tag:blogger.com,1999:blog-7948814778009513111.post1078262346025078405..comments2023-05-20T07:33:07.366-03:00Comments on Fantalonia: Fighter Command: first impressionsRicardo Nakamurahttp://www.blogger.com/profile/07646452040751892430noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-7948814778009513111.post-31517658045481202042015-03-31T09:55:47.287-03:002015-03-31T09:55:47.287-03:00I think I've become used to the THW system so ...I think I've become used to the THW system so I can handle the actions and reactions usually. In Fighter Command, the division of a turn into movement and actions requires some extra attention.<br /><br />About the campaign system: yes, there is a campaign system not unlike the one from Star Army but with two variants for attack and defend missions.<br />Ricardo Nakamurahttps://www.blogger.com/profile/07646452040751892430noreply@blogger.comtag:blogger.com,1999:blog-7948814778009513111.post-73271195894665976072015-03-31T03:14:29.284-03:002015-03-31T03:14:29.284-03:00Appreciate the rundown.
My one complaint with the...Appreciate the rundown.<br /><br />My one complaint with their systems is that when multiple things are all happening at once, it can get pretty hectic to keep track of all the reactions you need to go through. <br /><br />I imagine that's much hte same here?<br /><br />Does it have the usual campaign rules and all that good stuff?Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.comtag:blogger.com,1999:blog-7948814778009513111.post-1978455850211923552015-03-31T00:53:14.154-03:002015-03-31T00:53:14.154-03:00Hi Ivan
So far (i.e. without including capital sh...Hi Ivan<br /><br />So far (i.e. without including capital ships) I would highlight:<br /><br />The good:<br />1. The dogfighting system works well and meets my expectations for a sci-fi fighter combat. The rules for this and special maneuvers are a little scattered but once you figure them out, they are fun.<br /><br />2. The modified turn system with movement and action phases makes a lot of sense for a ship game.<br /><br />The middle ground:<br />1. The turn sequence is more complex than in other THW titles. For instance, an enemy ship may approach (in the movement phase) causing an in sight, leading to a dogfight, with attacks and damage from both sides. Then you have reactions and finally the other side will move, then each side will still have their action phases to shoot and possibly react. It all makes sense but it's a lot to manage in a single turn.<br /><br />The bad:<br />1. The rules for ship collision seem, to me, an artifact of the compressed space in the hex map. Fighters don't block line of sight, I wouldn't expect them to ram into each other often enough to require rules for this. But then, what do you do when two ships end in the same hex?<br /><br />2. Sometimes, rules overlap requiring careful interpretation of the situation to figure out what to do. For instance, say two ships act simultaneously in the In Sight resolution. One will fire a missile, the other will try to dogfight. They are "simultaneous actions" but you do have to resolve both and they might interfere with each other. What should I do? Test countermeasures (for the missile) and if they work, proceed to dogfight? Add a house rule to re-roll ties in the In Sight?<br /><br />Ricardo Nakamurahttps://www.blogger.com/profile/07646452040751892430noreply@blogger.comtag:blogger.com,1999:blog-7948814778009513111.post-11732852862108926892015-03-31T00:15:49.102-03:002015-03-31T00:15:49.102-03:00Thanks for sharing!
I've seen really mixed com...Thanks for sharing!<br />I've seen really mixed comments on this set.<br /><br />What would you say are the ups and downs, particularly if you already enjoy the THW style?Weaselhttps://www.blogger.com/profile/05873440251698488032noreply@blogger.com