Topic: Recreating the feel of BFGothic's screening targeting rules

In Battlefleet, your ships can target the closest ship for free, but have to pass a Command check to target someone else.  Fail and you don't fire.  (iirc)  I really liked that feeling of a picket screen of smaller ships.  Bring smaller ships to clean their smaller ships so you can unleash the big guns on the good targets.

The asteroid rules seem good for changing a command roll in to a to-hit deterrent.  Have any other good ideas?  Costing suggestions for these bad ones?


Equipment: Long Range Jammers: Hex containing ship counts as an asteroid field for shooting modifiers.  (I wouldn't mind it working to hurt both sides.  Would be kinda cool actually.)

Equipment: Chaff Mine Factors: Creates an asteroid field instead of a mine field.  (Shoots in end phase, so not as awesome.)

Fighter option: Decoys: Hex containing flight counts as asteroid field for shooting modifiers.  (Now this is a screen.  Almost too good.  Actually, pretty definitely too good.  But no weapons at least.)

Weapon option: Must Shoot Closest: Can only target the hex with the closest enemy object.  Choose on ties.  (I like 0.9 discount modifiers.)

Re: Recreating the feel of BFGothic's screening targeting rules

IIRC AOG's Fleet Action had a similar rule. I think it was something to the effect that each hex that your shot passed through (to reach your target) that contained one of your opponent's ships you got a -1 to hit. The reasoning was both line of sight and EW considerations. It seems like it would be an easy enough "house rule" and would certainly encourage escorts for something other than anti-fighter fire, and I personally like the idea of having some beneficial squadron rules.
Erik

Re: Recreating the feel of BFGothic's screening targeting rules

Boneless wrote:

Equipment: Long Range Jammers: Hex containing ship counts as an asteroid field for shooting modifiers.  (I wouldn't mind it working to hurt both sides.  Would be kinda cool actually.)

I think we already have countermeasures which basically create the same effect.

Boneless wrote:

Equipment: Chaff Mine Factors: Creates an asteroid field instead of a mine field.  (Shoots in end phase, so not as awesome.)

This I like, except have it create disruption instead of a minefield, leave it up to the players to decide what type of effect it creates.

Boneless wrote:

Fighter option: Decoys: Hex containing flight counts as asteroid field for shooting modifiers.  (Now this is a screen.  Almost too good.  Actually, pretty definitely too good.  But no weapons at least.)

Sounds like the jamming option fighters used to have, I think we would be better off with the option you made of the disrupting mines.

Boneless wrote:

Weapon option: Must Shoot Closest: Can only target the hex with the closest enemy object.  Choose on ties.  (I like 0.9 discount modifiers.)

Would be an interesting option