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CAP

 Post subject: CAP
PostPosted: Sun Feb 27, 2011 8:08 pm 
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Just a quick question or two. Is it possible to 'CAP' a CAP? And if not, then how do you protect your bombers. And lastly, is it even worth taking Marauders, or are they a reletively overlooked unit?


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 Post subject: Re: CAP
PostPosted: Sun Feb 27, 2011 8:52 pm 
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The quick answer is no, you cannot 'CAP' CAP officially - though quite a few people allow this in their house-rules. Basically once all A/c have moved, you have to work through them from the last moved to the first evaluating each formation in turn.

Marauders can work under the right circumstances - but generally are not considered to be worthwhile in the IG (or related armies that have good artillery options) - and usually need at least two formations of TBolts to Intercept opposing fighters etc. See this thread for more comments


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 Post subject: Re: CAP
PostPosted: Sun Feb 27, 2011 11:23 pm 
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I was also told the other day that an aircraft on CAP/Intercept can only fire it's AA at the enemy A/C. This doesn't seem right to me, was my opponent mistaken?


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 Post subject: Re: CAP
PostPosted: Sun Feb 27, 2011 11:28 pm 
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Do you mean the A/C who is the target of the CAP/Interception? If so this is something under discussion. You may find the ability to fire on other formations than the targeted one refered to as a 'passive AA umbrella' elsewhere. I'll see if I can dig up the thread[s].

Here's the most recent one: viewtopic.php?f=4&t=18811

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 Post subject: Re: CAP
PostPosted: Mon Feb 28, 2011 9:19 am 
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Spectrar Ghost wrote:
Do you mean the A/C who is the target of the CAP/Interception?


No, as in I activate my flyers, and intercept an enemy flyer. I was told I can only use my AA, that my other weapons are only for Ground Attacks..


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 Post subject: Re: CAP
PostPosted: Mon Feb 28, 2011 9:30 am 
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Nah he's right, you can't use you AT weapons you can only use your AA weapons to fire at aircraft (Whilst they are in the air).

If the aircraft land on the ground, then you can use AT weapons to hit them, but you can no longer use AA weapons on them until they take off again.

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 Post subject: Re: CAP
PostPosted: Thu Mar 03, 2011 10:55 pm 
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Cheers for that guys. Got another one though. What happens if a broken formation is fired upon but nothing is killed by the fire? Do I lose a unit from the blast maker for being fired upon?


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 Post subject: Re: CAP
PostPosted: Thu Mar 03, 2011 11:04 pm 
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Ausplosions wrote:
Cheers for that guys. Got another one though. What happens if a broken formation is fired upon but nothing is killed by the fire? Do I lose a unit from the blast maker for being fired upon?

Assuming you don't have the Marine "And They Shall Know No Fear", or something similar, yes. It's actually the primary usage I have for Thunderbolts. Should they do one casualty which isn't hard, on a broken formation, they remove three units (one for kill, one for kill BM, one for fired upon BM).

It's one of the big issues I am having with small Knight units in my KnightWorld List. The susceptibility to aircraft/ground based Blast Marker Sniping.

Morgan Vening


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 Post subject: Re: CAP
PostPosted: Fri Mar 04, 2011 10:43 am 
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In section 1.12.3 it says: 'Remember that a charging unit that enters a zone of control must move into base contact with the nearest enemy whose zone of control has been entered'

Does this mean if I engage with my stormtroopers for instance, that I have to move right into base contact if able to do so? Or am I able to stay out of base contact and use my superior FF value instead?


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 Post subject: Re: CAP
PostPosted: Fri Mar 04, 2011 10:51 am 
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Ausplosions wrote:
In section 1.12.3 it says: 'Remember that a charging unit that enters a zone of control must move into base contact with the nearest enemy whose zone of control has been entered'

Does this mean if I engage with my stormtroopers for instance, that I have to move right into base contact if able to do so? Or am I able to stay out of base contact and use my superior FF value instead?

Only if you approach within 5cm (10cm for opposing Scouts). Then, you're required to enter base contact if possible. If you hedge around that, you're fine to move wherever you want.

If you countercharge, you MUST move into base contact if possible, OR remain stationary. No faffing about there.

Morgan Vening


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 Post subject: Re: CAP
PostPosted: Fri Mar 04, 2011 10:55 am 
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Agreed MV

As the engage range is 15cm, you always have a choice to stay outside the enemy ZoC, but inside FF range
(That said, I cannot remember anyone enforcing a move into B-B for being within the ZoC.)

In practice, the attacking player decides whether he wants to allow countercharging units to contact the attackers and moves accordingly, then the defending player decides whether it is worth countercharging those attackers in range.


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 Post subject: Re: CAP
PostPosted: Wed Mar 09, 2011 3:11 pm 
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Morgan Vening wrote:
If you countercharge, you MUST move into base contact if possible, OR remain stationary.

That's not correct. Countercharges have to move towards the nearest enemy unit. Aside from that they use normal charge move rules. If they enter enemy ZoC, then they have to attempt to reach base contact as a normal charge move. Otherwise, they are free to stop at any point.


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 Post subject: Re: CAP
PostPosted: Sun Mar 13, 2011 9:18 pm 
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Morgan Vening wrote:


If you countercharge, you MUST move into base contact if possible, OR remain stationary. No faffing about there.

Morgan Vening


This i'm pretty sure is not the case. Are you saying that my troops outside FF range would not be able to move into FF range?


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 Post subject: Re: CAP
PostPosted: Mon Mar 14, 2011 12:43 am 
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Ausplosions wrote:
Morgan Vening wrote:
If you countercharge, you MUST move into base contact if possible, OR remain stationary. No faffing about there.

Morgan Vening


This i'm pretty sure is not the case. Are you saying that my troops outside FF range would not be able to move into FF range?

As Neal pointed out, I'm wrong.

What I was intending to say, was that if a countercharging model is in an enemy's ZoC, it MUST (as above). If it's not, it must move towards the nearest enemy (not necessarily from the attacking formation, much to some player's chagrin). This MAY mean it is unable to move into FF range, if the opponent has situated a supporting formation in a flanking position closer to those not yet in FF range.

As stated, some players heavily dislike this rule (and non-involved intermingling) because it takes away the "gods eye" control they're used to. Both rules are used to represent varying threat/panic responses that disrupt a player's ability to micromanage every part of the game.

Morgan Vening


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