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Epic Air Rules - a look back to move forward

 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 10:12 am 
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I'm broadly in favour, with sentiments similar to Rug, in general.

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 10:34 am 
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You also lose the ability to intercept (from memory) forcing players to place AC on CAP if they want to be able to use them in an intercept role rather than the flexibility of chosing after enemy AC have activated. Which is also a positive in my opinion.


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 10:53 am 
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The evac order is a new order as it allows the AC to pick up units within 15cm's not the normal 5cm WE transport rule. So you still can recycle your air assault with an empty AC.

Evac looks like a rule for scenarios other than the GT scenario to me. People would try to use it to remove their BTS late game, but as that formation was no longer in play, you're next most expensive would become BTS. Probably a step too far.

How can you flak rush when no ground formations can move before, during, or after both the approach and disengagement moves of the AC? This is the only way to remove flak rush from the game.

As to Orks well their planes are scary good and from personal experience I can't remember them intercepting my T'bolts that often. They normally have more important things to nuke on the ground!


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 11:10 am 
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The ability to embark troops at the end of a move is from the WE transport rules, not the aircraft rules, so I don't see why this would make any difference. Grounded aircraft did stay until the end phase as far as I recall.


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 11:56 am 
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OK, it doesn't mention landing but it does say that transport aircraft are treated like WE transports so the rules or embark/disembark are taken from there.

I also not that the AC does not remain "grounded" until the end phase but disembarks after shooting/assault are resolved which removes the mobile AC flak rush too. It's been a long 2 year since I last played under this system and my memory is not as good as it once was


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:20 pm 
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I support this rules (gave my rationale in the other thread, I have a strong dislike of both the AA umbrella and flak rush mecanisms), with the following reserve:

1) I think evac'ed unit should be able to come back to the board in a later turn (should be easy to change and there is apparently a consensus forming such amendment already).

2) As the "intercept" action is removed, I think the concern about orks being bad at CAP is valid. The "Power of the whaaaagh!" special rule would be reworded anyway as it specifically mentions interception orders, so I think giving the +2 modifier on action roll to the CAP and ground attack options rather than Interception and ground attack would do the trick in a simple way, but there might be other way to tackle this.


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:25 pm 
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+2 to CAP for orks works for me. They've got near to the action ready to pounce when the opportunity comes, sounds orky to me!


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:31 pm 
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Mephiston wrote:
+2 to CAP for orks works for me. They've got near to the action ready to pounce when the opportunity comes, sounds orky to me!


I can easily see the crazed pilot zooming around (for real this time), taking speed contest with other fightas, performing games of chicken by diving to the ground and calling the first ork leaving the dive a "runty grot", or just trying to swallow innocent birds in their engine air intake, then pouncing an the enemy bomber coming around. Orky indeed.
Sorry if I'm derailing the thread, I had to share the vision :)


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:32 pm 
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Mephiston wrote:
+2 to CAP for orks works for me. They've got near to the action ready to pounce when the opportunity comes, sounds orky to me!

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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:34 pm 
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Athmospheric wrote:
Mephiston wrote:
+2 to CAP for orks works for me. They've got near to the action ready to pounce when the opportunity comes, sounds orky to me!


I can easily see the crazed pilot zooming around (for real this time), taking speed contest with other fightas, performing games of chicken by diving to the ground and calling the first ork leaving the dive a "runty grot", or just trying to swallow innocent birds in their engine air intake, then pouncing an the enemy bomber coming around. Orky indeed.
Sorry if I'm derailing the thread, I had to share the vision :)


Mirrors exactly what I was thinking ;D


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:37 pm 
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Hena wrote:
(...)
Also I would probably like to allow Evac aircraft to fire it's weapons while doing this. Would this cause problems?
(...)


Sounds good to me. The stranded assault formation get rescued by a Thunderhawk (we all know this is all about Thunderhawks, right ?), dropping in with all gun blazing and taking the grunts out to fight another day...

Yeah, the Evac craft being able to use its gun to target ground unit from the place it is picking up the ground formation(s) makes sense to me, just as it does for an air assault (there figured by FF in case of assault).


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 Post subject: Re: Epic Air Rules - a look back to move forward
PostPosted: Fri Nov 19, 2010 12:52 pm 
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I think we need to wait for Neal to rule on the whole pickup issue. From what's written I see no reason that an AC on a ground attack can't use the WE transport rule to embark troops.

What we do lose is the ability for formations to move onto a grounded AC as part of their activation as the AC never stays grounded. This also means that T'hawks etc can never claim or contest objectives which is a drop in marine AC power.

Guess I really need to re-read the proposed change in detail or find the doc that had them in, must be on one of my disks somewhere!


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