Re: [NetEpic ML] Re: [v5.0] Core rules: fliers

From: Zerloon <zerloon_at_...>
Date: Mon, 06 May 2002 15:07:57 +0200

At 10.17 01/05/2002 +0000, you wrote:


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

I agree that actual rule are good starting point, for modifications see below.


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

Agree.

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.

I'll keep the standard order with different effect.


>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).

Agree, but this can be First Fire. More, a transport could fire with is
weapon BEFORE troop land.

>� 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.

Agree, but again this can be a First fire order.

>� Strafe - This order permits the flyer to fire all its weaponry at
>ground units in the Advance Fire segment.

Call Advance then.

>� Engage - This order permits the flyer to fire its weaponry (except
>barrage weapons) at other flyers in the Advance Fire segment.

Why another order? Advance again!!

>� 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.

Agree


>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.

Agree on all.


>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.

Agree.


>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.

Agree

>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.

And weapon with tamplate like doomwing?


>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.

I'll leave the 25 cm malus, but add that floater in fly high CANNOT be
shoted exept from AA and pop upped skimmer.

>� 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.

Agree.


>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.

For AA I prefer the Yar's version.
Received on Mon May 06 2002 - 13:07:57 UTC

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