Re: Anti-fighter batteries firing Before fighters, etc.

Nomad wrote:
BeowulfJB wrote:

I guess with the new vwesion of Starmada coming just around the corner, this discussion could become irrelevant.

Yeah.  I get the feeling that since this is one of the longest-standing / most discussed complaints with AE, it may be a priority fix.  I have a suspicion that they'll do it by rolling fighter firing into standard firing (ie, move ships, move fighters, then alternate activating a unit, firing all its stuff, and applying damage immediately), but no real evidence.

Currently, I believe fighter movement is mixed in with ship movement.
For example, Force A has five ships and four fighter flights. It has nine "things" to move.
Force B has six ships. It has six "things" to move.

When a force selects one thing to move, either a ship or fighter flight can be selected.
Once everything has moved, combat is then resolved in much the same manner.
Force A will have nine "things" to shoot, while Force B will have six "things" to shoot.

In the standard rules, everything is sequential, so if something is eliminated before it can shoot, then it doesn't get to shoot.

Kevin

Re: Anti-fighter batteries firing Before fighters, etc.

underling wrote:

Currently, I believe fighter movement is mixed in with ship movement.
For example, Force A has five ships and four fighter flights. It has nine "things" to move.
Force B has six ships. It has six "things" to move.

When a force selects one thing to move, either a ship or fighter flight can be selected.
Once everything has moved, combat is then resolved in much the same manner.
Force A will have nine "things" to shoot, while Force B will have six "things" to shoot.

In the standard rules, everything is sequential, so if something is eliminated before it can shoot, then it doesn't get to shoot.

Kevin

Yesss...  just as suspected.  This edition is going to be awesome.

Re: Anti-fighter batteries firing Before fighters, etc.

Just have to hope there is a normal, non-sequential, movement system for those who don't like using it...:(

Re: Anti-fighter batteries firing Before fighters, etc.

underling wrote:

In the standard rules, everything is sequential, so if something is eliminated before it can shoot, then it doesn't get to shoot.

Kevin

I'm a bit ambivalent on this point. Although I didn't like that fighters attacks were treated differently than ship attack (meaning, damages by fighters were applied immediately, damage by ships were applied at the end of the turn), I appreciated that fighters were acting at a diferent time from ships.
I'd rather see this sequence of play (everything is sequential within its own phase):
- Ships move phase
- Fighters move phase
- Anti-fighter weapons fire phase
- Fighter fire phase
- Ship fire phase

Although it's a bit mecanic and maybe less simple than the above, it looks like more realistic for me. And damage is applied immediately for every type of fire.

Maybe there is some room for alternate SOP...?  big_smile

Marc

Re: Anti-fighter batteries firing Before fighters, etc.

murtalianconfederacy wrote:

Just have to hope there is a normal, non-sequential, movement system for those who don't like using it...:(

Yep, there is.  smile

Re: Anti-fighter batteries firing Before fighters, etc.

madpax wrote:
underling wrote:

In the standard rules, everything is sequential, so if something is eliminated before it can shoot, then it doesn't get to shoot.
Kevin

I'm a bit ambivalent on this point. Although I didn't like that fighters attacks were treated differently than ship attack (meaning, damages by fighters were applied immediately, damage by ships were applied at the end of the turn), I appreciated that fighters were acting at a diferent time from ships.
I'd rather see this sequence of play (everything is sequential within its own phase):
- Ships move phase
- Fighters move phase
- Anti-fighter weapons fire phase
- Fighter fire phase
- Ship fire phase
Although it's a bit mecanic and maybe less simple than the above, it looks like more realistic for me. And damage is applied immediately for every type of fire.
Maybe there is some room for alternate SOP...?  big_smile
Marc

I'm sure there is (room for however you want to handle the turn sequence).

With respect to fighters, for example, my group doesn't really like fighter flights cluttering up the table, and also artificially bumping up the number of activations a force has.
So we're going to use seekers to simulate fighters.

Kevin

Re: Anti-fighter batteries firing Before fighters, etc.

Interesting idea.  Fighters don't get used much in the games I play because they are fairly easy to shoot down.  All of my ships have range 18 "Laser Cannon" that combined with 3+ to hit and FC make it difficult for fighters to survive in open space.  They would be more survivable if there is terrain tho, such as a planed or asteriods to hide behind...

Re: Anti-fighter batteries firing Before fighters, etc.

underling wrote:

With respect to fighters, for example, my group doesn't really like fighter flights cluttering up the table, and also artificially bumping up the number of activations a force has.
So we're going to use seekers to simulate fighters.

Kevin

I don't have that kind of problem. Either we play SFU ships and thus no fighters currently, only short-lived seekers, either we play with carriers which have an horrenduous cost and we are usually limited to a bunch of fighters, as we can't use more than half the budget on one ship, and our budget is usually limited to 1500 points.
Otherwise, Fighters shouldn't behave as stoopid seekers. They should avoid any obstacles and be able to shoot more than once. Of course, rules should accomodate to every style of play, so no worry about that.

Marc