Hi Peter!
I haven't really played too much with flyers, except Thunderhawks,
because I just don't have the models. I have plenty of Thunderhawks,
but most of them don't make it into the battle, because I have a House
Rule that limits them to one per company. I made that House Rule
because I am unable to field fighter escorts, and my AA guns are of a
very limited number. I use the flyer rules for the Thunderhawks, but
the rules don't work very well. I miss the days when Thunderhaks were
more like helicopters. I know, the model looks like a VTOL kind of jet.
Even though, EVERTHING, used to be able to fire at you, I still miss the
days of being able to use terrain to hide my Thunderhawks behind, as
they snaked around the board.
Every army has a fast mode of transportation:
Imperial Guard/Squats have tunnelers.
Eldar/Chaos Marines have flyers.
Orks now have Supa Trans'orts.
Tyranids have Harridans and Mycenic Spores.
Marines have Drop Pods and Thunderhawks.
The Marines used to be the best at fast deployment, but now every army
has a method of fast deployment. The Marines have lost some of thier
special flavor, in favor of the Generic Army. But all in all, it
probably does add to the overall game.
Below, I have some questions.
Warprat
Peter Ramos wrote:
>
> Hi!
>
> 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).
>
Why would they need to make a morale check? Why not ANY edge?
> 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).
Boy, do I miss helicopters!
>
> 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
>
What purpose does the morale roll serve?
> 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.
>
AA guns can fire more than once? Can infantry, or armored units with
bolters snap fire at passing 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.
>
> Advantages
> 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.
>
> Thoughts?
>
> Peter
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Received on Mon Dec 20 1999 - 05:17:14 UTC