Re: [v5.0] Core rules: fliers

From: antichrist666it <seimejote_at_...>
Date: Wed, 01 May 2002 10:17:44 -0000

--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
>
> Well, we have reached the final topic on the core rules review and
it's
> a doosie!
>
> Fliers have always caused a lot of debate and the rules change
almost
> from revision to revision. This happens as part of GW's legacy of
> stacking up rules without testing them properly or realizing the
impact
> on the rules already present.
>
> As we all know fliers will be "Advanced" but I will also make them
> optional. Why? This decision is due my personal experience over the
> years and having moved around a bit. I have played with many varied
> groups of people in all those places I have lived and they all have
one
> thing in common-none used fliers regularly. This was either because
they
> didn't like the rules; thought fliers were too powerful or simply
that
> they wanted to focus on the ground troops without the added
dimension.
> Truth is groups will not use them (or will) irregardless of what we
say
> or do. So let's just make some rules without placing the burden or
> "core" amongst players.
>
> There is one big advantage of an advanced optional rule. That is we
can
> make whatever we want from scratch without much worry, since it
stinks
> it gets thrown out and if it rocks it gets voted in at a later date.
>
> Before you all go crazy proposing things, first let us do some
> brainstorming to answer one simple question (and yes I know it's
really
> far from simple):
>
> What would you like to see in a set of flier rules for net epic?
>
> Peter

IMHO, the actual rules are a good starting point, just need some
modifications... 2 things on all

1 - Diversify the various types of flyers
2 - ABSOLUTELY NO CLOSE COMBAT BETWEEN FLYERS =)

Reposting my version of the Flyer rules...

Flyers

Classes
All flyers are divided in 2 types (Thrusters and Floaters) and 3
classes (Fighters, Bombers and Transports), which identify the orders
they can receive.

Orders
Flyers receive and use the following orders:
� Deploy - This order may only be given to transports. This permits
the flyer to fly in an evasive pattern as it flies to the drop zone,
incoming fire receives a -1 penalty To Hit. Flyers on Deploy orders
may land and deploy their troops, they remain on the ground until the
next turn where they can be given orders normally. Flyers may also
use their weapons once they land (those that are permitted to do so).
� Escort - This order may only be given to fighters in coherency
(6cm) with bombers or transports at the start of the turn. This
permits the flyer to form a temporary detachment with the escorted
unit, and be activated at the same time. The escorting fighters must
then follow the escorted unit and end their move still in coherency
with it. Flyers with an escort may not be targeted by incoming fire
(from ground units or flyers with engage orders) until all the
escorting fighters are destroyed first.
� Strafe - This order permits the flyer to fire all its weaponry at
ground units in the Advance Fire segment.
� Engage - This order permits the flyer to fire its weaponry (except
barrage weapons) at other flyers in the Advance Fire segment.
� Fall-back - Flyers that fail a Morale check are put on Fall-back
orders and will attempt to fly of the table. The player is granted
one chance to rally. If failed the flyers rout and count as destroyed.

Movement
Unlike ground troops, flyers need to move constantly to stay in the
air, thus all flyers must move at least half their base move every
turn. Flyers have a base move like other units, but this value is not
increased by the orders given (it is not doubled for Engage orders).
In other words flyers can move up to their base move regardless of
orders given. A flyer moves in a straight line between its starting
point and its destination, and may make as many turns as it wishes at
the beginning and end of its move. Flyers are unimpeded by terrain
features and suffer none of the restrictions associated with them.

Deployment
Troops disembarking from transports (such as a Thunderhawk) do so in
the Movement phase according to orders. Note that they can disembark
even if the actual transport itself is engaged in close combat. Units
equipped with Jump Packs may disembark form transports 'on the fly'
(given it is on Deploy or Strafe orders): simply scatter the landing
zone from any point of the transport's move and deploy the rest of
the detachment in coherency with the first stand landed. The embarked
detachment must have Advance orders in order to disembark on the fly,
and may not land in close combat with any enemy unit, the transport
never actually lands.

Strafing
Flyer armor is considered to be all-around, so no modifiers for side
or rear armor are applied when firing at them. Flyer attacks are
against the topmost part of vehicles. This armor is thinner than
frontal armor and it is considered as thick as side armor, this gives
flyer attacks an additional -1 bonus to the save modifier of their
weapons (a flyer weapon with a -1 modifier becomes -2). This bonus
applies only to vehicles, not infantry, Titans, Knights or units with
all-around armor. Target designation and resolution is as per
standard rule. Flyers have LoS to virtually everything on the
tabletop, with the exception of the inner segments of wooded terrain.
Units designated as Anti-Aircraft (AA) can fire at flyers
effectively: these units may Snap-fire at flyers in the Movement
phase without the -1 to hit penalty. Besides AA units, only infantry
and other flyers may fire at flyers. However infantry can only fire
at flyers if they are the target of the attack and then only with a -
2 penalty to hit.

Dogfights
Flyers with Engage orders may shoot at other flyers in their weapons'
range, but cannot use any barrage weapon they eventually have.
Fighter pilots are especially trained in dogfights, so all fighters
receive a +1 To Hit bonus when shooting at other flyers, and give an
additional -1 To Hit penalty to other flyers firing at them.

Floaters
Floaters are an intermediate type unit between flyers and ground
units. These units receive orders just as ground units do and the
orders have the same meaning and restrictions as for ground units
(some have special rules so consult the units profile). Floaters have
the ability to skim above the ground or use their engines to levitate
to dizzying heights, this is designated as flying high and flying low:
� Flying high - At this altitude the floater has an increased LoS
(its top height is 30cm, it can trace LoS from that vantage point).
In addition all incoming fire to the floater must add 25cm to the
distance to reach it, effectively reducing the range of the firing
units. The drawback is that the floater cannot take advantage of
terrain or buildings to hide behind and thus is exposed to most units
on the tabletop. While flying high only other floaters may engage it
in close combat. The added range bonus does not apply to flyers that
attack it.
� Flying low - This altitude permits the floater to use terrain
features and buildings as cover, but at the expense of reduced LoS.
Also there is no range bonus to a floater at this level (determine
distance normally). Troops equipped with Jump Packs and other
floaters may engage a floater in close combat at this level.
Flying high and flying low do not affect dogfights with other flyers.

AA units
Units designated as Anti-Aircraft (AA units) may fire at flyers
without restriction or penalty. AA units may fire at ground units,
but may not fire at both ground units and flyers in the same turn. AA
units receive orders as per ground units.
Received on Wed May 01 2002 - 10:17:44 UTC

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