AnotherDilbert
Emperor Mongoose
The pilot can only fire fixed mounts, Core p156, so I assume any turrets or barbettes have separate gunners, with additional staterooms on any carrier. Hence, I assume Aid Gunner is usable.Nerhesi said:a) That Aid Gunners makes sense for fighters (Literally speaking, we can argue this both ways. It explicitly delineates that the pilot starts a task-chain for "his gunners" to create a more stable firing platform. A pilot cannot be synonymous with "his gunners" as they are clearly articulated here as different entities. The fact that a pilot IS also the gunner in a fighter, would then not allow him to stabilize for himself). Of course - This can be argued equally from the other direction (but probably not as strong intuitively).
Worse is that the Dogfighting table gives +1 per Thrust dedicated to dogfighting, if the Thrust is dedicated to dogfighting it should not be available for Movement or Combat Manoeuvres. So, any Thrust used for Movement should be unavailable to be dedicated to dogfighting, and if you dedicate your remaining Thrust to dogfighting you should have no Thrust left for Combat Manoeuvres such as Aid Gunner or Evasive Action.
I am unsure about this. I used +5 earlier, but after a book check some weeks ago I changed to skill = skill level. Can you give me a pointer to the rule defining this? I can only find definitions for "skill level" and "skill check", characteristic DM is specifically only added to checks, not static skill (Core, pp56)?Nerhesi said:b) Crew is a +5 but dodge is only a +3? Both attack and dodge are based on "skill" - which includes characteristics, implants, etc.. I'm assuming you basing this on a characteristic DM of +2, and a skill of 3 for your +5.
I also forgot to give the expensive fighters a boon for sensor lock, but that still do not save the expensive fighters. If we lazily assume that a boon is about +2 Effect:
Expensive:
To hit: +5[crew] +4[software] +1[aid] +1[accurate] -2[dogfight] -0[evade] -5[dodge] = +4 to hit, average Effect +3 +2[boon] ≈ +5.
Damage: 4D +5[effect] -15[armour] ≈ 4,37 damage, killing 4,37 / ( 2 * 17 ) ≈ 12,9% of enemy force.
Cheap:
To hit: +5[crew] +3[software] +1[aid] +2[dogfight] -2[evade] -5[dodge] = +4 to hit,
Damage: 2D +3[effect] -5[armour] ≈ 4,98 damage, killing 2 * 4,98 / 18 ≈ 55,3% of enemy force.
-1 only gives the enemy an edge. -10 guarantees that the enemy wins the dogfight.Nerhesi said:a) I wonder if the incorporation of a more realistic outnumbering bonus would make the difference.. rather than just the -1 for every fighter ... if we take a look at having that bonus apply for each outnumbering factor. Example, two times more fighters on one side = -1. Three times = -2. Again - wouldn't have an impact here, the -1 would still tip it.
-1 for twice, -2 for thrice, and so on would probably be more in the spirit of the rules, if we assume that the rules assume one craft on one side.
Assuming the enemy doesn't play tricks on us. Either they can come with TL16 armour, or much cheaper ships with no armour at all. If so Tachyon guns are non-optimal.Nerhesi said:b) Tachyon seems to be the Third Imperium go-to for fighters then. Granted not accurate but the average damage is much better when comparing to Armour 15 fighters.
Ouch, yes, that would work. Again the tiny drone rears its ugly head. I wonder how many drones it's worth to bring, before the squadrons combat effectiveness decreases. Probably a lot.Nerhesi said:Finally - with the fighter bonus for outnumbering as it stands, I wonder if each fighter squadron should be engaging while escorted by 30 really crappy 5 MCr fighters that are just there for numerical advantage