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Airpower Uber Alles

 Post subject: Airpower Uber Alles
PostPosted: Fri Jun 29, 2007 1:17 am 
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I'm not sure I do.  The -1 to hit and +25cm range is an awesome benefit along with all the others Flyers have (superfast, unpinnable, shoot the thin part etc).  Making them immune to any type of unit is what has caused the significant balance issues in the first place IMO.  I think Flyers were quite balanced in their original TL incarnation and if used cautiously were almost invulnerable.  Now you can practically fly into the middle of your opponents army and blaze away without a care in the world.  

I suspect that the rules we have are a miss-match of the "fly across the board and depart" version and the "stay on the board and zoom in a straight line" version too, and this has contributed to the balance issues.  So, as originally written (taken from the Battles book and some WDs), flyers got the -25cm for being at high, and could not be pinned.  Anything could shoot at them including units on Advance, and only select flyers got the -1 to hit (e.g. Doom Wings did, Firelords did not).  Some units like Overlords and Thunderhawks pre-dated flyers and had special rules (this is where Deep Strike probably came from, and possibly where the "Only infantry on first fire" rule possibly originated).  Some got to "shoot the thin part".

Can anyone summarise the revised Titan Legion Flyer rules...I no longer have a copy of the book apparently.

Going forward, I would suggest (rough version):

Floaters:

- Can be landed, normal, or High altitude.
- Can only contest objectives if landed.
- Can not be pinned
- Can always shoot in the First Fire phase
- "Shoot the thin part"
- May be targetted by any unit, regardless of orders (C'mon, why cant a ShadowSword shoot a blimp?).
- Units targetting them at High get a -25cm penalty to their range.
- Usual stuff about close combat and jump troops.

Flyers:

- Can be landed (if a transport), normal, or High altitude.
- Can only contest objectives if landed.
- Can not be pinned
- Follow new order structure (First Fire = land and disembark/embark troops, Advance = must make minimum move and shoot in advance, Charge = must make minimum move and dogfight)
- "Shoot the thin part"
- May be targetted by any unit, regardless of orders.  Units suffer a -1 penalty.  (in addition to Snap Fire penalty if used)  
- Units targetting them at High get a -25cm penalty to their range.
- Usual stuff about close combat and jump troops.

AA - Units with AA do not suffer the -1 vs. Flyers AND may SNAP FIRE without penalty.  If not shooting at Floater/Flyer/Skimmer/Praetorian/Titan get -2 to hit thingy.  (but DO suffer the -25cm for High...gravity applies to them too!)

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 Post subject: Airpower Uber Alles
PostPosted: Fri Jun 29, 2007 2:09 am 
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The floater changes listed by zap I'm fine with.  Shooting down the Goodyear Blimp can't be harder than shooting down a helicopter (skimmer).

However I'm not particularly happy about letting non-AA units shoot Flyers regardless of orders. ?Shooting a fighter craft or even a Boeing 747 that is flying is no easy task when standing still and prepping the shot, let alone when you're rolling down the road in your tank.

Plus I can see the argument of certain weapons not being able to shoot at a Flyer. ?I can't see the Lascannon on a Leman Russ being able to get the elevation to shoot a Flyer but its Battlecannon is more believable due to the fact that Turret weapons have a considerable elevation available to them.

How's about this idea: ?Infantry/Cavalry/Walkers/Knights/Titans: Shoot at Flyers if on First Fire at -1 to hit.
Vehicles/Praetorians: Shoot at Flyers if on First Fire orders at -1 to hit and only with Turret weapons.

Simple, more believable and makes Flyers less invulnerable.





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 Post subject: Airpower Uber Alles
PostPosted: Fri Jun 29, 2007 3:22 am 
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Yeah, points taken.  Couple of minor suggestions/expansions:

- Add Light Artillery to the first category.
- Floaters added to Vehicles/Preatorians.
- Vehicles/Preatorians/Floaters  - Turret weapons or those listed as having a 360 degree arc.

Heavy Artillery can't shoot at flyers unless they are AA (ommission deliberate).  Flyers can't shoot Flyers (ommission deliberate - that's what Dog Fighting represents).

Some minor issues might arise as all lists might not be super-diligent about the Turret designation, but I think this looks pretty good.

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 Post subject: Airpower Uber Alles
PostPosted: Mon Jul 02, 2007 3:53 am 
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(Mojarn Piett @ Jun. 28 2007,01:46)
QUOTE

(Juffo-Wup @ Jun. 28 2007,06:04)
QUOTE
I'd recommend letting anything on First Fire be able to Snap Fire at Flyers with all the requisite penalties (plus the range penalty if they are at High Altitude), but no other firing at them.  AA Units would ignore the penalties plus can target them without needing to Snap Fire, giving them a big advantage over normal units for shooting at Flyers.

This eliminates the need for big changes to the rules or adding any new ones.

I was just about to suggest the same as Juffo-Wup. If everybody is just allowed to fire at 'em freely we're back at the situation we had a few years ago when it was not worth fielding any aircraft.

Hi!

I can live with this. Sounds good.

Primarch

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 Post subject: Airpower Uber Alles
PostPosted: Mon Jul 02, 2007 3:56 am 
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Hi!

I agree with the additional amendments.

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 Post subject: Airpower Uber Alles
PostPosted: Wed Mar 11, 2009 10:39 am 
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Hi,

sorry for digging this one out, but I think that there is a slight flaw to the alternative flyer rules that destroys the original intend. We tried the alternative flyer rules last time and were, in general, very pleased with how they work. They make sense and flyers lose their "überty".

