Tactical Command
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Air question
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=24044
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Author:  Krigsminister [ Thu Oct 04, 2012 9:22 pm ]
Post subject:  Air question

Hello

Did we play the following right? Two new players with some beginners trouble... :)

I had 3 Chaos Hellblades activated on CAP. When his turn he activated his Thunderbolts (from off the table) and went on intercept and due to 30cm guns, he could shoot without trouble on my Hellblades and shoot one off them down without them able to return fire, cause they are 15 cm and he just avoided them.

So first question is, can the Thunderbolts be activated with out previously been on the table side?

Second, with carefull flight route (for the Thunderbolts) has the Hellblades no means to return fire when on CAP?

I wanted them to help deal with any Thunderhawks, so my only possible option is to activate them on CAP, right?

/Krigsminister

Author:  Dave [ Thu Oct 04, 2012 9:36 pm ]
Post subject:  Re: Air question

So you put the Hellblades on CAP to deter the Thunderhawks? A Thunderhawk did a ground attack, and you capped it? And then his Thunderbolts intercepted your Hellblades? If that was the sequence, that's correct.

Author:  Krigsminister [ Thu Oct 04, 2012 10:27 pm ]
Post subject:  Re: Air question

Thunderhawks came first later on.

Could i just have intercepted Thunderhawks?
Or did i need to have it activated somehow first?

I want to find out the best option for my Hellblades.

His list included a Thunderhawk and a formation of Thunderbolts and no other AA. I only had Hellblades and no other AA.

Author:  Ginger [ Thu Oct 04, 2012 11:49 pm ]
Post subject:  Re: Air question

No, you did not get it quite right. The actions "Intercept" and "CAP" do not work as expected.

Aircraft on "CAP" are used to interdict enemy Air Assaults, using their AA to shoot at the enemy aircraft before they perform their mission.
Aircraft on "Intercept" are used against enemy aircraft aftercarried out their mission on the battlefield.

Putting your HellBlades on CAP first is correct, and they then wait until an enemy air formation activates. After the ThunderHawk activates the HellBlades can fly on to shoot at it. Once the CAP and Ground Assault have been completed, at some later point in the turn, the ThunderBolts can attempt to activate to "Intercept" the HellBlades.

Note, while the HellBlades are waiting on CAP, they are not actually on the table so cannot be intercepted.

Also, Rules As Written (RAW) you are not allowed to use CAP against aircraft on "CAP". However, some allow this as a house-rule.

Author:  Ginger [ Fri Oct 05, 2012 12:00 am ]
Post subject:  Re: Air question

And yes, you could have just "Intercepted" the ThunderHawk, but only if it stayed in the air. If the ThunderHawk lands as part of its ground assault, it becomes a 'ground unit' which cannot be 'Intercepted' (though it can be the target of a Ground Assault).

Author:  stompzilla [ Fri Oct 05, 2012 6:11 am ]
Post subject:  Re: Air question

If I understand you correctly the friend intercepted your fighters as they were on cap but were waiting on the edge of the board?

Ginger's already answered the question correctly, the fighters on CAP aren't really on the board. You just place them on the board edge as a reminder to your opponent that they're on CAP, so they can't be shot down. The only way he can stop you from being able to cap his TH in that situation is to try and fly the TH through his own ground AA and try and get you that way or with the THs own defensive AA shots.

Once you've activated your CAP however he's then free to intercept your fighters for revenge!

Author:  kyussinchains [ Fri Oct 05, 2012 8:26 am ]
Post subject:  Re: Air question

remember if you put them on CAP you have to choose a point of entry on the board edge, so you typically put the fighters there, some don't play this, but it is how the rule is supposed to work IIRC

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