katadder said:yes it is a strong ability, but so is being able to launch fighters 30" behind enemy lines and probably behind any acc weapons.
if the Fighters launch in EoT, they will be able to act during the next turn and don't suffer any intervening "Free Shot at the Fighter" time.Da Boss said:especially since your fighters don't act when fired?
Pin... pin-pin... pin-pin-pin-pin.... hehehe... (I'd laugh, and then probably concede that game...)Da Boss said:yeah it is an odd fighter but its got useful abilities and as you say great against the shadows.............
Sulfurdown said:Pin... pin-pin... pin-pin-pin-pin.... hehehe... (I'd laugh, and then probably concede that game...)Da Boss said:yeah it is an odd fighter but its got useful abilities and as you say great against the shadows.............
daishi said:I have read everything over last 4 days of this post & I have a suggestion why not just have shadow flights pay regular cost in campaigns instead of two times like normal
also make them 3 flights without changing any other abilities so they are not any better but they have a better survivability due to numbers without outnumbering other races by much more than they could before
after reading everything the above seems to make more sense to me
flame away if you must
katadder said:one advantage i dont think has been mentioned which could be another bump up in cost for shadow fighters - they are the only fighters able to leave hyperspace by themselves.
inq101 said:The hyperspace/launch tube thing should compensate for the fighters slow speed (I'd prefer this to an increased speed). As for the off-side weapons, Hull 5, shields and 3+ dodge. This should be something shadow fighters are good at, even better than the Nial IMO as stealth can be beaten.