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Air Rules Posted on SG Boards

 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 6:36 pm 
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How does it land?  Drop off troops?  Provide adequate fire support?  I doubt it comes in for a skid type landing.  If it can land and take off vertically, it can hover. :p

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 7:03 pm 
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To fly it has to have some hover capability, it is not exactly the most aerodynamic craft.  I have already posted my responses to the proposed simple changes.  To the sound of it Neal's  alternate ruleset is going to go the opposite direction to what I would like to see, generally it seems that he wants to reduce the involvement of airpower.  But I would like to see it made more effective and worthwhile, to the point where an army without at least some Anti-Air will find itself at a disadvantage, but that is my opinion. I am looking for a very combined arms game.




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 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 7:11 pm 
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(orangesm @ Apr. 19 2007,14:03)
QUOTE
To the sound of it Neal's ?alternate ruleset is going to go the opposite direction to what I would like to see, generally it seems that he wants to reduce the involvement of airpower.

As do I.

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 7:23 pm 
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Orangesm, I PM'd you so we don't bring this too far off topic.  Let's put our head's together, shall we? :)

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 10:40 pm 
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(Dwarf Supreme @ Apr. 19 2007,19:11)
QUOTE

(orangesm @ Apr. 19 2007,14:03)
QUOTE
To the sound of it Neal's  alternate ruleset is going to go the opposite direction to what I would like to see, generally it seems that he wants to reduce the involvement of airpower.

As do I.

I don't want to see Air power removed. I'd just like the rules to work better, regardless of how long my plane models stay physically on the battlefield.


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 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 10:51 pm 
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To the sound of it Neal's  alternate ruleset is going to go the opposite direction to what I would like to see, generally it seems that he wants to reduce the involvement of airpower.


How so?   The purpose is definitely not to downgrade air, so I'd like to hear what you think tilts it against using air power.   I think the changes have a mix of factors that one might consider encouraging or discouraging use of aircraft.

The goal is to address general weirdness and things a majority of people think are cheesy.  Basically, to smooth out the operation.

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Thu Apr 19, 2007 11:21 pm 
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It is just the way it reads to me,  I agree that currently the rules are not the best,  your corrections to the current rules set are fair.

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Fri Apr 20, 2007 2:07 pm 
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Orangesm:  I understand that's how it reads to you, but in order to take your concerns into account I need to know why.


The way it reads to me is that transport aircraft are taking a hit with the ability to grab objectives.  Fighters and fighterbombers get a nice bump with the +1 to attack and ability to loiter on CAP.  Flak units take a downgrade due to the flak rush issue.

To my sometimes befuddled logic, that means:

Bombers came out about even - reduced ground flak v improved intercept and should appear in approximately the same numbers.

Fighters and fighterbombers are ahead both on firepower and resistance against ground flak.  They only lose against other aircraft of their own type.  I would expect increased appearance of them.

Transports will likely be reduced slightly in number because they do lose proportional to pre-change state.  However, I dont' think they will be unbalanced post-change.  Most of their value is air assaults and as far as I recall the "objective grab" was not taken into account in a substantial way when assigning points because the tactic evolved later.

Flak units lose ability and will likely appear in lesser numbers as players choose formations optimized more for facing ground forces.  Possibly they will stay roughly the same.

Which of those conclusions do you disagree with?  What mix of abilities/changes makes you think that people will be less likely to want to use air units?

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Fri Apr 20, 2007 3:09 pm 
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I think the Transports is where I am most concerned.  While I agree that aircraft should not be able to hold objectives (boots on the ground), I think aircraft should be capable of contesting them (hard to hold an objective when you are being shot at).

Also the 'reduction' of 'usability" of Transports I think would reduce the use of fluff armies like the Thunderhawk transported Space Marine force or Orca based, Manta, Barracuda, & Tiger Shark supported Tau.

**Just checking but I am refering to your alternate rule set and not this changes**

I also currently have an idea in my mind about trying to make aircraft useful in an Assault beyond landing them to better represent CAS.

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 Post subject: Air Rules Posted on SG Boards
PostPosted: Fri Apr 20, 2007 3:24 pm 
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(orangesm @ Apr. 20 2007,15:09)
QUOTE
**Just checking but I am refering to your alternate rule set and not this changes**

Ah.  This is the source of the misunderstanding.  Thanks.

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