themattcurtis wrote:Attached is Dan's proposed approach in PDF format (all zipped up). Und ja, it's a good bit more streamlined than my original ideers. I should stay at what I'm best at.....and game mechanics ain't it
Talkin' with Kevin, and I think we've come up with something better...
During the End Phase, any ship which did not fire its secondaries during the preceding Combat Phase may use them to fire star shells at a point on the table. Normal firing arc restrictions apply.
An attack is then made against that point, using normal range modifiers.
The number of "hits" scored indicates the radius of the resulting area of illumination:
1 hit = 1"
2-3 hits = 2"
4-6 hits = 3"
7-10 hits = 4"
11+ hits = 5"
Place an appropriate marker at the targeted spot.
During the following Combat Phase, any ship within the appropriate distance of this marker has been illuminated. Markers are removed at the beginning of the next End Phase.
This does a couple things:
1) It places shar shells in the same portion of the game turn as searchlights.
2) It takes away the requirement of targeting a specific ship.
3) Although speed/size mods do not apply, it still gives small ships an advantage, in that they can try to move away from illuminated areas before they can be attacked.
Dan