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Proposed rule amendment for Flyer rules

 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Thu Feb 19, 2015 11:19 am 
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Don't worry if I do not reply fastly, I'm brainstorming on how to make a coherent rule with those new parameters...


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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sun Feb 22, 2015 9:24 pm 
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I would be tempted to give most fliers a CAF of zero or maybe +1 (they are about as good as a gretchin in any sort of close combat situation) if they have got themselves into a situation that something can get in close and physically ram/attack/shred them, then they should die. If fliers have any sort of defence for this sort of thing, then it would usually be taken into account in a PD value, we don't want to double count their effective defences.
The only fliers I would actually give a CAF value to would be flying monsters, the sort of things in the Chaos or Tyranid armies. They actually have the capability of jumping on to another flier and tearing chunks out of it with their teeth/claws/tentacles.

But to allow fliers to actually engage in dog fights or flier close combat, we give them a value in their special rules to determine how effective they are and devise a combat system to make them fight. You guys are looking at Dog Fight Value, but I quite like something like Air Combat Effectiveness, ACE. Treat it a bit like CAF, roll 2d6 add the ACE value, and the winner can shoot a number of attack dice of weapons equal to how much he won by. Defender still gets armour saves like normal shooting. Only allow fliers to shoot at each other by going through this process using charge orders (but call it something like Dog Fight, Air Combat Mission etc).
For those fliers that are meant to be good at air combat, then they would have reasonably good ACE, but maybe their weapon ranges get toned down a bit so they are less effective against ground targets.

A thought regarding orders just popped into my head, rather than mixing up advance, first fire and charge, do we just go with new orders along the lines of:

Air Combat Mission:
The squadron must move between half and its full move value and then may engage another flier squadron within 10cm in air combat. Models are paired off as much as possible before outnumbering (just like normal close combat). A round of Air Combat is immediately fought. If the defending squadron survives, then it may continue with its orders this round (if it still has them).

Ground Combat Mission:
The squadron must move between half and its full move value. During the First Fire segment of the combat phase it may shoot at non-flier targets only.

Landing Mission:
The squadron moves between a quarter and half of its move value and then may snap fire with any of its weapons. After that, the squadron lands. Any troops may embark/disembark as per the normal transport rules. While on the ground, the squadron may not fire with any of its weapons apart from PD and may be engaged in Close Combat.

Dust Off Mission:
The squadron takes off and moves between a quarter and half of its move value. The squadron may fire its weapons during the Advance Fire segment of the combat phase.

Just a few thoughts.

Matt


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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sun Feb 22, 2015 10:30 pm 
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Hi!

Besides a very modest amendment for this in Gold, I would think most if not all the additional ideas will be left to Platinum.

As is traditional by now, most attempted changes/amendments to Gold seem to run into some issue or concern that ultimately leads to quite big overhauls. Which consequently mean the Gold rules stay the same.

I guess people should "alter" the Gold flier rules in whatever ever small ways they feel comfortable with, but otherwise leave them alone.

I for one look to the different variants being done to see more "progressive" design ideas to be implemented.

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Mon Mar 16, 2015 4:35 pm 
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I agree Primarch. It's much better to only make small amendments or clarifications to Gold, as well as to fix any errors. All the major re-writes and significant alterations belong in Platinum.

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Wed Aug 05, 2015 8:39 pm 
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I know its a bit of a necro but would like to ask here anyway.

Did you ever consider adding some serious bonuses to the few units with AA ability to actually allow them to function as anti aircraft? Something like AA gives +1 to hit aircrafts and inflicts a further -1 to save bonus when used against flying units.

I tried running the statistics on some of the fliers vs the AA units. For some armies a theoretical army consisting of only AA would loose to an equal points army of flyers (dident bother running every possible combination, but ran some). This is without adding the enormous bonus of the manuverability. This is simply comparing the armor and weapons of both and then using statistics.

