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Jsiegel1983

Carriers and TFTs in 3rd Edition

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1 hour ago, Merlin said:

Not sure I like the way the tiny flyers will just be removed after an attack run. Doesn't feel realistic for the scale. And more importantly, it feels too Firestorm Armada for me...and that it's a really boring game to play.

Merlin, our average game lasts 3 turns - forcing tinny fliers to land before being released again is kind of pointless. However,  I do hope that in 3.0 average game will last at last 4 or 5 rounds, so it might be more relevant.

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I believe one of the goals of 3.0 is to speed the up the game.  This can be done in a couple of ways.  Make each turn take less time and/or make the game last fewer turns.  I don't know what route War cradle will take.  I do like having more turns.  That would require each turn to go faster.  To make the turn go faster may require simplification of the rules which can be over simplified making the game less appealing due to less tactical choices and more just driving strait across the table shooting at each other.  If they do simplify the rules I hope they don't over signify the rules.

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2 hours ago, sleeping_squirrel said:

Merlin, our average game lasts 3 turns - forcing tinny fliers to land before being released again is kind of pointless. However,  I do hope that in 3.0 average game will last at last 4 or 5 rounds, so it might be more relevant.

It depends also on how you handle these actions. If landing increases your capacity instantly, you could use those points to launch a new wing the same turn. And if you could active the wing the same turn you launch them, it makes sense to land TFT round 3.

 

I fear that it will be to easy to simply launch, activate a wing and conclude it's missions. Then there are limited ways to make drain enemy capacity.

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19 hours ago, Warcradle Stuart said:

No, they are removed from the table once their action (defence, bombing run or whatever) is resolved (the game assumes that they return to their parent carrier once they have conducted their mission for the turn ).  Each turn a carrier can despatch squadrons on a variety of missions (the larger the carrier, the wider range of missions available).  

Hypothetically, if a carrier has the ability to launch multiple squadrons of TFT during its activation can they be assigned different roles or would they all have to do the same role?  Would roles be along the lines of bombers attacking surface ships, torpedo bombers attacking submerged ships, fighters attacking other TFT and/or other fliers, and setting then set up to defend against a TFT attack similar to a CAP?

I guess it is safe to say that ack ack should still exist in 3.0.  That would mean to defend against TFT on an attack run you would get ack ack, hopefully, and you can damage the carrier.  If damaging the carrier limits it's ability to launch TFT.  So, a big factor in being able to reach a carrier to damage it would be the range of the TFT attack run and if line of sight from the carrier is required.  It would make sense to be able to use spotters to target squadrons with TFT, but that also means it would be easier to hide and protect the carrier.  That would help make carriers very competitive, but at the same time still take away activation spam.  I guess it also depends on how effective the attack runs of TFT are.  

I think it sounds very interesting and look forward to seeing the full rules for carriers and TFT.

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Honestly, launch and remove is by far my favorite solution. it removes book-keeping from the game, speed it up and still allows massive tactical dept (just immagine a CAP "reactive" action.....) it makes carriers streamlined and makes players use their TFT tokens as well.

If this is the direction, thumbs up!

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I liked the idea from the quick play Fleet Action rules where you decide on what the wings are armed with and they play more like long range firing with dive/torpedo bombers have 24" range from the carrier and the both players can decide how many fighter wings they are going to throw in for escort/intercept.

 

This would cut down on the activation spam and speed the game up.

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The fleet action rules for tfts are a bit simple for my tastes, but seem to solve a lot of the issues with activations and the like and streamline the whole affair a goodly bit. 

It wouldn't take but a couple of additional options/changes to dispel the simplicity issue, but even without that, I would be quite satisfied to see a similar system in 3.0.(which it kind of sounds like is the plan?)

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