NE6 Revision Proposed flier system #4
NE6 CORE RULES REVISION: FLIER SYSTEM #4
There was some discussion on the Taccoms forums about a flier system that could possibly combine flier systems 1 and 3.
Such a system sort of exists, although it has nothing to do with second edition space marine or net epic.
This system has been proposed in the past and has actually been tested. It is simple, is still order based (although not the same orders as used for ground troops in net epic, they are still 3 and the same counters can be used, if albeit with different meaning), eliminates the abuses that have plagued the order based flier systems proposed (present and past).
It even has its own pacing mechanism and fits seamlessly into the existing combat phase structure.
Of course, you may be asking why if it seems to work well and side steps all the usual complaints, why isn't it a part of net epic already?
Because the system is essentially the Epic 40k flier system modified for net epic/second edition.
It is no secret on how many net epic players feel about Epic 40k (myself included). Even when this was presented to me many years ago my reaction was "no way".
As the years went by and the "flier issue" remained, I took closer look at it, used it and saw how elegant and simple to use it was.
Aircraft acted as they should, without excessive rules, clarifications and needless restrictions.
In essence only shortsightedness and bias kept us from incorporating it. A shame really, but sometimes some time needs to pass before you can truly appreciate some of these points.
I have reproduced the "bare bones" system as I posted it on Taccoms with some extra clarifications. Note it represents the "basic" form of the system.
It can accommodate more detail if desired or left as is.
Its time you all got a look at it and got to analyze/critique it as well. :)
FLIER SYSTEM 4
At the beginning of each turn line up all your eligible flier formations and assign one of three orders/missions. The actions are executed during the combat phase. Any mission/order can be used be used in any segments of the combat phase, but counts as a player activation (a use of a turn during a combat round).
This means flier missions/orders are not limited to a specific segment as are ground orders like first fire or advance.
This grants fliers increased flexibility to execute a mission when it is needed and also eliminates the abuses related to fixing order execution to a specific segment.
MOVEMENT
Note that under this system flier no longer have a "move" stat. They move to where the mission/order is to be executed then move off table in one activation.
Also note that any flier movement can be divided into to parts: incoming flight (the move towards where the order/mission is to be executed) and outgoing flight (the movement to exit the board of play).
ORDERS/AIR MISSIONS
1. Ground attack- the act of engaging ground targets.
Flier starts at owning players table edge and flies in a straight line with a 90 turn at any point of its flight path.
It may take AA fire from such units within range along its path.
It may be intercepted by fliers with Intercept orders.
Surviving fliers of the above two actions may continue to execute a ground attack with any weapons it has resolving shooting attacks normally.
Once attack is completed it will continue to move in a straight line with one 90 degree turn at any point and move off any board edge, but which edge used impacts the refueling roll (described below).
2. Intercept - act of engaging other aircraft in dogfights
The fliers start at the owning players edge and move in a straight line with one 90 degree turn. Once fliers are engaged an immediate round of CC (dogfight) is performed, results applied and survivor move off table in a straight line with one 90 degree turn (as with ground attacks which table you exit determines refueling roll).
Fliers may be engaged by AA unit in transit. Survivors may conitnue with mission.
Interceptors themselves may be intercepted. Both players can "intercept the interceptor" as many times as they have formations with such orders. This is how transports and ground attack units are protected. But the player decides how many formations on interception he wishes to commit.
Once both players have committed as many assets on intercept orders as either is willing or able resolve close combat immediately.
Each formation on intercept missions/order can fight ONE round of dogfights before leaving.
3. Transport - the act of deploying ground troops from fliers.
Flier start at table edge and fly in straight line with one 90 degree turn.
Fliers may be engaged by AA.
Flier may be intercepted.
Survivors continue mission.
Flier may land and deploy ground troops.
Before it lands it may fire all weapon to target opposing units with 25cm of landing zone.
If troops have flight/jump packs the flier need not land, but cannot fire its weapons as it is doing a quick pass to let its troops "jump out".
Once troops are deployed it can exit any table edge (flying in straight line with one 90 degree turn) with the usual repercussions to its refueling roll.
4. AA units - units which can engage fliers.
AA units are ground units and use ground unit orders.
An AA unit may not fire at aerial targets and ground targets in the same turn.
AA fire at aerial targets is for EACH leg of the fliers trip. In effect one formation may be fired twice upon it by the same AA battery. Once for the incoming trip and once for the outgoing trip. This makes it VITAL to choose the best paths for entry or exit.
An AA unit on First Fire orders may not move but may fire all its attack dice ONCE per each flier formation that comes in range.
An AA unit on advance orders may move and fire ONCE per per each flier formation that comes in HALF its normal range.
An AA unit on charge unit cannot fire, but double moves.
This means AA are capable of firing more than once per combat round at flier targets within range.
5. Refueling - the act of fliers preparing for another sortie.
Flier assets require a lot of preparation. Once used its not a given they will be ready for the next turn.
Each activated flier formation that flies of the board after a completed mission rolls 1d6. A successful roll means the formation is ready for another mission next turn. A failed roll means it takes once full turn to refuel, but is ready the turn AFTER. So any flier formation regardless of roll is only out one turn maximum.
The target number for the roll depends on what table edge the flier formations exists from.
4+ owning players edge
5+ side edges (neutral)
6+ opposing players side.
Note while it is always better to exit from your own side remember you can be intercepted or fired upon by AA weapon on your way out!
Players must make the tactical decision of a shorter safer way off the board (but harder to refuel) versus the longer more dangerous route (but easier to refuel).
The risk reward ratio stimulates good tactical play.
This represents the flier system in its most basic form.
Note there is no "fly high" or "fly low" in this system though it could be added easily.
Discuss.
Received on Mon Jun 15 2015 - 23:08:07 UTC
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