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Suppression and flak

 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 11:29 am 
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I would personally think that anti air would never be surpressed as you dont need to keep you "heads down" to fire upwards at attacking aircraft!

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 11:35 am 
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For what its worth, when we started playing we used to work it out at the moment the AC stepped into range of the flack units - seeing if from the direction of flight) if the flack were in the "suppression zone." We counted all units as potential suppession. When we realised it was (as we thought) against the rules to count units that couldnt fire (ie non-flack ) we somehow got the idea they could never be suppressed. Looking back the first option seemed most sensible! and basically what almost everyone plays!


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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 11:50 am 
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Steve54 wrote:
If you read it like that
So what you're saying is if I have a russ co with 1 hydra and 1 BM with the hydra in front an AC can fly directly over the formation and come to the end of its move out of range behind the tanks and then not be shot as the BM now suppresses that hydra.

In 7 years of playing every week and going to tournaments I've never seen that ruled, seems to lack common sense and be very gamey to me
In that time, I will bet you have never had an opponent actually fly straight over AA and beyond its range.
But I am equally sure you have had A/c fly into an AA umbrella and land in such a way that the AA is now suppressed ;)

Guys, removing AA suppression altogether is really not an option as it would make ground AA far too powerfull. Suppressing AA is as much a part of the game as scout screens and WE 'barging'. These all generate the tactics and counter-tactics that make E:A the rich game that it is. They may produce some slightly bizarre situations, but these rarely have any impact on the game result.

And alternative suppression rulings are likely to be even more complex and "clunky". The issue is that the approach and disengage moves are dynamic so the relative positions of the units change as the A/c flies around the battlefield. Given the rarity of this situation and the way it relies on the Suppression rules, I would suggest it would be sufficient to have an FAQ explain this rather arcane ruling.


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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 11:59 am 
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Ginger - I see your point, but making AA so easy to suppress would have the reverse effect and make AC very over powered surely?

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 12:25 pm 
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in that instance, yes, but you'd be hard pressed to end outside of range of the russ. a better example would be for a regular infantry company, without access to 75cm battlecannons.

the instances where this would have any likelyhood of occuring, would be if you ended, or flew only say, 50 cms away from the marines in a squad, but still in range of the hunter.

The rules, as it goes, do not say "when shooting at aircraft, range is measured at any point of the move" but rather that "AA can fire at vehicles so long as they were in range at some point in the move"

This, I feel, is likely an oversight, and that the intention is that if you ever fly within 45cm of a tactical marine stand, then that marine stand is counted for the matter of suppression, though the direction of suppression is still taken to be "where you stop moving" and not "where you approach the outer range of the flak field from" which is a seperate issue entirely.
As it stands (with suppression based on aircrafts "final" (which is to say, mid turn) position) it is possible to game flak suppression in some pretty stupid ways. Take, for instance, a hydra at the edge of its formation. a fighter plane flies in on a ground attack, and ends its movement anywhere atleast slightly beyond midway through, but still within the formation, relative to the hydra.
In this situation, because the hydra is now the furthest away from the target, it is the first unit suppressed. However, because it was also the first unit on the approach path of the aircraft, the aircrafts attacks are resolved upon it first. (resulting in a situation where a unit is considered at the front of the unit for one instance, and at the back for another instance)

Best solution is to resolve the situation as "aircraft complete their movement, but resolve flak attacks against them as though they occur during the first point of the approach move during which time the aircraft is within the range increment of the weapon involved" (while also wording it in such a way as to make it clear that this applies to non AA attacks for the purposes of suppression. i.e: that if you fly straight at a hunter, right over the top of it, and end your move 50cms behind it, the suppression for the hunter is worked out from the direction of approach at 60cm from the hunter, the suppression of the devastators is worked out from the direction of approach at 45cm from the devastator stands)
this, of course, results in complications when an aircraft turns within the flak bubble but before reaching the general fire bubble

but, as always, the situations where an AA attack from a formation outdistances the regular ranged attacks of that formation are fairly small in number, and if you're aware of the situation prior to moving the aircraft, it can be noted as they move along.
what this means, is that you work out suppression from the direction of attack, in the same way as you work out firing from the aircraft, firing to and from the aircraft are treated at the same point.

honestly though, probably the best solution would be to do the following changes:
Aircraft move onto, and off, the board, as part of their one activation. they can perform assaults or shootings at any portion of that move, and then continue to move. anti aircraft fire is taken by formations as soon as they enter the fields of fire of that formation (with all units in the formation counted for supression, range being irrelevant as they cannot shoot anyway)
this would, of course, require that: CAP-A-CAP be allowed, and that Intercept be removed from the game, with simply the option for aircraft to, at the beginning of the game/turn, declare themselves to be on CAP (though doing so would prevent them from activating in any other manner later that turn. this would change "aircraft as stall activations" a fair bit. I guess one could allow CAP'ed aircraft to activate in a Stand Down order only, mid turn, meaning they become useless for that turn, but burn an activation to do so)
It would also require Landing, and the collection of troops, to be handled differently. which is to say, landed aircraft would be unable to take off again that turn, which is currently true of the thunderhawk that launched assault if troops return to it, but not true if the troops do not, and equally stupidly, not true of the second thunderhawk that lands and collects the troops. Should it be required, the rule about jump troops dismounting from a transport could be ammended to allow this aircraft to not participate in the assault, and not land (or continue to fly about and land elsewhere)

