Hi!
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I haven't fully digested what you wrote here Primarch, but it looks really intriguing. I'll certainly have a thorough look into it.
Just to backtrack slightly, I came up with another flaw in my proposed system, but also a fix.
Imagine I have a traitor thunderhawk full of khorne terminators. My opponent has two units of lightnings. I have the initiative this turn.
Ignoring rules and the like for now, what should happen is the lightnings should have a crack at the thunderhawk on the way in. If they don't manage to nail it then it gets to offload it's troops. That is cinematic, and suspenseful, and what the players want to happen.
With the system as described above, my thunderhawk gets to fly in and offload it's cargo before the lightnings can shoot it. The owning player feels disgruntled at the alpha strike they were just on the receiving end of, and quits the hobby to take up fly fishing. While they enjoy spending more time outdoors, they do miss playing with toy soldiers.
The lightnings need to be able to interrupt the movement of the thunderhawk and have a shot at it. Like snap fire does...
Correct, which was what I was trying to point out. Without interdiction of some form, its either too easy or suicide. Some mechanic needs to alleviate it.
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So if I reverse what the order counters do (yes I'm still desperately clinging to the existing orders. Please bear with me

) and fliers on "air-intercept" (or CAP or whatever you want to call it) have first fire orders, and fliers on "deploy troops" are on charge orders, then the mechanic is extremely similar to the ground based order system.
The unit on first fire (the lightnings) get to intercept the unit moving, by calling "snap fire", making an approach move, and having a shot at it. This move and shoot is instead of their action for the turn.
This seems reasonably streamlined to me, and fits with the current ground based system quite neatly.
You do realize that what you just described in covered in the converted epic 40k system that I mentioned?
The only difference is that instead of calling the orders first fire, advance and charge, I'm calling them ground attack, intercept and transport.
It simpler because I don't have to worry about combat segments at all. Since air missions just count as an activation. Activate whatever flier mission/order you gave when its you turn and the opposing player may intercept if any have intercept orders.
Fliers remain flexible effective and use 3 orders/missions. Not the ground troop orders there own, which are not tied to segments. It means you don't have to worry about order. Fliers do everything you want them to do with minimal tracking and fuss.
And its still tied in a lovely order paradigm bow.

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By doing away with the CAF based intercept you allow a shooting based intercept(snap fire) to happen while the enemy model is being moved, which is probably the biggest challenge in the air-assault thunderhawk scenario. Bombers making ground attacks are shooting in the advance fire segment so they can be intersected more easily, so are less of an issue here.
As the lightnings are making a move as a part of their snap fire action they in turn can be "snap fired", so a bomber or transport can be protected by a fighter escort or ground based aa.
1) I activate my thunderhawk and reveal it is on charge (deploy troops) orders. I start to move it from my table edge towards their target.
2) you declare an intercept, revealing your lightning unit to be on first fire orders. It makes it's approach move.
3) I declare an intercept with my hellblades, who are also on first fire orders. I move them into position.
I get to shoot at your lightnings with my hellblades. You get to shoot at my thunderhawk with the survivors. I then land my thunderhawk if it lives, and the terminators get out, and charge into the enemy.
So by using first fire for "air-intercept", charge for "deploy troops", and advance for "ground attack" you are allowing all sorts of possibilities.
One downside to this I can see is that it can daisy-chain into quite a long sequence of snap firing, especially when you include ground based aa. But I think it is workable, and I think it is reasonably straightforward, and I also think it has consistencies with the ground based game that lend it familiarity (so possibly some acceptance).
What I proposed above covers all these contingencies and don't have to run into the long "snap firing" sequences.
You activate a ground attack or transport mission. Flier goes in, gets shot by AA along the way, it may be intercepted, but the opposing player can intercept your interceptors (and vice versa) with formations on intercept orders. Survivors continue their merry way to complete their given orders.
I was able to perform the same mission intents as you described, but with far less wording and clarifications. All I did is define 3 flier orders and remove them from the segment order. Each counts as one activation.
It not only works for net epic, it works as is for Evolution as well.

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The above works for bombers too. Instead of an air-assault they are making a ground attack (advance orders), so shoot in the advance fire segment. They can be snap fired as they move, or the fighters (on ff orders) can move after them and make a shot in the first fire segment.
The only other big issue I can think of is what happens if I have one unit of lightnings, you have a thunderhawk, and I have the initiative. I would like to pass in this scenario, allowing me to intercept your thunderhawk as moving the air intercept to engage before you move would be problematic.
There are a few options.
1. I am allowed to "pass" and make you go first. i.e. the player with the initiative can choose to go first or second in the flier activation phase.
2. I am allowed to move first, fly across the board, and then snap fire when you move (as I'm on first fire orders).
3. I have to try and position my flier to predict where yours goes, so I can snap fire you when you are moving (as I am on first fire orders).
Personally I like the idea of being able to choose if I go first or second when starting to activate the fliers if I have the initiative. It is the simplest fix.
A bit of a wall of text, but I feel like it has helped to solve the unstoppable alpha strike issue.
Feedback welcome.

Edit. Upon reflection this system really does have some similarities to the epic40k system posted above. Call the three missions "advance", "charge" and "first fire" and they are pretty much the same thing.

LOL! that's what I have been saying, except when you do it as I suggested, you liberate fliers from the segment order and you don't have to worry about activations anymore.
Also who has more activation doesn't matter much since I have the ability to block via AA or interceptors incoming fliers. So a numerically inferior flier force can play "defense" via interception and be able to defend its airspace adequately. Not really possible on the standard order system due to the segment restriction.
Under the standard scheme activations carry too much wait as well as initiative.
Since segments don't matter to flier orders, I can activate ground attack or transports at any moment. Giving the players to coordinate ground forces to take out AA zones or set up their own. I can no longer predict WHEN a certain type of flier mission gets used, since it can be used at any time as the players activation.
So the flier game becomes very tactical this way. A player must decide:
1. What missions/orders to give and what proportions should they be given in (more intercept? ground attack? transport? Mix? What ratio for the mix? etc.).
2. Once my orders are given when is the right time to use them? I am not bound by segments, but they do cost one activation. If I use my activation for fliers I have to delay a ground formation attack. If I have more than one interceptor formation, how may should I use?
3. What table edge to leave through? Close is safer, but may take more refueling time. Farther may decrease refueling time, but may be dangerous
4. Given that refueling is an issue, when exactly do I commit flier resources if I may miss a turn refueling? Unlike the standard system, a first turn strike may not be feasible or advisable.
5. An defensive AA grid is a viable tactic. You may decide on no flier at all! This is not viable under the standard system due to ow AA works. In this system and AA grid is an option.
So I would submit to you that the epic 40k system modified for net epic use, does everything you'd want it to do, with less wording and clarifications. Plugs the loopholes of abuse and still uses a 3 order/mission tiered system AND includes a resource management aspect (refueling) which is both flavorful and adds tactical suspense to the game (which it lacks under standard rules).
My question would be, are there any loopholes in that epic40k system as it adapts to net epic?
Oh irony how I loathe thee that I am here now championing an epic40k system mechanic. LOL!

Primarch