Topic: Combat Space Patrol
Something I was thinking of I would like to bounce in here... an addition to the dogfight rules.
A fighter flight can be given a guard order. It then moves with the ship it is guarding in the normal move phase but not in the fighter phase. During the fighter phase if an enemy flight ends its move within 2 hexes the flight can immeadiately intercept and engage the enemy in a dogfight.
Moved this to a new topic, as the other was getting unwieldy...
Can I say I LOVE this idea?
However, I would alter it slightly:
A fighter flight can be designated as performing combat space patrol (CSP) INSTEAD of making an attack at the end of its movement. This must be done while in the same hex as a friendly starship (or also in an adjacent hex?). Place an appropriate marker next to the flight.
While on CSP, the flight gains the ability to intercept an enemy flight that strays to within six hexes. After an enemy flight has moved, but BEFORE it has attacked, ONE flight on CSP may attempt to intercept. Roll a die; if the result is equal to or greater than the range, the interception occurs. The CSP flight is moved to a hex adjacent to the target flight, and its attack is resolved BEFORE the enemy flight gets to attack. If this roll is less than the range, the attempt has failed-- the flight is still moved to a hex adjacent to the target flight, but it loses the opportunity to attack.
A flight on CSP cannot move during the Fighter Phase (except to intercept as above); however, it does move with the starship around which it is patrolling.
Once placed on CSP, a flight MUST remain so until an interception attempt is made (successful or otherwise).
If using the optional Dogfight rules (F.3), the intercepting flight may be moved into the same hex as the target flight instead of an adjacent hex.
Majestic Twelve Games
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