Matty_C wrote:
primarch wrote:
...I hope that was clearer.
Primarch
"Aaahhhhh" I said leaning back in my chair. Got it!
Thanks for putting in the effort! Must feel like this at times!
I will read what you posted again and meditate on it for a little while, now that I get it!
Gut feel says it should be exploitable as the proverbial, but the order based one is too, just that it's easier for us to see how it is, and counter it when we know and understand that things work in a certain sequence. Magnus is right, it is potentially powerful, and they have realised this when they made these rules, and added the re-fuel mechanic in as a nerf, with a pretty good chance of only using your fliers every other turn. There are pretty smart, these games designers.
Dropping a thunderhawk full of terminators anywhere on the board out of that sequence makes me a little wary. I'm not saying I don't like it, just that it is different, and may take some getting used to.
*scurries off to buy a thunderhawk*
Hi!
No worries, Matty_C, I have the benefit of all the revisions before this one, so I often forget that not everyone has that benefit as well.
The refueling step is indeed a built in "nerf". Since fliers are powerful. The uncertainty of how many times you get to use them add to the fun of the game, as well as its tactics.
As for dropping terminators via t-hawks (or any troop drops for that matter), remember that the opposing player can also intercept "out of sequence" (since there is no sequence restriction), so there is no point were the danger of interception is not present.
Add in a more robust AA cover umbrella and transporting troops is not the usual "cake walk" it normally is.
In fact I am more worried that transporting may be too difficult than it being too easy.
Of course these are the points as they stand now. If we were to use shooting and not CAF for dogfights, then the superior armor of gunships come into play (other than CAF, which doesn't benefit them) giving them better survivability than that when using opposing CAF values.
In the end the main problem with fliers has always been the same. If a predefine when they can act I will always wind up with scenarios where going last gives an overwhelming advantage.
Once you remove this restriction, then the other player always has the opportunity to contest it. It may not be successful but at least you had the chance. Also it stimulates a combined arms approach better, since you can better coordinate fliers to exploit what you ground troops can do (suddenly taking out those AA batteries becomes very important).
I look forward to your additional thoughts.
Primarch