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Boost to interceptors/change to flak

 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 5:30 am 
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What do people think of the idea of not letting flak fire at interceptors?

For me the biggest problem for my planes isn't my chances in shooting down the enemy, but getting shot up by their covering flak.

The way epics gone with good air races having the best ground flak means interceptors are more and more of a dead end.

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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 7:48 am 
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I don't know that 'not allowed to shoot them' feels quite right. But when carrying out an interception or CAP action, you're going to have interceptors coming in at top-speed trying to head off the bombers before they reach their target, or take them out after. I might suggest making all flak-attacks against such models suffer -1 to hit. No penalty against bombers, as bombers have to come in a bit slower to acquire ground-targets. Not sure this would have quite the desired effect, but it'd allow armies without much air-based AA to defend against enemy interceptors.


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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 7:52 am 
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Why not? Just represents intercepts happening off table (as they would consider the speeds involved!).

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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 10:10 am 
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Well, one possibility which might work as well, though it might not be as highly refined as what you want, is the option of not having Interceptors on-field unless they're undertaking actual Intercept actions. CAP groups would make their attacks on the enemy before the enemy actually begins their approach move. But the enemy would always be allowed to fire back if they want to, but to do so they must give up their attack-run. That would represent an off-board dog-fight between squads. I don't know this would work quite as well, but it would prevent people who are flying Intercept missions on enemies and not using CAP from flying straight over enemy flak to make the attack.

Under these rules what you might see is something like this:

IG wins Initiative, activates Lightningbolts, puts them on CAP.
Ork player activates Fighta-Bommas and choses to make an Attack Run.
IG decides to make an intercept with his CAP-units.
Ork player can now choose to either fight with the intercepting units or try to evade them and make the attack. If he chooses the prior then both sides get to fire to full effect. If he chooses the later then he'll get fired on then make the attack run.
Later that turn, the IG player activates another group of Lightningbolts and decides to make an Intercept action. The Lightningbolts now have to actually fly over the active battlefield and risk taking flak. Possibly with the -1 modifier or maybe normal (unsure about how that'd work).

This would, IMHO, be a good way to represent the off-board desparate dog-fights between two opposing squadrons. While the on-board stuff represents missions scrambled to try and prevent them from returning to base safely. So the enemy ships would have to first punch through the already-airborn enemy, then try and evade the newly-scrambled jets to get away.


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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 10:19 am 
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Do a search for my draft alternative air rules and you may be surprised :)

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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 10:44 am 
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Went and found them on the SG boards. They look good, a few questions occur to me though.

Do aircraft pick up blast-markers for being fired on from off-board AA guns?

How do you decide the rules for removing those units from other formations (Hunters in the Space Marine army for instance)?

Why would you have the resultant damage from the Dog-Fight just place blast markers, instead of actually destroying enemy aircraft as you do in normal assaults? Especially given the way those rules are written I'd expect to see a large number more aircraft involved in a given fight then you do right now.

Finally: If you did implement those rules, would you adjust the size of the aircraft formations any? As I read those rules you can still only activate one intercept-formation to a single enemy formation making a bombing run or intercept action (I may not have read that right, the bit about activating them read a little weird to me), meaning usually you'll see two intercepters against two bombers, more often then not.

I do really like those rules though. And it goes back to making Aircraft the best anti-aircraft weapons in the game, which is correct IMHO. After all, it's far easier to shoot something moving 2,000 KPH if you're ALSO moving 2,000 KPH in the same direction!


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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 11:08 am 
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I want to change 'em a bit - in essence tidy them up, move fights back onto the table (but have ground flak play no part etc).

Do aircraft pick up blast-markers for being fired on from off-board AA guns?


I can't remember off hand. I kept changing it back and forth while testing and I'm still not decided :)

How do you decide the rules for removing those units from other formations (Hunters in the Space Marine army for instance)?


You don't. Formation goes off or stays on. Marines have an advantage in that they can air lift formations in from off table, making up for the lack of AA formation otherwise.

Why would you have the resultant damage from the Dog-Fight just place blast markers, instead of actually destroying enemy aircraft as you do in normal assaults? Especially given the way those rules are written I'd expect to see a large number more aircraft involved in a given fight then you do right now.

I tried this :) It wipes out the loser due to the small formation sizes and means everything is decided in the first couple of turns air wise. This way means they fly and fight longer.

Linked to that you can't really boost fomration sizes that much as then they impact on the ground too heavily.

Finally: If you did implement those rules, would you adjust the size of the aircraft formations any? As I read those rules you can still only activate one intercept-formation to a single enemy formation making a bombing run or intercept action (I may not have read that right, the bit about activating them read a little weird to me), meaning usually you'll see two intercepters against two bombers, more often then not.

Not written very well I think! You keep activating until you want to stop or fail. Formation size would be dependant on a whole host of things, including balance, power and other stuff.

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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 11:17 am 
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Over-all I think they look good. On bring them back on-table, that'd likely be a good idea (There's just something neat about seeing a whole flight of aircraft zip across the board). I'm not entirely sure how to make the on-board mechanics work with table-top shooting playing no part though.

One last question: While each off-board formation can fire on enemies, can more then one formation fire on the same enemy? IG taking multiple flak-formations, for instance, could put out a LOT of flak against individual enemies if this is the case. I'm picturing IG with three Hydra formations stuck off-board getting 18 shots at a THawk before it gets on-table, which would hurt quite a lot potentially.  :8:


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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 2:10 pm 
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Well, that would be on average 3 hits (18 shots at -1), and the t hawk has 4+ RA plus you have removed 450 points from the game on you side.

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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 2:25 pm 
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That's true. And I suppose it is a fairly good mitigating factor. It just feels like it would be very easy to lose your nice THawk without it ever even entering the board or doing anything. Which is OK on it's own, but if you've got a THawk loaded with Terminators it is now worth 525 points. More to the point: If you DO gain a Blast Marker for coming under fire from those units, and they manage to inflict a single DC on you (Likely given that with 18 shots hitting on 6s you've got about a 75% chance to fail your RA from the resultant hits between them) you've broken the Thunderhawk. And thus it has to peel off and stay off-board. I'd be fine with giving up 450 points to stall a 525 point unit for a few turns myself. Potentially shooting it down too.

This leads me to my other question, this has more to do with proposed stats: I'd recommend that Intercept should almost always be better then Defense. The reason for this has more to do with a tactical position then anything else. What the player being hit with interceptors should really think is 'Do I want to give up my chance to slag those tanks to take out these aircraft or not?' and not 'Well, he hit me with aircraft, may as well stay the course since it's worse for my counter-attacks to break off!'. It leads to a more tactical decision when the enemy's attacked by interceptors. If a Thunderhawk has to decide between a good chance to wipe out a squad of Lightningbolts or delivering it's troops to target, it becomes far more interesting then making it the superior option for BOTH possibilities to continue on.


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 Post subject: Boost to interceptors/change to flak
PostPosted: Wed May 10, 2006 7:17 pm 
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Interesting point about defenses, and I don't think from trying to deciper my notes late at night off table flak does much BM wise.

You will note with the TH however in the stats bit its fearless so gets to drop the men, it just can't fire in support. Best solution is to fly in escorts who take bm's from any intercepts.

Anyway, thanks for your thoughts, as sonn as I'm back in UK I'll be able to have a go with them!

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