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Support Craft

 Post subject: Support Craft
PostPosted: Sun May 06, 2007 8:45 am 
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So, where did we end up with this? As far as I can tell, Support Craft remains unchanged except that the restriction on landing on the planetfall turn is removed. Is this correct?

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 Post subject: Support Craft
PostPosted: Sun May 06, 2007 9:04 am 
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I'd like to see Jump Packers or Skimmers be able to CC the Support Craft if they want.

That's about it from me.

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 Post subject: Support Craft
PostPosted: Sun May 06, 2007 10:11 am 
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Is this because you watch star wars a lot? I'm all for simplicity and the core mechanics of self planetfall and see and be seen. Giant UFO's are us.

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 Post subject: Support Craft
PostPosted: Sun May 06, 2007 10:28 am 
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Yes, I would like trench runs please.

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 Post subject: Support Craft
PostPosted: Sun May 06, 2007 11:21 am 
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(Planetfalling) Tyranid Meiotic Spores


That's a great idea!

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 Post subject: Support Craft
PostPosted: Sun May 06, 2007 11:32 am 
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Interesting conversation and I have missed it totally.
I like current rules of Support craft with few exeptions.
1. I'd like to have it fire fight only in engages.
2. Transporting should happen like with any other war machines.
3. No crossfire allowed in either direction. (air craft way...)

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 Post subject: Support Craft
PostPosted: Sun May 06, 2007 2:36 pm 
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I think the Free Planetfall issue/rule concept should be handled independent of Support Craft.

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 Post subject: Support Craft
PostPosted: Mon May 07, 2007 7:16 pm 
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(Hena @ May 07 2007,19:08)
QUOTE
I think I agree with Charad that Support Craft should perhaps ignore crossfire. However that would make them harder to remove with conventional weapons ...

Nope.

The rule to ignore crossfire is Thick Rear Armour.

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 Post subject: Support Craft
PostPosted: Mon May 07, 2007 7:27 pm 
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Remove the 1st turn planetfall restriction.  I would also make the self-planetfalling a separate rule in case people would like to apply Support Craft to other units (zeppelins, etc).  It can even be a one-line note on the Manta stat box.

Keeping it fighting as a skimmer and having no CC ability should keep the Manta from engaging in any CC; so there is no need to muck with it.

As for not being able to draw a crossfire, that would seem to be in line with aircraft.  But this isn't an aircraft (as the discussion above points out).  I can totally see the support craft banking to avoid damage on one side of its hull and then getting pummelled from the other direction in a cross-fire.  It is more realistic keeping the crossfire as normal IMO.

If we're going to keep it simple, let's keep it as simple as possible.

Bear in mind, CS, your planetfall rule changes will be my planetfall rule changes.  The Dark Eldar list will continue to mirror the Tau rules for the sake of consistency.  I have a vested interest to see the support craft kept simple and balanced.  :)

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 Post subject: Support Craft
PostPosted: Sat May 12, 2007 6:55 pm 
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First post...

What's wrong with replacing the "support craft" ability with skimmer and planetfall. It could hug the terrain, or decide to "pop-up" every turn using the normal skimmer rule. It wouldn't be able to hide in low hills or in a city since it's to big, but it isn't impossible to imagine it hiding behind something incredibly massive such as a mountain range and then popping up to unleash some tasy railgun death...

Maybe give it "aircraft-bomber" ability aswell, with the option of using the skimmer rules when it lands...

Worth considering?


Type----------Speed--Armour-Close Combat-Firefight
War Engine--20cm-----4+-----------X-------------4+----
...
...
...
...
...
Notes: Support Craft, Skimmer, Planetfall, Reinforced Armour, Fearless, Transport (may carry 16 of the following units: Fire Warriors, Pathfinders, Stealth, Gun Drones, Heavy Drones, Crisis, Broadsides, Piranha, Tetra; Crisis, Broadsides, Piranha and Tetra take up two spaces each. Additionally, up to four of the following vehicles may be carried as well: Devilfish, Hammerhead, Swordfish, Skyray, Stingray);In the end phase, the Manta may choose to make a disengagement move as if it were an aircraft that had landed during the turn.

I imagine it landing from a space craft, dropping off and ferrying troops while providing substanstial fire support, and then leaving the field should the fighting become to fierce. The "leaving" option might need to be taken off though...





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 Post subject: Support Craft
PostPosted: Sun May 13, 2007 6:14 am 
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That's the way I see it ... I said the same thing a few posts back.  I think Support Craft is an uneeded rating.  But as always - DWWFY ! :D

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 Post subject: Support Craft
PostPosted: Sun May 13, 2007 11:50 am 
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Changing the support craft to as you described it would either take away from its abilities or add to them. Allowing it to disengage brings up some complications:
1. Can it re-engage?  If not, why have the ability at all?
2. If so, can it 'planetfall' again? What movement rate does it re-engage at?  Where from?

And taking away support craft and making it a skimmer would mean technically another war engine could block LOS.  I can see people just taking the model off the base and letting it sit on the board. You end up with this terrain hugging stealthy craft that hides behind buildings and such.  It doesn't feel right to me.

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 Post subject: Support Craft
PostPosted: Sun May 13, 2007 12:08 pm 
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indeed the manta is very flat, my 'gothic' cities tower over it.

Plus you loose the whole looming ufo thing which is fantastic imagery!

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