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Chris 'better' air rules

 Post subject: Chris 'better' air rules
PostPosted: Sun Mar 05, 2006 8:31 am 
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See the "arms race" thread ... and I explained ... I hope ... :)

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 Post subject: Chris 'better' air rules
PostPosted: Tue Mar 07, 2006 3:47 pm 
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Hey.  I read it over in detail last night.  It looks like a workable system.

I'm not sure without playing it that it would necessarily accomplish your stated goals.  With the dogfight resolutino being based on the assault system, it seems like the side with more formations available for activation would nearly always win and quickly come to full air dominance.

Not that there is anything particularly "unrealistic" about that idea, but I'm not convinced that it would reduce emphasis on the air war.  It seems that it would just change the army composition options to "all aircraft" or "all flak" for the air component becuase a mix would be much less efficient.

Still, I wouldn't object if someone wanted to play with it.

===

IMHO, you mis-ranked the Tzeentch aircraft.  Their background has them being especially nasty, second only to Eldar (pre-Tau fluff, obviously).

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 Post subject: Chris 'better' air rules
PostPosted: Tue Mar 07, 2006 3:56 pm 
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To have more than Flak vs.CAS ... you are going to add a lot more detail to a system which is already detail-rich ... and with everbodies favorite new army, "the Eldar need these rules", "the Tau these new rules", the Necrons, Chaos, etc., etc., etc. !!! ?More rules to a system that rule creep is rampant ... ?IMO ... however, do what works for you ... :;): ?Based on my playing Epic since SM1 and surviving 4+ iterations ... I have a jaded outlook - " Here we go again !" :D ? But what you do in the privacy of your own War Room is up to you ! :laugh:  :alien:

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 Post subject: Chris 'better' air rules
PostPosted: Wed Mar 08, 2006 4:23 am 
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Quote (nealhunt @ 07 Mar. 2006 (14:47))

From trying the air system the side with the more planes does have the advantage (note more planes rather than activations - the important bit is getting them into the fight so 3 activations of 2+ are worse than 1). However its not a permanent death from losing as it only breaks you.

The effect I saw (maybe it wasn't strong enough) was that a formation of 2 planes, even without attacking, just dodging around could force a roll off with bombers and have a chance of bouncing them. Currently if my two thunderbolts attack a Vampire I have next to no chance of stopping it attacking as I have to kill it. Now I'd have a chance - unless it had fighter cover, but that is making your air assualts and bombing runs more expensive.
The ability to automatically stop fighters ground attacking as well limits them in the presense of enemy air.

If its too easy for an air heavy player to dominate the tweak would be aircraft lose all their blast markers when they rally (they went back to base) so would come out fresh again ready to intercept.

The idea is that ground flak is a better bet - even against massed air as you can keep some safe and keep shooting them, but having a cheap formation of fighters hanging around just in case is also worth it. If you want to have bombers or air transports then having fighter cover also makes sense.

Finally stripping ranges and approach/exit moves out I hope solves a lot of problems with ground attacks and upgunning the planes.

If people other than I could try it that would be good :)

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