Wulf Corbett
Mongoose
Quite correct. If you can GET them there, they get there first... so to speak...Nomad said:Since fighters now short-circuit AF weapons, what about breaching pods?
Wulf
Quite correct. If you can GET them there, they get there first... so to speak...Nomad said:Since fighters now short-circuit AF weapons, what about breaching pods?
Target said:It doesn't really matter if fighters become more surviable if you use the rule that you must have a capital ship on the board to win. We have anti fighter at -1 and regenerating fighters and it hasn't become who has the most fighters wins although watch for T-Bolts. We hardly ever purchase wings and play 5 pt raid 90% of the time.
That alone will be one of the more complex bits. How to keep track of where all the flights are heading while you adjudicate the results. You'd have to do it ship by ship.Daddy Dragon said:Determine target of all fighter runs.
4" is a long way, and invalidates fighter stand-off weapons (missiles, etc). Better with 2" range.The AF envelope would remain at 4 inches from the center of the ship.
Complicates matters if some AD go one way and some another, but, yes, that is the point of escorts, so some mechanism for one ship to protect another is necessary.This also invites the use of close escorts. A close escort step could be inserted prior to the target ship performing its defensive fire representing them driving the incoming fighters off of the target. Ship with dedicated AF which stick close to the high value targets and attempt to protect the big boys.
katadder said:why dont you just use a rule already in place - defence network X. yes they are on space stations but if you replace antifighter weapons with this i think it would work better. you get to roll 1AD against each fighter within 4" upto your number on defense networks. perhaps simultaneously to fighters. Mini beams and such can still be antifighter within 4" but they would not get to fire at the same time as fighters. or maybe even allow defence networks to fire 1st as generally they would fire before a fighter and you only get 1AD on each fighter anyway so thunderbolts would prob get through. yep thats the way i think i would go, defence network fires, fighters fire, all other ship weapons fire.
you know what, surprised no one thought of this before, perhaps i have cracked the fighter problem![]()
philogara said:katadder said:why dont you just use a rule already in place - defence network X. yes they are on space stations but if you replace antifighter weapons with this i think it would work better. you get to roll 1AD against each fighter within 4" upto your number on defense networks. perhaps simultaneously to fighters. Mini beams and such can still be antifighter within 4" but they would not get to fire at the same time as fighters. or maybe even allow defence networks to fire 1st as generally they would fire before a fighter and you only get 1AD on each fighter anyway so thunderbolts would prob get through. yep thats the way i think i would go, defence network fires, fighters fire, all other ship weapons fire.
you know what, surprised no one thought of this before, perhaps i have cracked the fighter problem![]()
It sounds more doable than Daddy Dragon's idea, whcih incidentily I liked but I think might be too complicated for ACTA (advanced ACTA though...).
Would add though:
(a) agree with Wulf that 4" might be a bit excessive - could keep 4" and make the assignment of defence network dice "nearest fighters first".
(b) would still drop the anti-fighter - overall not adding to the number of rules
PHil
katadder said:needs 4" range cos thats the range fighters can attack from, otherwise thunderbolts would just sit outside your range.
Precisely (although they don't have Precise...). The whole point of having a 4" range is to keep a healthy distance from your target. And that's why you need escort ships.philogara said:Which is presumably why certain fighters have these weapons - a long range strike capability to reduce susceptibility to defence systems.katadder said:needs 4" range cos thats the range fighters can attack from, otherwise thunderbolts would just sit outside your range.
But I disagree. The priority targets should be the larger threats. If you're surrounded by 6 Kotha and two Sky Serpents, which would you want rid of first?But I see the problem with this, thus the suggestion that dice could be assigned according to proximity to the ship (i.e. nearest first).
The range is 4" on Space Stations, but they are damn big. Smaller platforms - ships - could be stuck with a smaller range.katadder said:but if you got a defense network, the rule is already there, and the range is already 4" so i not changing anything.
Wulf Corbett said:But I disagree. The priority targets should be the larger threats. If you're surrounded by 6 Kotha and two Sky Serpents, which would you want rid of first?But I see the problem with this, thus the suggestion that dice could be assigned according to proximity to the ship (i.e. nearest first).
Wulf
I don't know about that last bit. I mean, how precisely are you going to measure what's closest?philogara said:Perhaps but I'm not trying to nullify the potential of the longer range weapons, nor make them completely oblivous to close-in defence fire. Assigning dice by proximity just seems like an easier way to apply it. No user deliberation in "which one shall I assign this last dice to?" as well!
Wulf Corbett said:I don't know about that last bit. I mean, how precisely are you going to measure what's closest?philogara said:Perhaps but I'm not trying to nullify the potential of the longer range weapons, nor make them completely oblivous to close-in defence fire. Assigning dice by proximity just seems like an easier way to apply it. No user deliberation in "which one shall I assign this last dice to?" as well!
Wulf