My players have acquired Battlefleet Koronus and hit upon the wonder of attack craft. One of the more minmaxy types realised that by deploying 3 bombers and a fighter in a squadron, you stand a decent chance of completely annihilating any ship. Unfortunately, the rules for handling these damned things are scattered right through the attack craft section. Any chance of a flowchart or rundown on the stages of attack craft? So far as I can tell it's
- Launch the first wave, with your distribution of craft assigned as you will.
- They can then move up to the Speed of the slowest craft in the wing. (Can they launch and move in the same turn? Can they move then attack then move again?)
- Are the vessels in range of other fighters? If yes, proceed to a *********** of +5s to everyone! " Both sides gain a +5 bonus for every squadron of friendly fighters after the first. Both sides also gain a +5 bonus for an additional squadron of bombers or assault craft after the first (I assume this is supposed to be fighers?) , plus an additional +5 for each additional two squadrons of bombers or assault craft (as neither bombers nor assault craft are as good at dogfighting as fighters, but are armed and dangerous in numbers). " Say you have 3 bombers and a fighter wing fighting off a wing of four fighters. The four fighters get... +15, the others get +10? Is that correct?
- Count degrees of success. That many squadrons are destroyed on each side, unless one side gets 4 more degrees than the other, in which case the entire squadron is wiped out. Seems simple enough, I guess?
- If the bomber wing has not been destroyed, move onwards! Defensive turrets, go! Ballistics test + Turret Rating*5 (Can a player use his BS for this, or is it ONLY the crew rating?). Success knocks out one, +1 for every two degrees of success. So taking out an undamaged wing of craft, assuming there are no fighters mucking up the works, requires six(!) degrees of success. This is the part that really sticks in my craw, with there being no practical way to defend against bombers unless you outfit every ship with landing bays.
- Bombing time! An undamaged wing will do up to 6d10+24 that ignores void shields and targets the weakest armour. That... I... What. Were these rules written with people that were solely roleplayers and had never noticed the ability to get up to 61 Fellowship, +20 Command and the absurd team-stacking bonuses available from Extended Actions?
What am I not seeing?