but the end result would be a much less stupid aircraft ruleset, and remove most of the current wrinkles in the aerospace rules section (just need to stop aircraft from barging, or make it so that landing aircraft stop counting as aircraft and starting to count as skimmers at 15cms out from their point of landing, thus requiring them to follow the ZOC and movement restrictions currently balancing out the barge rules)

blip: you absolutely do count non AA capable troops when working out where to supress aircraft. but currently, do so only from the direction of the point when the aircraft pauses movement. meaning that if you end your movement with the flak furthest away, you're safe, even if you flew about all over the place

berkut: I suspect, from that statement, that you've never been strafed. In all likelyhood, Aircraft should apply additional blast markers on formations (certainly any BP weapons should. this might, in fact, go some ways towards making up for the lack of sustained bonus on barrage chart)

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Last edited by Jaggedtoothgrin on Tue Sep 03, 2013 12:53 pm, edited 1 time in total.

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 12:36 pm 
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Berkut666 wrote:
Ginger - I see your point, but making AA so easy to suppress would have the reverse effect and make AC very over powered surely?
Yes, and no. Don't forget you can Marshall to 'unsuppress' the AA or associated units.

Aircraft have a tendency to unbalance the game very rapidly with seemingly innocuous minor changes in stats. The same is true to a lesser extent with changes to ground AA and suppression.

However, the more fundamental point is that the Aircraft section was tacked on to the end of the rules towards the end of the development cycle, and has always been considered a bit "clunky". Unfortunately they really need a complete re-write if we are to make them slightly more appropriate, but that is not going to happen. Even if it did, I suggest the benefits would be marginal at best.

Edit:- effectively summing up your post JTG, though I think there are other 'wrinkles' that would need to be considered as well - This is opening up a very large "can of worms". I know that Neal Hunt tried unsuccessfully for a long time to make an appropriate 'fix'. Consequently I suggest leaving the rules as they are.


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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 2:47 pm 
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so, diagram time.....

in the following picture (drawn in paint in approx 2 mins, ignore the crappiness please)

Image

plane enters the table and wants to attack the russes with hydra, they have a single blast marker (and isnt it cute)

so as position #1 is part of the approach move, the plane flies over the russes and ends up in position #2, does this mean that technically the hydra cannot shoot as it is suppressed (being the rearmost unit in the formation) even though it's not the rearmost unit on the approach move....

apologies if I've missed the point....

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:20 pm 
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yes
the rules as currently written would say that the hydra is surpressed
as a note, the final positon wouldnt be able to shoot the russ either, since it was no longer in LOF
but even more bizarrely. If the aircraft ended so that it was on top of those 3 russ, when it stopped, its shots would hit the hydra first (because the hydra is at the front of the formation from the direction of the approach and a special rule says that in these cases this is what is used, to stop the aircraft from sniping characters and the like) but the hydra would still be suppressed (because for all other instances, the hydra is considered at the back of the formation)

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Last edited by Jaggedtoothgrin on Tue Sep 03, 2013 3:23 pm, edited 1 time in total.

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:22 pm 
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Your excellent diagram :) explains the situation. For instance, this position results from WE transport landing to perform an assault on the ground formation, or any A/c assaulting a different target that is lower down the page. Also note that the final range between the AA and A/c is irrelevant, it is sufficient that the A/c has passed within range of the AA during it's movement.


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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:25 pm 
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ginger:
actually, the final position is relevant, because if it was out of range of the russ, it wouldnt matter where the hydra was positioned, being the only target still counted as in range (due to the special rule for AA shots that say they can count their range from any point in the movement) it would be surpressed even if it was surrounted by russ

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:26 pm 
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and likewise in the following pic

Image

as long as the plane ends its move outside flak (or flak is suppressed as in the right hand formation, ignore the extra russ at the top, he's actually a hellhound with short range) it can fly through flak bubbles with impunity?

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:30 pm 
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unless there's an entirely separate set of rules, how can anything be flacked on flyoff then? being as the 'end position' is off table....?

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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:36 pm 
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Not necessarily.
As you have the diagrams, each formation has a unit that would be suppressed because it is further away from the final location of the A/c.

However in this case there is a 'safe spot' lying between the two formations where both AA units would be suppressed if the A/c stopped in it.

And in a disengage move the A/c should be moved to the table edge where AA is resolved before taking the A/c off the table.


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 Post subject: Re: Suppression and flak
PostPosted: Tue Sep 03, 2013 3:47 pm 
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okay the two units furthest away are hellhounds and therefore can't take the suppression as they're out of range :)

my diagram is primarily questioning the 'can only be flakked at the end of a move'

if it's only at the end of a move, then why bother with the whole 'move 30cm, turn a bit, move again, turn a bit' surely all you need to do is find which edge you can reach, and only if there is an AA unit within range of the exit point are you shot at?

I can't believe such a great game has such stupid and clunky air rules....

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