There is a serious problem when it is impossible to effectively pick units to counter fliers (besides other fliers) when the units do not even counter the same point value of fliers. To be effective AA would need to be able to counter something like twice their value in aircrafts as they are severly limited outside their AA role (superheavy and titan hunter, but other units do that better). It strange that fliers are better at killing AA than AA is at killing fliers point for point?

If it helps I can easily show an example but I think the stats of some of the fliers are quite obvious better than AA point for point.


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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Thu Aug 06, 2015 1:44 am 
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Ronnie_Nielsen wrote:
I know its a bit of a necro but would like to ask here anyway.

Did you ever consider adding some serious bonuses to the few units with AA ability to actually allow them to function as anti aircraft? Something like AA gives +1 to hit aircrafts and inflicts a further -1 to save bonus when used against flying units.

I tried running the statistics on some of the fliers vs the AA units. For some armies a theoretical army consisting of only AA would loose to an equal points army of flyers (dident bother running every possible combination, but ran some). This is without adding the enormous bonus of the manuverability. This is simply comparing the armor and weapons of both and then using statistics.

There is a serious problem when it is impossible to effectively pick units to counter fliers (besides other fliers) when the units do not even counter the same point value of fliers. To be effective AA would need to be able to counter something like twice their value in aircrafts as they are severly limited outside their AA role (superheavy and titan hunter, but other units do that better). It strange that fliers are better at killing AA than AA is at killing fliers point for point?

If it helps I can easily show an example but I think the stats of some of the fliers are quite obvious better than AA point for point.


Hi!

There were several threads for a proposed revamping of the system. This one below will beused for NE6. Perhaps it will serve for you and Gold as well.

Default Flier System (Modified from base system #4)

1. Orders/Missions

Fliers may select one of 3 orders/missions:

Intercept - a flier formation on these orders may fly towards another flier flier formation and engage it in a dogfight. It may also interrupt another flier formations movement to engage it in a dogfight on this orders.

Ground Attack - a flier formation on these orders may engage ground targets within range of its weapons.

Aerial Insertion (Transport) - a flier formation on this order may embark/disembark troops and lend lend close air support.

Since they are 3 orders/missions you can use the same counters as ground troops (charge/intercept, ground attack/advance, aerial insertion/first fire).

2. Movement

Fliers have no movement stat. They may move as much as they need to to carry out their orders/mission.

However all movement is carried out in a straight line with ONE turn per move.

The sharpness of the turn depends on the flier type. There are only 3 types:

Interceptors: one 90 degree turn
Bomber: one 45 degree turn
Dropship: one 180 turn (can hover)

While distance is immaterial due to no move stat, facing is important, since for some fliers doubling back maybe difficult and would take 1 or more turns.

This would address the issue of some flier types having better maneuverability than others.

OPTION: If preferred we could use a maneuverability "ability" expressed as "Maneuver x" where 'x' is the amount of 45 degree turns a flier could make during a single move. This may be easier since it adopts the already well known abilities scheme used in Gold.

OPTION 2: Note there is no minimum move for fliers. If one is desired all aircraft that cannot hover must move at least 50cm.

OPTION 3: There is no high altitude or "nap of the earth" flying levels in the system, but if desired they can be easily accommodated as follows:

High altitude (default flier elevation): Direct fire weapon ranges to fire on the fliers are 25cm shorter (if the units range is 75cm, it is 50cm for this purpose). There are no other associated bonuses or penalties.

Low Altitude (NOE): May use terrain to block line of sight. All incoming fire may re-roll misses once and apply hits. The flier re-rolls all misses against ground targets.

3. Refueling/Rearming

No flier can be in the air indefinitely. Fuel, munitions or some unforeseen event may ground a formation. To simulate this we'll use the following game mechanic.

In the end phase each flier formation on the board rolls a d6. If the roll is less than the number of the current game turn, the flier needs to return to base for refitting.

Thus is it is the 3rd turn a roll of 1 or 2 forces the formation to land and refit. A roll of 3+ means it stays airborne and can execute missions.

This means that on the first turn all formations automatically pass the refueling test since the lowest you can roll is a 1.

