broken'. It makes more sense to me to try and think of effective strategies and try them out, rather than not try at all.
I totally agree. Unfortunately these ones do not work.

Wulf
 
Wulf, I was using the earlier example - Primus vs. Tinashi. He has speed 8, 1/45 degree turn. You have Speed 10, 2/45 degree turn. You can outrun him. Failing that, you can close to within 18 inches, and attempt to avoid his forward arc, whilst retaining any one of yours. He has no effective weapons in that situation.
 
Hows about moving fighters back to firing last, BUT, take the number of fighters destroyed, divide it by 2 (rounding up) and let that number make their shots, even though they're destroyed.

For example, A Hyperion is surrounded by 5 fighter flights all capable of firing. During the regular shooting phase, 3 of these flights get shot down. In the Fighter attack phase, the 2 remaining fighters, plus half the destroyed fighter rounding up (so 2 fighters) get to fire, thus meaning that 4 of the 5 fighters get to shoot.

To me this makes sense since everything is supposed to be happening at once.
It doesn't require any book keeping bar remembering what fighters were destroyed where (place tokens on each destroyed flight and remove the flight in the maintenance phase) and the anti-fighter weapons still get to retain some of their effectiveness.
 
Alexb83 said:
Failing that, you can close to within 18 inches, and attempt to avoid his forward arc, whilst retaining any one of yours.
You're having a giraffe. Please, play the game and get some real experience, before making any more tactical lectures!
 
JayRaider said:
Thread hijackers!! Take your Minbari and shove them up your a***!!!
:D :D :D

Surely only the Drakh Carrier is made for such an action.

Drakh carrier, designed by Anne Summers.....
 
Oh, and Burger...

Burger said:
cheese.jpg


Some cheese, to go with your whine ;)
:D
 
thePirv said:
For example, A Hyperion is surrounded by 5 fighter flights all capable of firing. During the regular shooting phase, 3 of these flights get shot down. In the Fighter attack phase, the 2 remaining fighters, plus half the destroyed fighter rounding up (so 2 fighters) get to fire, thus meaning that 4 of the 5 fighters get to shoot.
So, what about flights within range of multiple targets? Easily possible, especially with 4" weapons like T-Bolts. What is some other ship shoots down the flights?

Wulf
 
Wulf Corbett said:
thePirv said:
For example, A Hyperion is surrounded by 5 fighter flights all capable of firing. During the regular shooting phase, 3 of these flights get shot down. In the Fighter attack phase, the 2 remaining fighters, plus half the destroyed fighter rounding up (so 2 fighters) get to fire, thus meaning that 4 of the 5 fighters get to shoot.
So, what about flights within range of multiple targets? Easily possible, especially with 4" weapons like T-Bolts. What is some other ship shoots down the flights?

Wulf

Half the destroyed flights still get to fire. You don't have to declare what you're firing at until you go to make your shot. It's no different than fighters firing first, except that anti fighter weapons get some of their teeth, and fighters remain a viable option.
 
Burger said:
Alexb83 said:
Failing that, you can close to within 18 inches, and attempt to avoid his forward arc, whilst retaining any one of yours.
You're having a giraffe. Please, play the game and get some real experience, before making any more tactical lectures!

Burger, if I was lecturing you, I wouldn't be phrasing half of what I write as questions, and having a back and forth. I would simply say what I had to say, and leave the thread.

What I was doing was attempting to have a discussion of what was possible within the rules, although given the tone you've adopted I don't think that's really possible.

Thank you, I do intend to play the game, despite your best efforts to make it appear unplayable.
 
Alexb83 said:
Burger said:
Alexb83 said:
Failing that, you can close to within 18 inches, and attempt to avoid his forward arc, whilst retaining any one of yours.
You're having a giraffe. Please, play the game and get some real experience, before making any more tactical lectures!

Burger, if I was lecturing you, I wouldn't be phrasing half of what I write as questions, and having a back and forth. I would simply say what I had to say, and leave the thread.

What I was doing was attempting to have a discussion of what was possible within the rules, although given the tone you've adopted I don't think that's really possible.

Thank you, I do intend to play the game, despite your best efforts to make it appear unplayable.

Alex,

I played Tank the other week. A 5 point tourney fleet, I was using a Sharoos, and a Teshlan. Tank had 4 Artemis, 2 Nova's and 2 Sag. No matter how much distance I tried to put between his ships, and mine. It did not work. Since he has ships that were faster. He beat my 5+ stealth checks, and also crippled the engines and put the Sharoos dead in the water. Keeping at range only works, when the opponent has the same intention. Otherwise, hes going to get into range, and cause problems. No matter how you gloss it over, its a matter of fact (I've tried this on a number of occasions-It doesnt work).
 
Ahhh that was a glorious victory of early EA over the scourge of the space ways the evil Minbari.

To be fair Alex altho your tactics are sound in theory, in practise most opponents wont let you stay at range especially EA and Narn with their shorter range weapons and it can be surprising how small the board actually is. Dont forget that the Minbari will also normally be outnumbered due to their top heavy fleet composition.

Not having a go just pointing out a couple of things especially as both Burger & Reaverman have tried those kind of tactics.
 
JayRaider said:
Perhaps your fleet choices were as much your downfall?
If you can think of a fleet that could effectively maintain long range, while being able to fire on the oppoent, please name it!
 
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