[NetEpic ML] Flyer rules random thoughts

From: Peter Ramos <pramos2_at_...>
Date: Sun, 19 Dec 1999 10:44:44 -0600


I have been thinking a lot about flyer rules thelast couple of days. The main reasom being the opinions expressed on this list. The one that really got me thinking was not having our precious flyer minins on the tabletop. This is an often negleted thing in gaming, but isnt it the reason we play miniatures and not board games? After all half the pleasure of gaming is to see the product of our labor, the painted mini gloriously take its place on the table. The other reason was to eliminate rules cluter and have a flyer phase integrated into the normal combat phase. Finally, for the sccale we are playing I wanted something simple, as long as strafing and air combat is represented we dont need elaborate rules.

Here are some thoughts on some rules for net epic. In fact a version of these rules (if not exactly the same thing) are being written into the Heresy rules.

Flyer Rules.

All flyers have a movment of 100cm, note this does not double when on charge orders its strictly 100cm. Flyers may begin movement from their table edge, alternatively they may start from the table sides if a successful morale check is made (note this is an optional addition).

All flyers are deployed like normal troops at the games beginning at the players edge and must have orders issued.

All flyers move in a straight line between its starting point and its destination. The flyer may make a 90 degree turn before or after its movement (not both).

Flyers may receive advance orders (strafe) or charge orders (intercept), there is no point on giving them first fire orders.

A flyer on advance orders may do one of two things: strafe ground targets in range of its weapons or if it can carry troops it may land after strafing (it it wants to) and disembark troops.

A flyer on intercept orders may do one of two things: escort a detachment of flyers on strafing orders in order to protect them from other interceptors, or wait at their starting point and attempt interceptions as opportunities present.

Interception is NOT automatic. A morale roll need be passed in order for a detachment to intercept another detachment, if the roll is failed the unit losses its activation this turn

Interception may occur in any phase of the game (movement or combat phase)

Advantages of escorting or intercepting. This biggest advantage of escorting is that you need not roll to intercept incoming flyers. The escorting units must ALL be destroyed in order to intercept/attack the units with advance orders. The disadvantage is that you commit your troops in advance, perhaps squandering resources, and it gives the opponent a clear view of what it takes to intercept you.

Waiting to intercept has the advantage of cautiously using yoyur flyer reserves, releasing them as needed to intercept and gives you a great flexibility in attack and defense. The advantage is its not a sure thing. Some armires with higher morale values will have better flexibility than armies with low morale values.

Once interception occurs just leave all the flyers engaged on the tabletop and it will be resolved in the close combat phase with all the rest of the ground close combat or in the case of engaging flyers on strafe in the advance phase..

Strafing is simple, fly toward your goal and shoot your weapons in the advance phase. Of course you need to survive interceptions and AA fire.

AA fire may be taken at any point as per orders (AA on first fire may fire once at each group of flyers, those on advance may move but fore at only ONE group). You may fire at interceptor or strafers as they come in range.Once engaged in close combat you may not fire at flyers.

Strafers accompanied by interceptors: You MUST destroy ALL escorting flyers BEFORE the units on advance are targeted. AA may fire upon flyers as they come in to intercept in hop to reduce amount of interceptors.

Well thats it thats the whole rules, heres and example of the choices to be made:

Player A has two units of interceptors, player B has one unit of interceptors and one transport craft. Player B places the transport on advance orders and the interceptors on charge orders and escorts the transport. Player A has to decide, if he commits both to assure destroying the interceptors he has nothing to intercept the transport except AA fire (if any). Conversely he could use AA fire to whittle down the escorting interceptors and then attack with his own interceptors. The possibilities are many. Once the escort is destroyed he can attack the transport with his remaining interceptors. Note this close combat occurs in the advance phase before the strafer fires.

1. simple, real simple
2. integrated with the regular combat phase, no separate phase.
3. pretty models adorn the tabletop
4. Since you can integrate air-defense with the AA guns smaller air forces can effectively defend their own air space

Disadvantages....well no doubt somebody will point them out.


Received on Sun Dec 19 1999 - 16:44:44 UTC

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 10:58:49 UTC