To Morpheous...
You whole concept is terribly flawed...
Fighters as part of general movement - Tracking which fighters come from which ship is a pain. Right now it's rarely an issue, campaign games or when field both ship based and purchased flights, even then you just need to mark the ones worth vps. Add in that in a large number of situations this will make the very short ranged fighters useless... particularly the slower ones... and you have a real issue.
You disagreement on Chris's #2 is frankly just wrong. If your a drazi player in a tourney style 5 FAP game, and you haven't taken a full FAP of darkhawks, losing initiative will almost always reduce your firepower by 20%. If your opponent has models hidden in a corner - scouts, empty carriers, cheap ships not useful in the fight -you will lose 40% for at least the first several turns. Playing with a 48 inch wide table, hunting down those ships is a five to six turn adventure, by which time you have likely lost your center.
And so we're clear on the term 'sink'. ANY ship that is able to be moved without being threatened (or threatened more), but still contributes the same to the fight as would by moving later is a sink. The best sink choices are the ones that can be moved without any possible threat, but still contribute significant bonuses - scouts, fleet carriers. That in no way reduces the 'sinkness' of havens in the corner, adrift hulls outside the fight or ships in hyper opening jump points.
There have been long winded discussions of this in other threads... and most of the 'well just go destroy them' answers to sinks have been pretty thoroughly discredited due to the length of most games, and the ability to put 'sinks' far away or place the main fleet between the sinks and the enemy.
Ripple
You whole concept is terribly flawed...
Fighters as part of general movement - Tracking which fighters come from which ship is a pain. Right now it's rarely an issue, campaign games or when field both ship based and purchased flights, even then you just need to mark the ones worth vps. Add in that in a large number of situations this will make the very short ranged fighters useless... particularly the slower ones... and you have a real issue.
You disagreement on Chris's #2 is frankly just wrong. If your a drazi player in a tourney style 5 FAP game, and you haven't taken a full FAP of darkhawks, losing initiative will almost always reduce your firepower by 20%. If your opponent has models hidden in a corner - scouts, empty carriers, cheap ships not useful in the fight -you will lose 40% for at least the first several turns. Playing with a 48 inch wide table, hunting down those ships is a five to six turn adventure, by which time you have likely lost your center.
And so we're clear on the term 'sink'. ANY ship that is able to be moved without being threatened (or threatened more), but still contributes the same to the fight as would by moving later is a sink. The best sink choices are the ones that can be moved without any possible threat, but still contribute significant bonuses - scouts, fleet carriers. That in no way reduces the 'sinkness' of havens in the corner, adrift hulls outside the fight or ships in hyper opening jump points.
There have been long winded discussions of this in other threads... and most of the 'well just go destroy them' answers to sinks have been pretty thoroughly discredited due to the length of most games, and the ability to put 'sinks' far away or place the main fleet between the sinks and the enemy.
Ripple