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Intercepting CAP

 Post subject: Re: Intercepting CAP
PostPosted: Tue May 04, 2010 10:18 pm 
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nealhunt wrote:
Only one may intercept any given formation, so there is very limited utility and, in my experience, pretty rare unless both sides are air-heavy.


Or anti air and you go for a CAP to burn an activation.

This leads me to another question: Do you have to roll the initiative dice for a Stand Down 'action'? It does not matter really in regards to failing, yet without a dice roll (failed or otherwise) you cannot remove any BM that may be on the formation.

We never roll for Stand Down, yet it just occured to me that it is an action. It does require a dice roll doesn't it?

Just being pedantic - that's all ;)


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 Post subject: Re: Intercepting CAP
PostPosted: Tue May 04, 2010 10:28 pm 
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Well, if you fail the roll the only option open to the aircraft is to... stand down, and remove BM's. So it's one dice roll you can safely ignore!


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 Post subject: Re: Intercepting CAP
PostPosted: Tue May 04, 2010 10:37 pm 
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Yeah, never mind, it was a silly question. Looking back, we have never rolled yet always removed BM. I am still half asleep it seems...


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 2:12 am 
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nealhunt wrote:
mattthemuppet wrote:
don't forget, each player can only have 1 aircraft fm on CAP at any one time

You can put as many formations on CAP as you like.

Only one may intercept any given formation, so there is very limited utility and, in my experience, pretty rare unless both sides are air-heavy.

However, if you're allowing CAP of CAP, then there is a use for multiple formations at the ready.


ah, didn't know that. Do people also play it that the planes have to be placed at the board edge and can only enter there? That always struck me as slightly odd.


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 2:25 am 
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Yes, that's the rules. It shows where they are coming on from and allows the opponent to react by moving AA cover to defend against them.


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 1:45 pm 
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Kealios wrote:
Yea, its crazy how Marauders can tear up Thunderbolts coming in on their 6, and with a 6+ save, a single hit will likely kill one! With 2 shots at 5+, you're almost guaranteed 1 hit at 15cm. Maybe the fighter shouldnt be sneaking in that close, but sometimes you just have to...


Wow, now I'm feeling pretty silly. I could have just stood back a few more centimeters and not risked the 4x HB shots. In the end, I would have gotten the same roll I had anyway. Oh, well, live and learn.


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 1:47 pm 
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Oh, BTW Kealios - I finally got my FW Thunderbolts built, and they are SWEET! Of course, they're bigger than a Baneblade on the table, but I figure that's just perspective and all...


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 4:00 pm 
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On CAP, the rule is that only one formation can be used against an enemy air formation on 'Ground Assault', presumably to give the attacking formation some chance of getting through. Intruigingly there is no such restriction on "Intercepting" enemy air formations. Seems you are allowed to destroy the enemy after they ahve completed their mission but not beforehand. (Incidently I have always thought that the action title was a little strange).

On "CAPing CAP", as others have said the intention is to permit a 'dogfight' around the original air formation. This should work on a 'last-in-first-out' principle, but can get complicated in larger games and it can kick out some strange situations especially where multiple formations can shoot at each other. However these are uncommon, so if you are happy to deal with these there is no real reason why you cannot play this way. Just agree beforehand.


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 4:07 pm 
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ChrisLS wrote:
Oh, BTW Kealios - I finally got my FW Thunderbolts built, and they are SWEET! Of course, they're bigger than a Baneblade on the table, but I figure that's just perspective and all...


All the FW Aircraft are. So far I've got T-Bolts, Marauders, Nightwings, and a Vampire, and they are all amazing. If only the local Metagame or personal preferances leaned towards more of an air war...

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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 4:13 pm 
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ChrisLS wrote:
Oh, BTW Kealios - I finally got my FW Thunderbolts built, and they are SWEET! Of course, they're bigger than a Baneblade on the table, but I figure that's just perspective and all...


They're bigger than a baneblade in 40k too; it's the SG models that are out of scale.


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 Post subject: Re: Intercepting CAP
PostPosted: Wed May 05, 2010 6:17 pm 
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Spectrar Ghost wrote:
ChrisLS wrote:
Oh, BTW Kealios - I finally got my FW Thunderbolts built, and they are SWEET! Of course, they're bigger than a Baneblade on the table, but I figure that's just perspective and all...


All the FW Aircraft are. So far I've got T-Bolts, Marauders, Nightwings, and a Vampire, and they are all amazing. If only the local Metagame or personal preferances leaned towards more of an air war...

Just wait till you get hold of a FW ThunderHawk.

Fortunately (or unfortunately depending on your point of view) they do not yet do a Landing Craft. To the same scale this would be a real monster :D


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 Post subject: Re: Intercepting CAP
PostPosted: Thu May 06, 2010 5:41 am 
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Ginger wrote:
Just wait till you get hold of a FW ThunderHawk.


Oh, I have one. >:D

I just haven't built it yet. I actually got it for free when I placed an order with a buddy of mine who used to run the LA Battle Bunker - don't know if it was just a mispack or a "thanks for being a good guy" bonus, but he rocks one way or another.


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 Post subject: Re: Intercepting CAP
PostPosted: Thu May 06, 2010 5:51 am 
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ChrisLS wrote:
Ginger wrote:
Just wait till you get hold of a FW ThunderHawk.


Oh, I have one. >:D

I just haven't built it yet. I actually got it for free when I placed an order with a buddy of mine who used to run the LA Battle Bunker - don't know if it was just a mispack or a "thanks for being a good guy" bonus, but he rocks one way or another.

Who's that?


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 Post subject: Re: Intercepting CAP
PostPosted: Thu May 06, 2010 5:54 am 
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Kyle Kinghorn - he owns Empire Games out in Mesa, AZ now. Awesome guy. I used to manage another CA GW up in the Bay Area.


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