Evening PDT,
The BT Strafing rules in TW on p. 243 with Errata 4.2 and 4.4 does in my opinion have the feel of strafing attacks I've seen in history documentaries, in war movies, and on the video clips found on the Internet.
My quibble with the rule is that strafing can only be done with non-ammo using direct fire energy weapons when real world sources, FASA TRO 3026, and BT Master Units List Battle Value list autocannon and short range missiles.
Aircraft today are using the BT equivalent of machine guns and autocannons for strafing. In FASA BT the MechBuster Conventional Fighter uses an AC/20 to strafe a Mech and the two variants carried either three medium laser or four SRM 6 racks.
I've checked the BT Master Units List Battle Value p. 182 that lists five variants of which three identify weapons carried as laser, LB-X, and SRM. The Mary variant I have no idea what weapon is used and the Standard I think is the one using an AC/20.
The wording of "The unit may fire one, some or all of its non-ammo-dependent direct-fire energy and pulse weapons when strafing." in the second paragraph, third sentence is at odds what the original FASA details listed and what is shown in the BT Master Units List Battle Value.
Recommendation:
Strafing
Second paragraph, third sentence
The unit may fire one, some or all of its non-ammo-dependent direct-fire energy and pulse weapons when strafing.
Change to:
The unit may fire one, some or all of its non-ammo-dependent direct-fire energy (Medium and large lasers), direct fire ballistic weapons, or SRM launchers when strafing.
Next I would like verify my understanding of how to handle "The attacking player makes separate to-hit rolls for each weapon against each target. Apply weapon hits using the standard rules for the appropriate unit type."
A fighter has 15 weapons installed (5 in each wing and 5 in the nose) makes a strafing run through 5 hexes.
In Hex 1 there are 5 targets. The first target takes one hit leaving 14 weapons that need to be roll for the next four targets. The two more target in the hex get hit leaving twelve weapons that need to check hits on any targets in Hex 2. In each hex the remaining weapons check for hits reducing the number for each hit. Leaving Hex five any weapons that did not get a hit are wasted without doing damage.
Do I have the right idea on how to strafe targets using the Strafing rule?