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Epic Air Rules - a look back to move forward

 Post subject: Epic Air Rules - a look back to move forward
PostPosted: Thu Nov 18, 2010 6:55 pm 
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This thread here has me thinking that Neal has been right all along.

Years ago Neal Hunt put out a set of alternate air rules for use in Epic: Armageddon that would have eliminated virtually all fiddliness from the rules and smoothed out game play considerably, not to mention being more realistic.

It was rejected by the Epic community almost on the sole basis of aesthetics; in other words, people were disappointed with how long their aircraft models were going to be (or should I say not going to be) on the board. You see, Neal's system had the aircraft coming and going in a single phase movement of the game. This reduced the amount of time the nicely painted bombers and fighters could be ogled by player and passerby alike and that did not sit well with many.

I was among those people who outright told Neal that his rules were 'boring' and detracted from the game. Now, several years later, I am rethinking the whole thing and am coming around to the idea that it might not be as bad as we all made it out to be. And even if it did shorten the time we were showing off our air assets, would it be worth it to clean the whole air rules mess up?

Can we discuss this again?

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Last edited by Moscovian on Thu Nov 18, 2010 8:28 pm, edited 1 time in total.

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Thu Nov 18, 2010 7:06 pm 
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Reference.

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Thu Nov 18, 2010 7:44 pm 
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Yeah, I agree that having a separate game phase to handle all aerospace actions would solve a lot of problems.

However, aside from that limiting the face time of the aerospace models, such a change would also affect the timing of air assault and planetfall actions. That would be a big change and perhaps a stickier one to deal with.

[EDIT: okay, so I didn't read the reference, my bad]


Last edited by semajnollissor on Thu Nov 18, 2010 8:14 pm, edited 1 time in total.

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Thu Nov 18, 2010 8:00 pm 
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I agree with both of you.

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Thu Nov 18, 2010 8:18 pm 
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A couple things...

First, credit where credit is due, Jervis came up with the core concepts in the Experimental Rules (Oct '04?). I ironed out the wrinkles and worked up the planetfall stuff.

Second, there is not a separate phase. Aerospace actions are still intermingled with on-board formations in roughly the same way as the official rules. The difference is that the actions are entirely resolved and the aircraft removed from play before the next action occurs.

===

I'm perfectly okay spending a bit of time working on the "immediate disengage" rules (I know of a couple spots that need clarification already) but unless there is really overwhelming support I don't think it's feasible to make such a dramatic revision. At a minimum I'd want the participation of the EUK guys and the acknowledgment of the FERC.


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Thu Nov 18, 2010 8:23 pm 
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I know at least a couple of the EUK commitee were in favour of this -and still are. We're all at the GT this weekend so will talk then

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:43 am 
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My support for this is a matter of record however I was advised to go play computer games last time we went down this road (no joke).

I played using the immediate disengage for the best part of a year locally and most new players thought it made more sense.

Personally my AC sit on the table edge when waiting to activate, not in my case!


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 1:05 am 
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nealhunt wrote:
The difference is that the actions are entirely resolved and the aircraft removed from play before the next action occurs.

===

I'm perfectly okay spending a bit of time working on the "immediate disengage" rules (I know of a couple spots that need clarification already) but unless there is really overwhelming support I don't think it's feasible to make such a dramatic revision. At a minimum I'd want the participation of the EUK guys and the acknowledgment of the FERC.


I'm all for it. It would make things simpler.

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 1:08 am 
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If this the only solution to prevent the unrealistic (ha-ha!) AA-umbrella i'm for it!

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 1:58 am 
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I'd love it, though I agree with neal that if the other Epic groups aren't interested it shouldn't be done.

:)

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 2:18 am 
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I like those rules a lot, except:

Quote:
4.2.8 Evac’
... Evacuated units may not return to play later on. ...


or am I just missing something?

As for not seeing the models on the tabletop for long: For how long do you see Drop Pods on the table? ::)

But seriously, couldn't we just establish an "off-board" area on the board? Sounds silly, but I think you can figure out what I mean ;D


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 2:23 am 
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Ok I am missing something. How have these rules changed(apart from evac)? Looking through this quickly and they seem the same. What subtext am I missing?


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 2:32 am 
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Dobbsy wrote:
Ok I am missing something. How have these rules changed(apart from evac)? Looking through this quickly and they seem the same. What subtext am I missing?


Aircraft now immediately disengage instead of the end of the turn. So no AA umbrella form ground attack missions.


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