jeffery smith wrote:so does everyone else agree no drone fighters? if not then whats your suggestion. if so then what should these fighters look like ? i have already posted a modified KZ-D and ZDAS. any others suggestions.
I'm not in favor of eliminating drone fighters. Too much flavor would be lost.
However the more I think about it the more I think we can make flights pretty easy and not hurt the Hydrans by making the *optional*, but with advantages. The key would be to give a "wing" of fighters a slight advantage over an individual fighter operating alone and then set not a MIN but rather a MAX on the number of fighters that can be in a flight/wing.
Proposed refined rules for fighter "flights":
Definition: A flight of fighters constitutes a group of two or more fighters of the same type operating from the same carrier that were launched on the same impulse.
1) Up to 6 (or other arbitrary number based on playtest results... or perhaps based on the size of the carrier??) fighters may be grouped into a flight.
2) A flight of fighters counts as one "unit" for purposes of the number of units that can fire out of a single hex. (Not grossly overpowering as even 6 DF fighters has less direct firepower than a heavy cruiser.)
3) Damage to a flight of fighters is allocated to an individual fighter by the recipient but all damage must be allocated to one fighter before any may be allocated to the next. (So you can decide which of your fighters takes damage, such as one that has already fired, but you cannot "spread" the damage out.) If there is more than one damaged fighter in a flight (because the damaged fighters were grouped together on the carrier before launch) any damage must be allocated to the most damaged fighter.
4) For purposes of movement, a fighter in a flight is either intact or destroyed. While in a flight a fighter moves normally until destroyed.
5) A flight of fighters must move and maneuver together. (But not fire, just like a ship, mark the box of the individual weapon if/when it fires.)
6) An opponent firing on a flight merely targets the flight, not individual fighters in the flight.
7) Leaving a flight: A fighter may leave a flight during the (insert reasonable stage, I suggest at the shuttle operations phase).

Joining a flight: A fighter may not join a flight (to avoid abuse of partially damaged fighters moving in/out of a flight to protect them from crippling/destruction).
9) Launch. A flight is launched during the <shuttle operations phase RRB not available atm>. Only one flight be be launched during an impulse.
10) Recovery. A flight can be recovered in one of two ways: the fighters can leave the flight and be recovered individually under the normal fighter recovery rules. Alternately, a flight can be recovered as a unit under the following rules and restrictions. Move the flight into the hex of the carrier. Remove the flight counter/miniature and place it on the SSD of the Carrier during the <shuttle ops phase>. Carrier may not move more than 2 hexes during any Impulse of the recovery. Much like seeking weapons, once engaged in recovery the flight may not be fired upon. The flight is recovered in <some number based on the max size determined, perhaps 2> Impulses at which point the counter is remove from the SSD and all the fighters in the flight are available for reload and repair.
11) Disabled weaponry. When a fighter takes enough damage to be 'crippled' it's drones are jettisoned and it's offensive weaponry is disabled (except for the one potential remaining ph-3 shot).
12) All weapons in a flight are available for defensive fire at any seeking weapon targeted at the flight.
13) Overkill. A given weapon cannot do more damage to a flight than the maximum damage point total of a single undamaged member of the flight. (If you hit a flight of Stingers with an S torp or an overloaded photon you only do 10 pts, not 30 or 16.)
14) <not sure about this one..... clever suggestions anyone?>. If a fighter leaves a flight that is targeted by seeking weapons, roll a die for each seeking weapon to determine if the weapon follows the flight or the fighter.
15) If a fighter that has taken enough damage to be crippled leaves a flight it immediately operates under all the restrictions of a crippled shuttle.
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