Conversely a roll of 6 is always a success regardless of game turn.

A formation that needs to return and refit is grounded for a whole game turn (the next turn after the failed roll in the previous end phase).

Once the obligatory turn has passed the formation must roll a d6 and roll equal to or greater than the current game turn to return to play and execute orders.

This means the game turn number is used for both having to refit and to return to duty. Using the same number is easy to remember.

OPTION: If desired different armies can be given a bonus to this roll based on the armies tech level or other factors. Scenarios can also apply a penalty as well.

This covers the concern of formations leaving the table frequently and returning. Since it is very likely, once they are gone, it may be difficult to return.

4. Anti-aircraft

Formations with AA capability may fire at fliers without penalty. Such units may fire at EACH new formation that crosses its range radius.

Therefore if three different flier formations flier through its AA weapons radius it may fire one full volley at each formation as it passes through.

The radius is determined by the AA formations orders.

AA formations on first fire orders may not move but may fire at all new flier formations to the full extent of their weapons range (please note that range is reduced 25cm if optional high altitude rule is in play).

AA formations on advance orders may move and fire at all new flier formations with a 25cm range, regardless of actual weapon range (please note that if high altitude optional rule is in play this radius is NOT reduced).

This simplifies the base system quite a bit.

5. Combat resolution

Ground Attack

Formations on this order may move towards their targets and fire all their direct fire weapon at any point along their path (drop bombs, shoot, etc).

At any point of their path they may be intercepted or fired on by AA and any destroyed fliers are removed before they can execute the ground attack order. Survivors may continue their move and attacks.

Ground formations on first fire orders target of a ground attack are particularly vulnerable since they are not moving. Re-roll all misses once when attacking ground targets on first fire orders (this includes AA on first fire orders).

Also See Altitude options under movement.

Interception

Formations on this order may move from any point on the battlefield to engage another formation in a dogfight. Such interception may occur at any point of the intercepted formations move.

Please note that interceptors themselves may be intercepted and both sides may commit as many formations to intercept as are available (or willing). Once all committed interceptor formations are allocated a round of close combat is fought.

Note Dogfight combat can occur in any phase, not just the close combat phase, depending on the phase which the mission occurs.

Survivors of dogfight combat may continue their move if it was interrupted and execute their order/mission as normal.

Each flier formation may only be engaged once in dogfight combat per turn. Therefore players need to commit as many formations to the dogfight as they desire/have since survivors may continue after it is resolved (although they may still be shot by AA).

See morale rules below for further details once dogfight combat has ended.

Aerial Insertion

Formation with this order/mission may deploy assets to a selected target zone.

It may also embark troops with this order.

Troops may be deployed by landing or from the air if troops have movement that allows this (jump packs, etc).

The flier may remain around the DLZ while on these orders and fire direct fire weapons at ground targets within 25cm of the DLZ.

The flier is particularly vulnerable to ground fire while hovering or landing, so all incoming fire re-rolls misses once. (This not cumulative with optional altitude rules modifiers).

6. Morale

Flier formations that suffer casualties (loss of models) by any method (dogfights, AA or other direct fire weapons) must roll a morale check.

If the check is failed the mission is aborted and the formation returns as if it failed a refuel/rearm roll.

It doesn't get to execute its mission if this occurs. It receives the fallback order

However unlike failing a refuel/rearm roll the flier may be available next turn if it rallies in the end phase as per standard Gold rules.

Regardless of source of casualties flier formations are only forced to take a morale test ONCE per turn. Once such a test is passed it doesn't not forced to take any others for that turn.

Primarch

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Thu Aug 06, 2015 7:28 am 
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I haven't been keeping up with what has been happening here of late, but these look really intriguing. I can't wait to try them out. Nice work Primarch (and others). :)

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Fri Oct 09, 2015 9:09 am 
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In our group, we will playtest on 2016 a small addition to current NE Gold Rules that could solve many problems about flyers in the game. Something that have existed in the past and that was dropped in NetEpic: Flyer movement phase.

