MagnusIlluminus wrote:
That system looks good overall. Mostly I've just skimmed it so far, as I'm not really thinking about Flyers just now, but I have a thought.
I would restrict the roles that a given formation can perform based on the models that comprise it. For example, the Guard Valkyrie should have access to the Close Air Support and Tactical Transport roles, but no others. Similarly, the Vulture could not have access to Tactical Transport or T/O Bomber as it does not have the right equipment.
A related thought is that allowed roles would probably be more restrictive for lower tech & less flexible armies (mainly Imperial, but also probably Necron & Squat) and less restrictive for more advanced & more flexible armies (Chaos, Ork, Tau, Eldar, Tyranid, etc). Of course, the final determination would be based on the model itself.
I also think that the Forward Air Control role should probably not exist. Why? Because you are giving models the ability to use two Special Abilities - Forward Observer & Combat Leader - that they do not have. It would have to be reworked to not do that before I could be fine with that role.
Magnus, I agree with you on restriction to roles overall, but am trying to eliminate one layer of complexity. Let me do some thinking out loud here.
Do you think it would be harder for players to remember the functions of say 7-9 orders vs 4-5 roles with 7-9 total interpretations of the normal counters?
The more I think about it (and by think I mean 'the closer I get to the bottom of my coffee cup this morning') the more I think just doing, say, 7-9 new "Flight orders" is the best way to go (the contextual clues in naming would decrease trips to the rulebook). Then we restrict the orders down to say, 4 or 5 max, based on unit type (defined in unit chart) so that each of the types has a few that are specific to it (Lets call them "In theatre"), and then the rest are generic (Out of theatre).
Tactical Bombers
"Interdict" (Bombers Only) - a deep strike bombing run, smart weapon etc. basically going after 1 target deep in enemy side of table.
"carpet bomb" (Bombers and Fighter/Bombers only) - barrage attack near to skirmish line
Fighter/Bombers (Includes Multi-role, Ground Attack)
"close support" (Fighter/Bombers Only) - Tank plinking, whatever you call it when an AC-130 uses its cannons to take care of business while circling around an objective.
"carpet bomb" (Bombers and Fighter/Bombers only) - barrage attack near to skirmish line
Air Superiority Fighters (Includes all non-bomb carrying fighters)
"Dogfight" (Or should this be the CC equivilant?)
"Intercept" (Air Superiority Only) - Fighter can call an intercept like a snap fire (with proper orders) Fighter will bail out of any other operation to intercept the flight path of whatever it is going after
Transports
"Land" (Transport only) - Land to drop off troops, some firing to suppress hostiles in the LZ
"Air Drop" (Transport Only) - low and slow flight to deploy paratroopers.
Any Flier (Out of theatre)
"strafe" (charge-esque)? - fast flight from one edge to other attack along flight path, limited turns
"Tactical Strike" (Advance-esque)? - moderately fast flight from one edge to other attack along flight path, limited turns.
"Surgical Strike" (Sort of like a First Fire) - "High flight" over the battlefield sort of like first fire?
In Theatre orders keep the unit above the table and subject to most fire ( I still like the high low concept too, just haven't figured how to integrate it fully) Out of theatre orders are only subject to interception and AA snap fire.
Moving from "in theatre" to "out of theatre" orders and vice versa would incur some sort of penalty (unit unable to act that turn or perhaps negative modifiers) as the unit assumed to be re-positioning or reforming for a new type of attack.
As far as the Forward Air control concept goes, lets table that for now. There really aren't suitable units in most armies for the aerial role and really it is mainly a modifier or command unit at the end of the day. We can revisit
it later if we want.