Bookkeeping in Campaigns

Hey all,

I was wondering how you all keep the books during a campaign, primarily where auxillary craft are concerned.

It seems relatively simple to keep track of how many extra flights you have along with what is left on a Carrier, but how do you keep track of models/counters on the table (i.e. did those Thunderbolts come out of the Omega or are those the ones you bought as a Patrol choice).

Along these same lines, am I correct in assuming that if a carrier type vessel is destroyed in a battle, all of its auxillary craft on the table are removed from the fleet roster (after the battle, of course).
 
In my group we use the fighter counters rather than the fighter minis. What we use is colored Paper Clips - so, all the flights coming from one ship have a blue clip on them, with a corresponding blue paper clip on the sheet with the spaceship stats on it.

Numbers would work as well - just list on the ship sheet which flight numbers came from it.
 
kritikalfailure said:
It seems relatively simple to keep track of how many extra flights you have along with what is left on a Carrier, but how do you keep track of models/counters on the table (i.e. did those Thunderbolts come out of the Omega or are those the ones you bought as a Patrol choice).
You can mark each flight counter/base with a number, coloured dot, whatever, then note on the ship sheet which are from that ship.
Along these same lines, am I correct in assuming that if a carrier type vessel is destroyed in a battle, all of its auxillary craft on the table are removed from the fleet roster (after the battle, of course).
Any flights still IN the Carrier are, but any out at the time it was lost stay on the roster and can be assigned to another ship, if hangar space is available. Even if hangar space is NOT available, you can still keep them as spares.

Wulf
 
Wulf Corbett said:
kritikalfailure said:
It seems relatively simple to keep track of how many extra flights you have along with what is left on a Carrier, but how do you keep track of models/counters on the table (i.e. did those Thunderbolts come out of the Omega or are those the ones you bought as a Patrol choice).
You can mark each flight counter/base with a number, coloured dot, whatever, then note on the ship sheet which are from that ship.
Along these same lines, am I correct in assuming that if a carrier type vessel is destroyed in a battle, all of its auxillary craft on the table are removed from the fleet roster (after the battle, of course).
Any flights still IN the Carrier are, but any out at the time it was lost stay on the roster and can be assigned to another ship, if hangar space is available. Even if hangar space is NOT available, you can still keep them as spares.
Wulf

Hmm, doesn't that push Drakh a bit over the top in campaigns? Let's assume a Carrier drops 4 Heavy Raiders, gets popped, but the Heavy Raiders survive? In effect the Drakh player hasn't lost much from his roster since he gets to keep 4 Skirmish choices.
 
Out of curiousity, am I interpreting this right.

If a ship carrying Aux craft is sent back to Fleet Command for repairs, are its aux craft replinished or do you have to buy them back with RR?
 
kritikalfailure said:
Hmm, doesn't that push Drakh a bit over the top in campaigns? Let's assume a Carrier drops 4 Heavy Raiders, gets popped, but the Heavy Raiders survive? In effect the Drakh player hasn't lost much from his roster since he gets to keep 4 Skirmish choices.
Well, put it another way: WHY would the Raiders be removed? What happened to them? The Carrier blew up, sure, it's what Drakh Carriers do best. But the Raiders survived just fine. Where do they go?

Wulf
 
kritikalfailure said:
If a ship carrying Aux craft is sent back to Fleet Command for repairs, are its aux craft replinished or do you have to buy them back with RR?
Oohhh... nice one... dunno... Logically, they'd be replenished, after all, you could repair the whole ship with RR, so it's no different in game mechanics.

Wulf
 
Honest question -- do you really want a mangled Drakh Mothership to transfer out its remaining Raiders to other ships (which you can freely do), go home, and then come back, two turns later, filled to the brim with a new flight of 8 Raiders (if you're lucky, he took one scout ... ooooh!) As a Drakh player, I'd love it, but I can certainly see where that might be busted.

You could simply rule that any Carrier, while being repaired, is considered to be doing nothing, and, as per Armageddon, gets 2 fighter flights per turn ... it's not going to satisfy the Poseidon by any means, but it'll help out Novae.
 
CZuschlag said:
Honest question -- do you really want a mangled Drakh Mothership to transfer out its remaining Raiders to other ships (which you can freely do), go home, and then come back, two turns later, filled to the brim with a new flight of 8 Raiders (if you're lucky, he took one scout ... ooooh!)
I would certainly rule you can't do both in one Turn. If you transfer Raiders (or fighters on other ships), you have forefeited the right to send the ship home, and vice versa. The rule against transferring ship's flights into free Wings also comes in here. They can go to other ships, but otherwise have to stay as 'stock' until needed. That shouldn't apply to Raiders though.

Wulf
 
I personally went for colours for each ship and their accompaning fighters. So i have 2 VCD's one with red trim and one with green trim with fighters with matching trim. I'm guessing that the new Armageddon rules will make this whole issue vanish.
 
i created a series of custum ship record sheets that include space to record the type and counter of up to 16 fighter flights.

i also left a generous portion of tha page blank for any other misilanios bookeeping like tracking kills, for XP perpouses, etc.
 
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