Nice Job!

However, regarding transports, they get even better with the new rules, since now infantry gets a whopping -3 to hit when targetting landing transports:

-1 for snap fire
-1 for hard target
-1 for evasive pattern

which virtually destroys infantry capabilities to kill transports:

Dark Reapers now hit a landing transport on a 6+, devastators on a 8+ (!)

Looking at Zaps original roundup in this thread, the evasive pattern has gone, but it is in the alt flyer rules on the wikiwikiwar.

Simple solution: Let's get rid of the evasive pattern, imho we would then have the perfect flyer rules.

cheers sanjuro


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 Post subject: Airpower Uber Alles
PostPosted: Wed Mar 11, 2009 12:54 pm 
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Quote: (zap123 @ 25 Jun. 2007, 04:23 )

Played another Tau 5.2 tweak and tune battle last night and JW went for some extreme gaming with an obscene amount of airpower. ?(didn't bother with a batrep after the last underwhelming response).

Please do bother! its great and I love them! I just dont want to clutter them up with my comments!


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 Post subject: Airpower Uber Alles
PostPosted: Wed Mar 11, 2009 12:58 pm 
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Quote: (zap123 @ 25 Jun. 2007, 05:07 )

Maybe we should just revert to the SM2/TL rules and let everything shoot at flyers with a -1 penalty, and -25cm for high altitude.

yes please... the air rules just doesnt work that well imho, the -1 & -25cm for high alt worked great as they were


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 Post subject: Airpower Uber Alles
PostPosted: Wed Mar 11, 2009 1:49 pm 
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So long as bombers (Harridian) don't have to survive until the Advance Fire phase to drop their pay load. That was too easy to gun down in SM2.

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 Post subject: Airpower Uber Alles
PostPosted: Wed Mar 11, 2009 2:47 pm 
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Don't get me wrong, I didn't want to roll up this process again. I think the alternative flyer rules are mighty fine, and I am happy that a playable solution has been found. By reactivationg this thread I just wanted point to a possible glitch (infantry worse now vs. transports), not start a new discussion on the topic.  :oops:

cheers

sanjuro


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 Post subject: Airpower Uber Alles
PostPosted: Thu Mar 12, 2009 1:05 am 
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Yeah, you certainly have a point....-3 is pretty harsh.  I'm happy to remove the Evasive Pattern -1 if people think this is a good idea.  However, I do note that this would mean a unit with AA would suffer no penalties against a landing transport.  Are we sure this is what we want?  Again, I don't really have an opinion one way or the other, just wondering what people think.

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 Post subject: Airpower Uber Alles
PostPosted: Thu Mar 12, 2009 1:25 am 
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I need to think on this one, airpower is a tricky subject. Off the top of my head though... how about air transports use chaff or similar to disrupt AA as they land. This would only effect AA units as Evasive did before...(the description is a stretch for Orks and Tyranids though).

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 Post subject: Airpower Uber Alles
PostPosted: Thu Mar 12, 2009 2:08 am 
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Hi!

Infantry SHOULD be next to useless taking out aircraft. I real life, unless the unit has some specialized equipment (stingers or similar weapons) to even be able to engage them and then its mostly useful against VTOL's, less so to fast flying units).

S most infantry hitting on very high numbers (or even dark reapers hitting on 6's), is, in my view the way it should be.

You need DEDICATED AA units to take on air units and anything close to equal terms. Otherwise what would be the point?

Its the players choice not to spend on dedicated AA and try to "pass by" with infantry. But the opponents fliers should be able to punish such an opponent and only real lucky shots would get through.

I believe much more thought and care should be given to make sure that dedicated AA units ARE effective versus aircraft. Infantry's proper role is versus ground units, not easily shooting down aircraft.

My two cents.

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 Post subject: Airpower Uber Alles
PostPosted: Thu Mar 12, 2009 3:30 am 
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I agree with primarch.  Infantry SHOULD have a hard time shooting down aircraft with anything other than dedicated AA weapons.  -3 for Infantry isn't too harsh IMO.

If you think your opponent might take aircraft and you don't bring either your own air cover or AA to take care of them/threaten them, too bad for you.  I'm no soldier but I am confident that a unit of soldiers with assault rifles, an MG and perhaps an RPG or LAW will have next-to-no-chance at taking out that F-23 that is strafing their position with rockets and MG fire at 200-300kph.

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 Post subject: Airpower Uber Alles
PostPosted: Thu Mar 12, 2009 8:01 am 
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I agree, Infantry should have a hard time shooting those buggers down.

But when testing, I just got the impression, that it has become HARDER now to kill flyers off.

and I would consider a 7+ for a marine stand with missile launcher hard, but 8+

Standard rules give me the hunter and devastators to kill flyers:

snap fire at transports: devs: 7+, Hunters 6+ (this in combination with the crappy -1 tsm makes shooting them down quite a hard job)

Alternative rules, same scenario, shooting at a landing flyer:

Hunter: 6+, Devs: 8+

and a Warhound with 2 Quake cannons on FF would also hit on a 6+.

You see where I am aiming at?

I like the evasive pattern as well, but I don't think flyers should become harder to hit.

Keep in mind, that landing transport can only be shot at in the movement phase, giving them effectively always a -1 to hit because you have to use snap fire. I like Warheads idea, using evasive patterns only on AA units.

cheers sanjuro


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