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Aircraft rules

 Post subject: Aircraft rules
PostPosted: Sun Jan 06, 2008 3:32 pm 
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i think the point was that it is allowed to happen.... but expect long and complicated furball style fights

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 Post subject: Aircraft rules
PostPosted: Sun Jan 06, 2008 4:34 pm 
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(NOVAGUARD @ Jan. 06 2008,14:32)
QUOTE
but expect long and complicated furball style fights

"Long and complicated"?

How many squadrons of CAPing fighters are people normally using?  I've seen, max, two squadrons per side.  Of course, Imperial and Orks forces could take six 150 point Sqaudrons in 3000 points, but has anyone ever actually seen that?

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 Post subject: Aircraft rules
PostPosted: Sun Jan 06, 2008 5:40 pm 
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I've always allowed CAP'ing Intercept missions, it causes absolutely no problems.

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 Post subject: Aircraft rules
PostPosted: Sun Jan 06, 2008 6:24 pm 
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for number of fighters in play, once in a multi player battle, (the one out the back of the rule book actually) we had a six squadron fur ball spring up on turn two!

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 Post subject: Aircraft rules
PostPosted: Mon Jan 07, 2008 2:41 am 
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The point under consideration here is the level of complexity (and some quirky situations) this can produce - but these are rare. For 90% + of situations it should be fine. But you do have some extra considerations like, whether each formation may only be "CAPed" once, the order / legitimacy of some targets etc - which is why this comes with a "health warning" that it can get very complex even with just 4 formations.

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 Post subject: Aircraft rules
PostPosted: Mon Jan 07, 2008 3:25 am 
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(Evil and Chaos @ Jan. 06 2008,15:40)
QUOTE
I've always allowed CAP'ing Intercept missions, it causes absolutely no problems.

Yes same.  

IIRC the most I've seen in a dogfight were 5 formations:

Landing Craft
CAP'd by Nightwings
CAP'd by Thunderbolts
CAP'd by Phoenix
CAP'd by Thunderbolts

Worked out ok (and the Landingcraft took a critical and it was bascially game over).

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 Post subject: Aircraft rules
PostPosted: Mon Jan 07, 2008 7:02 am 
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What that CAPing of intercepts lead to chains??

I'll have a crack at answering...

What a CAPing squadron is doing is intercepting once it goes for an enemy squadron.  Prior to that it is waiting on combat air patrol for something worth intercepting to show up.  Once it activates it is no longer patrolling but intercepting.

However the terminology as written you find confusing - is that the point? That may just be a translation thing because I've never heard of anyone having problems with it before (though I can see how it could)?

I suppose you could write it  "as each CAPing squadron is CAPed in turn" but the language starts getting a bit awkward.


Does that explanation  help or just make things worse? :D

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 Post subject: Aircraft rules
PostPosted: Mon Jan 07, 2008 9:17 am 
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Yes exactly. But just in the way the English language is used, from a descriptive non-rules perspective  (like if it wasn't a game with rules but a story or novel) what the planes are actually doing when they activate on CAP is 'flying to intercept' other planes.

If this causes confusion for people it may be a problem with the choice of how this is worded though. Is it really a problem though? This is just a descriptive text box with house rule suggestion at the moment.

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 Post subject: Aircraft rules
PostPosted: Mon Jan 07, 2008 12:04 pm 
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(Hena @ Jan. 07 2008,08:52)
QUOTE
I'll try to draft a text for it in the evening.

Ok sounds good. I look forward to seeing what you come up with.

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 Post subject: Aircraft rules
PostPosted: Mon Jan 07, 2008 5:24 pm 
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I think Hena's point is that both Ground Attack and Intercept are basically "fly in one formation and attack one target."  CAP introduces the exact same complexities in either situation as it would be one CAP attacking one activating formation - no additional contingencies like CAPing CAP.

I don't see a reason it would cause problems to CAP intercept.

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