Topic: [NOVA] Fighter sequencing

I'm thinking of adding this to the section on "Fighter Combat" (p.16):

In order to keep things manageable in larger games, during the Combat Phase, all fighter counters in a single hex are activated at the same time. Thus, only count the number of hexes containing fighters (not the total number of counters) when determining the activation sequence (p.9).

Comments?

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: [NOVA] Fighter sequencing

Potentially a good thing, especially as I'm thinking a lot over my first game experience with them.
I'll say all my thoughts in another topic.

BTW, as I played with mini, each fighter 'counter' being as large as a ship and unable to stack them, I thought of something. One fighter is placed near the ship on the real position. Others, up to five (to keep with the stacking limitations, are placed behind them, sticking the first one or so, in order to made for one group, but they fire and are fired upon as if stacked with the first fighter.

Marc

Re: [NOVA] Fighter sequencing

cricket wrote:

I'm thinking of adding this to the section on "Fighter Combat" (p.16):

In order to keep things manageable in larger games, during the Combat Phase, all fighter counters in a single hex are activated at the same time. Thus, only count the number of hexes containing fighters (not the total number of counters) when determining the activation sequence (p.9).

Comments?

I like it. In the end it probably won't get used too much, but I just like the idea of squadron sized attacks instead of just flight sized. Hmmm, might have to mandate a house rule that all fighters of the same type based on the same carrier must be grouped together, up to the normal stacking limits, just to keep things moving along  wink
Erik

Re: [NOVA] Fighter sequencing

I do like it, as it allows a "fighter" race to have more of a punch.  However it won't really stop people form initiative sinking with fighters if they want to (meaning taking lots of fighters for the express purpose of being able to attack with all their big nasty capital ships early in the turn).

I think you should also add a line that only ships with eligible targets get "counted" in the combat phase.  Cloaked ships or those without weapons or with none in range shouldn't count.

-Tim

Re: [NOVA] Fighter sequencing

I like the idea and it may go some way to shift the balance on the "fighters are now too weak" argument by concentrating the fire power into one activation. Spread out and gain the initiative sink and get picked off or concentrate firepower and lose it.

As similar arguments can be used for movement, should/could the initiative during the movement phase be handled the same way? You count/activate stacks with the fighters moving to separate hexes if desired. Even though the argument is not as strong in movement, I like the idea of fighter initiative being handled the same way each time just for simplicity's sake.   

It has been mentioned elsewhere about only counting ships/fighters for combat initiative which could participate in combat.
http://www.mj12games.com/forum/viewtopi … amp;t=3665

On the issue of stacking fighter miniatures I place small dice, one colour for full strength flights and one for damaged, alongside a fighter miniature.