Guided verses aimed missils and rockets in KH?

Does it make any sense anymore that KHs lacks guided missiles?<br /><br />Sure rockets that fire and impact in one game turn dont really NEED to be self guiding, their chance to hit is resolved against the targeting of the mother ship firing them. <br /><br />Guided missiles, in KHs, would then be anything that stays on the board for a turn or more. the seeker missile comes to mind but the rules governing this are dated. they were designed to simulate the WW2 exp of a torpedo that could come back at the firer and take them out.<br /><br />It also seems to me that Electronics warefare, jamming and telemetry links are important to this discussion.<br />Drones and probes become important as well I suppose. Oh and you'd need to add point defense weapons Im thinging or allow laser batteries to be used for point defense or any battery weapon can function as point defense as well as actual ship killing.<br /><br /><br />Side note: adding EW and tweaking the jamming rules in KHs potentially gives the Astrogator with all his computer expertese something more to do that could have a big impact on a battle where he would normally only be a passenger.<br /><br />Although I guess modifying the game to be more long range oriented would actually change the game into something entirely different? if there is long range sniping with ships holding open the range because they are missile heavy and have no desire to get close in.<br /><br />To be sure I would not want the record keeping of waves of missile as in the Honor Harrington series, talk about book keeping.

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