-> At the very beginning of the movement activation phase, all players must activate their flyers/floaters and resolve their movement until all fliers/floaters in both armies have been activated.

This is very easy to understand, no complex rules and easy to play-test.


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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sat Oct 10, 2015 12:06 am 
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scream wrote:
In our group, we will playtest on 2016 a small addition to current NE Gold Rules that could solve many problems about flyers in the game. Something that have existed in the past and that was dropped in NetEpic: Flyer movement phase.

-> At the very beginning of the movement activation phase, all players must activate their flyers/floaters and resolve their movement until all fliers/floaters in both armies have been activated.

This is very easy to understand, no complex rules and easy to play-test.


Hi!

Net Epic version 3 tried this and it was a disaster and dropped in version 4.1.

There are a myriad of ways of wiping out the opposing force using flier transports with a flier phase that is in the movement activation segments.

Unless you have a way to mitigate the abuses inherent in that system, it was one that was tried and rejected pretty quickly.

Think massive Space Marine drop pod thunderhawk drop. One turn knock out with little opportunity to defend against it.

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sat Oct 10, 2015 2:21 pm 
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Perhaps it could work IF reserved for only those Flyers and Floaters that do not have Transport? Besides, Drop Pods could not activate in such a sub-segment as they are not Flyers, they are Deep Strike - which has it's own rules.

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sat Oct 10, 2015 7:39 pm 
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MagnusIlluminus wrote:
Perhaps it could work IF reserved for only those Flyers and Floaters that do not have Transport? Besides, Drop Pods could not activate in such a sub-segment as they are not Flyers, they are Deep Strike - which has it's own rules.


Hi!

Such a restriction (transport fliers) would mitigate, but not eliminate abuse.

The problem with flier systems in the mechanics such as they are are what we called "the first turn effect".

Where all the players forces are deployed and the target density is its highest.

Bomber type fliers are disproportionately effective in that first turn due to the high target density (aka before ground units start moving).

You can wipe out whole artillery companies, infantry companies and even some of the more lightly armored vehicles in this manner (particularly effective against mounted type infantry that has no option of deploying them within structures at the game start).

Add to this that stock rules for AA units is, at best, feeble and does not provide a true "air protection umbrella" compounds the problem.

I've played a lot of games with this particular proposed rule. I could not make it work. Many players back then opted to not use fliers at all.

The problem with fliers is that their role and function is too different from ground units in the context of the available mechanics. Thus trying to use the same mechanics produces all sorts of shortcomings.

It is no coincidence that I proposed the flier system that was adopted for NE6 which does not use the traditional mechanics for ground units.

Many people (myself included) have tried for over 18 years to come up with "something" workable (i.e not exploitable). We've failed pretty miserably in that unfortunately.

This is not to say someone can come up with an ingenious solution (hope does spring eternal after all) to achieve something workable in the same framework as ground units, but up to this point that has not been the case.

That said I encourage everyone to continue to propose such systems. :)

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sun Oct 11, 2015 4:06 pm 
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Generally speaking, "workable" does not mean "not exploitable", as any rule can be exploited under certain circumstances. That said, you do have good points there.

Has it ever been tried having a dedicated 'Flyer Movement Phase' being AFTER all other movement for the turn?

Personally, I don't see the role or function of Flyers being any different from other models. They are there to shoot at, and be shot by, the foe; carry passengers to a destination; or otherwise help win the game. The only real difference is that they ignore most terrain and are a bit harder to shoot at.

Actually, that could be an idea to make Flyers easier to deal with. Remove all of the restrictions on shooting at them. Well, aside from those things that affect all models (LOS, cover, etc). Could be interesting to test that in a few games anyway.

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Sun Oct 11, 2015 6:37 pm 
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Quote:
Has it ever been tried having a dedicated 'Flyer Movement Phase' being AFTER all other movement for the turn?


Hi!

No it hasn't. I think it has some potential since:

1. The "first turn effect" is lessened.
2. Still uses the basic mechanics of everything else.
3. Since it is after all other movement it offers some modicum countering potential troop drops.

