that old walnut- fighters

shakey

Mongoose
Well since ACTA is getting updated lets open the floor one more time on that well versed subject Fighters.
Now i know there are pros and cons to letting fighters fire first but they still dont seem to be pulling their weight (who has taken a poseidon as a fleet choise lately let alone any of the other fleet carriers or a fighter flight as a patrol choise).
Now most patrol choise ships are avarage 10 points of damge where as most patrol choise fighters are max 4 points.
Possible solution:-
Give each fighter flight 3 damage points and make them shoot last as before.
They will have to weather anti fighter fire as they make an attack run and there will be casualties but at 3 damage points each the casualty rate will be acceptable for further attack runs.

At 3 damage act normally
At 2 damage act normally
At 1 damage -1 in dogfight and weapons halved rounded down

Dogfights would not be sudden death as each round a defeated flight would lose 1 damage giving it a chance to fight back/run/get help

Fleet carriers become usefull as flights with reduced damage could return and be relaunched at full health.(now i know somebody is going to say you could have a constant stream of fighters being launched and relaunched but i cant see this happening)

A small D6 could be used with a dab of bluetack or a modified base (I have seen a fighter base with D6 slot by another manufacturer.

Now before i get a torrent of abuse for this suggestion give it a go, fight a battle using this method and see if it works
 
Flights with damage tracks just makes for a very long game even if it is just 2 damage. Dogfights go on far too long and keeping track of numerous flights with damage is time consuming.

I have played a game with a large number of flights having 2 damage points... it was decided afterwards that it did not work.

I like the way fighters are very britle and have only one damage point.
 
Court Jester said:
Flights with damage tracks just makes for a very long game even if it is just 2 damage. Dogfights go on far too long and keeping track of numerous flights with damage is time consuming.

I have played a game with a large number of flights having 2 damage points... it was decided afterwards that it did not work.

I like the way fighters are very britle and have only one damage point.

If you use them like in your galactica mod lose a point per enemy in dogfight, you could mob a fligth and end it in one turn.

Arcadia.
 
yes a fighter flight has effectively 4 damage points to a patrol ships 10 but how many patrol ships have a dodge 2+?
those fighters will survive far more main guns than any patrol ship, its only the AF stuff they have to worry about.
 
The problem with fighters is we all expect different things from them.
In our house rules we make the faster to zoom around the battlefield, they regenerate depending on how many fighters your ships can currently hold, scraped dogfighting ( we think it makes them to static, dogfights aren't static things) just shoot at them with dogfight being dodge modifier , fire in groups during ship firnig phase, move in groups in aux movement phase & lastly have precise but can't do serious damage but target engines, weapons & other exterior things due modded crit chart & only rolling d3 then d6 when rolling for crits.
Some people don't believe this is how fighters should work but our group thinks it works awesomely, just a matter of personal preference really.
 
I like the idea, but I think it adds too much record keeping. I'd rather give each flight a saving roll - if it makes the save (3+?) it survives but gets moved out of attack range, otherwise it's toast.

One instant dice roll, no bookkeeping.

Oh and... did you not mean chestnut? :D

Edited once for illiteracy.
 
Nomad said:
I like the idea, but I think it adds too much record keeping. I'd rather give each flight a saving roll - if it makes the save (3+?) it survives but gets moved out of attack range, otherwise it's toast.

One instant dice roll, no bookkkeeping.

Oh and... did you not mean chestnut? :D
Thats similar to the way we regenerate fighters.
They can be placed on a ship 4+ or 3+ for fleet carrier. If failed they just stay in the " Fighter pool" and get the chance to come back next round.
The max you can have is = to the number of flights your ships can hold.
You lose some ships that could contain fighters you max number goes down. If you have more fighters than your ships can hold then they can't regenerate till that number is reached.
We justify the "regenerating" by saying it's the fighters are either repairing, rearming or regrouping or all of the above.
Thats a lot of r words.
 
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