Official reply on suicide fighters and skindancers Vs AF

Next chance you get, PM Matt if the stem contact rule intentionally means only 3 or 4 flights get into contact, or there's some other stacking method intended for getting more ships in.

:D
 
Rorschach said:
Next chance you get, PM Matt if the stem contact rule intentionally means only 3 or 4 flights get into contact, or there's some other stacking method intended for getting more ships in.

:D
That's the one point over which there is no debate, when you can only contact the stem, only 3-4 can contact the enemy ship (depending on the shape of base used).
 
Triggy said:
That's the one point over which there is no debate, when you can only contact the stem, only 3-4 can contact the enemy ship (depending on the shape of base used).
Bet I can fit more than 4 ;)
image1yp2.jpg
 
Might be worth making a ruling on how many are officially able to contact the stem at once due to the number of variations there are in fighter and ship bases/stems. I'd suggest 4, same number of stands that can escort.

I can still see the Gaim fighters being pretty nasty even with only 3 or 4 suicide craft being able to attack each turn. Pick a target with no, or poor, AF or swarm it with "normal" Gaim fighters at the same time.
 
Iain McGhee said:
I can still see the Gaim fighters being pretty nasty even with only 3 or 4 suicide craft being able to attack each turn. Pick a target with no, or poor, AF or swarm it with "normal" Gaim fighters at the same time.

I've played a bit using 4 per stem and it's not good at all. Most fleets have at least some AF and if they do it's a simple matter to negate the suicide fighters pretty easily. As for the regular Gaim fighters they are nothing special at all and rarely do damage to anything with hull 5 or better since their weapons are just a single straight attack each with no special abilities. Sure, they may take out some easy stuff once in a while, but that seems to be few and far between in my experience. Add in some escorts for additional AF and the fighters end up pretty useless. IMO if they're going to set a number it should probably be around 6. JMO though...

As for getting more in contact, I can see some people making pie shaped fighter bases in various sizes. Could probably get 15-20 in if you measure them right... :twisted: :wink:

Cheers, Gary
 
silashand said:
Iain McGhee said:
I can still see the Gaim fighters being pretty nasty even with only 3 or 4 suicide craft being able to attack each turn. Pick a target with no, or poor, AF or swarm it with "normal" Gaim fighters at the same time.

I've played a bit using 4 per stem and it's not good at all. Most fleets have at least some AF and if they do it's a simple matter to negate the suicide fighters pretty easily. As for the regular Gaim fighters they are nothing special at all and rarely do damage to anything with hull 5 or better since their weapons are just a single straight attack each with no special abilities. Sure, they may take out some easy stuff once in a while, but that seems to be few and far between in my experience. Add in some escorts for additional AF and the fighters end up pretty useless. IMO if they're going to set a number it should probably be around 6. JMO though...

As for getting more in contact, I can see some people making pie shaped fighter bases in various sizes. Could probably get 15-20 in if you measure them right... :twisted: :wink:

Cheers, Gary
If you're going to do that then you may as well do what I thought of, with each fighter having a thin (e.g. a wire) projection from their base that is about 48" long. On turn one you can get every fighter in your fleet into base contact.
 
Triggy said:
If you're going to do that then you may as well do what I thought of, with each fighter having a thin (e.g. a wire) projection from their base that is about 48" long. On turn one you can get every fighter in your fleet into base contact.

And I though *I* was an evil bastard... :shock: :twisted: :lol:

Cheers, Gary
 
Triggy said:
If you're going to do that then you may as well do what I thought of, with each fighter having a thin (e.g. a wire) projection from their base that is about 48" long. On turn one you can get every fighter in your fleet into base contact.
Have fun trying to fit them into your deployment zone on some missions though. You then have to try and move the fighters out - I would argue that no part of the counter can move faster than the fighter's speed, so no rotating the counter to make the end of the wire move a potential 96". You're also screwed if the enemy gets too close, as the fighter counters (including the wire component) can't overlap, and you can only then get two of them in contact with the stem.
 
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