However, it still does eliminate all the exploits, but it does improve it.

I would take this idea one further step (this also has been proposed but not implemented).

Why not place the entire flyer phase (movement and combat), into one phase at the very end of the turn sequence?

Like this:

Initiative
Movement Phase
Combat Phase
Flier Phase

This does a couple of important things:

1. Troop drops while will still occur, but since the combat phase has happened it becomes solely a deployment step. Meaning the opponent can defend against this and massive troop drops, while still useful is no longer a game winning strategy.

2. Besides the "first turn effect" being nullified, ground troops have an opportunity to "hide" or set up defensive AA cover.

3. Still conserved the basic mechanic (although some things will need be tweaked).

However, regardless of the final way of making the game turn, one thing is clear, the AA unit ability needs to be better defined and useful. As it stands it doesn't really act like AA as most fire is after the fact (not before when it would be more useful).

Primarch

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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Tue Oct 13, 2015 8:20 am 
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Hi all and thanks for your interest and your replies :)

At the moment, I do not see how to "exploit" this flyer movement phase with bombers. The only weapons that could be used during the flyer movement segment are bombs that are dropped directly under the bomber movement. I've checked different codices and all bombers that drop bombs have a limited movement of 75cm. This means that at first turn, they can't drop anything directly in the enemy deployment area.
All others ranged weapons attacks will be resolved in the advance fire segment, as it's done with Gold Rules.

About massive thunderhawk attack, only flyers will move during the flier movement segment, not transported troops. They'll be activated during standard movement segment.

During the first turn flier movement segment, players will have not revealed any order for ground troops, this mean that they will be able to use their AA or snap fire with all the troops that are on first fire and have not revealed their order (as only troops on FF with a non revealed order can snap fire).

Honestly, if I was sure this proposition could be easily exploited, I would not have proposed it there. Others guys in my group are OK to test it (and feel it could improve the gameplay) and we're not used to play with soft lists.


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 Post subject: Re: Proposed rule amendment for Flyer rules
PostPosted: Tue Oct 13, 2015 3:19 pm 
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scream wrote:
Hi all and thanks for your interest and your replies :)

At the moment, I do not see how to "exploit" this flyer movement phase with bombers. The only weapons that could be used during the flyer movement segment are bombs that are dropped directly under the bomber movement. I've checked different codices and all bombers that drop bombs have a limited movement of 75cm. This means that at first turn, they can't drop anything directly in the enemy deployment area.
All others ranged weapons attacks will be resolved in the advance fire segment, as it's done with Gold Rules.

About massive thunderhawk attack, only flyers will move during the flier movement segment, not transported troops. They'll be activated during standard movement segment.

During the first turn flier movement segment, players will have not revealed any order for ground troops, this mean that they will be able to use their AA or snap fire with all the troops that are on first fire and have not revealed their order (as only troops on FF with a non revealed order can snap fire).

Honestly, if I was sure this proposition could be easily exploited, I would not have proposed it there. Others guys in my group are OK to test it (and feel it could improve the gameplay) and we're not used to play with soft lists.


Hi!

Your making some modifications for it to work though.

Normally deployment of embarked units are made in the transports move. So permitting the flier to move and not disembark troops is different than normal game play of this.

The original flying phase was self contained. Meaning movement and firing occurred before ground combat, thus the "first turn effect".

You proposing a very "segregated" model where movement is on its own for fliers and embarked troop deployment is "later".

Now my question is, if flyers can only move before everyone else, but their embarked troop deployment is done later with everything else and firing is done with everything else, what is the advantage for fliers?

Moving first is actually a disadvantage IF nothing can be done at the end of that movement. In other words why bring fliers at all if they can only be moved into range and be snap fired by AA before they can fire or disembark troops?

While it curtails the exploits of the flier rules used in version 3, what is the benefit for using fliers under this model?

As it stands, I can't see the benefit since the risk far outweighs any potential benefit.

Are my concerns coming across clearly?

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