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Aero-watch

 Post subject: Aero-watch
PostPosted: Sun Jan 07, 2007 2:03 pm 
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Interesting, thanks. I will wait for my copy of the rules and we can then think about ways to expand the existing book.

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 Post subject: Aero-watch
PostPosted: Sun Jan 07, 2007 2:22 pm 
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My copy arrived yesterday (the postman left it on the door step 4 meters from a main road  :angry: ).

I like the rules, nice and simple at first glance, yet more complex as you learn how to play (or so I am guessing)

Thinks I think we can improve upon

1) Rolling to hit.  It is nice and easy to remember, but I don't like how it is just as easy to hit someone if you are taling them at the same speed (okay you get a bonus round of shooting at them but that wastes ammo) as it is if both planes are moving towards each other at top speed.

2)Bomb creep.  The to hit for other targets should be linked it the initial to hit, and the radius linked to altitude

3)Pilot skills.  Well it is a skills advancement table, we can do amazing things to it.

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 Post subject: Aero-watch
PostPosted: Tue Jan 09, 2007 12:04 pm 
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Well, my (signed, yay!) copy arrived this morning - damn internal mail took ages.

I may go home early today...  :cool:

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 Post subject: Aero-watch
PostPosted: Tue Jan 09, 2007 12:35 pm 
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(CyberShadow @ Jan. 09 2007,11:04)
QUOTE
Well, my (signed, yay!) copy arrived this morning - damn internal mail took ages.

I may go home early today... ?:cool:

Lucky you, being able to clock off early.

I have to stay on for an hour and a half to run a wargaming club.  I wonder what I'll teach them?  :D

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 Post subject: Aero-watch
PostPosted: Tue Jan 09, 2007 5:58 pm 
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Can someone with the book give me a list of scenarios with short descriptions?  I am working on a Campaign and I would like to know what the scenarios I have to choose from are.  In the short descriptions I am wondering if the scenario is very specific to the forces used or whether it is easily adaptable to using points for different forces.

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 Post subject: Aero-watch
PostPosted: Wed Jan 10, 2007 9:57 am 
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(orangesm @ Jan. 09 2007,16:58)
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Can someone with the book give me a list of scenarios with short descriptions? ?I am working on a Campaign and I would like to know what the scenarios I have to choose from are. ?In the short descriptions I am wondering if the scenario is very specific to the forces used or whether it is easily adaptable to using points for different forces.

I don't have the book on me at the moment but the scenarios give two options to play them.  either a historic refight with the exact forces or a rough points cost per side to "reinact" with your own forces.

Scenarios I remember
a simple dog fight excerise for between 80 and 150pts
historic, three eldar fighters vs 4 thunderbolts

A class of aces
an ork ace and buddies vs an imperial ace and mates

Close air support (not in the campaign rules oddly enough)Orcs vs imperials having to destroy each others planes and gound units

Operation comet from the Taros campaign.
Imperials have to land trops at the refinary, Tau have to blow it up.

A hot evac for the Tau, they have to resuce a pathfinder squad (from Taros again).  Imperials have to shoot down the Orca.

Convoy assult.  Chaos have to chase down some Arvus lighters (and escorts) and shoot them down (EoT battle)

There are some others that I can't remember.

The campaign rules have a few other mission, such as
bombing missions (rolling to see what the target is).
Bomber interception
Troop insersion

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 Post subject: Aero-watch
PostPosted: Wed Jan 10, 2007 9:41 pm 
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Yay mine and my bosses arrived today... WHOOOOOOOT.... still waiting for my hell talons though, and I've got some more basses on order.  Going to go have a bath and read it.

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 Post subject: Aero-watch
PostPosted: Fri Jan 12, 2007 12:17 pm 
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Mine managed to arrive right at the end of my christmas holidays so reading the rules hasn't really happened yet.  Really nice looking book though and managed to get a signed copy.

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 Post subject: Aero-watch
PostPosted: Sat Jan 13, 2007 10:07 pm 
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I ordered mine just before Christmas, and I'm still waiting for it to arrive here in Canada...


Damn, I want it now!


(I have some Barracudas on order, too.)


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 Post subject: Aero-watch
PostPosted: Wed Jan 17, 2007 5:11 am 
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Well, he two sets of Barracudas I ordered arrived today - but no sign of the rulebook proper.

But the minis did come with those cool new bases, though!


Gary

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 Post subject: Aero-watch
PostPosted: Thu Jan 18, 2007 2:56 am 
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THe book arrived today!


Very nice - can't wait to get started.


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 Post subject: Aero-watch
PostPosted: Thu Jan 18, 2007 10:33 am 
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You are lucky. I made two orders - the book in one, and some fighters in another. The book has arrived... but where are my fighters?  :(  (Not that I dont have enough to paint right now!)

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 Post subject: Aero-watch
PostPosted: Thu Jan 18, 2007 1:38 pm 
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Of course, having said that... my bases and Ork Fighters arrived this morning, but the Chaos craft are currently out of stock.  :(

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 Post subject: Aero-watch
PostPosted: Thu Jan 18, 2007 2:49 pm 
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You'll all have to let the rest of us know what you think of this rules-set.  I'm particularly interested in two points:

- are the rules intuitive, or are they clunky?  (I fear they're the latter :( )
- is the game fast to play?

For me, the latter is especially important as if you're trying to replicate the frantic nature of aerial dog-fights then clunky rules which slow things down are of no interest to me.  For example, whilst incorporating rules for Altitude might capture more realism, does it slow the game down and make it less fun?

Several years ago I had a go at making a game of Aerial dog fights using FW Epic Flyers.  Apart from the turn system I used which was confusing (if I'd have gone back to it, I'd have used the same fighter/bomber rating from Epic), it was fast, and became quite tense when you managed to get a squadron on the tail of one of your opponent's squadrons!

I've got several FW Epic Lightnings I've had for years, and if the game is any good I'll get some of the special bases and give it a go.  Pending your opinions! :D


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 Post subject: Aero-watch
PostPosted: Thu Jan 18, 2007 4:19 pm 
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Well, seeing as my bases/Fighters only arrived today, I have not actually played a game yet. However, I have never let ignorance stop me from having an opinion, so...

The game actually seems fairly fast to play. For me, this is not such a huge positive thing as certain elements of detail are, by necessity, ommitted. The clicky base should make things easy and mean that altitude doesnt become a maths exercise.

Turns are alternating activation (as Epic) based on a dice roll off (although I would have preferred it based on speed and/or altitude...). Craft move minimum half distance (as given by speed), then maneuvre following the lines on a card (put card in front of base, follow line, put aircraft at end of line) and then finish their movement. Certain class of aircraft are restricted in exactly what cards they can use. Firing is simply in three range bands +/- one altitude level. Hits knock off damage points - no damage tables or complex 'pilots left elbow hit' results. Obviously no close combat.

And... that is the skeleton of it. I think that its strength is going to be a fun, fast game. I dont think that it will work so well as a campaign/detailed game. For me, this means that I will be painting my craft as indvidual units, but not naming them or anything like that. I will just pick up the craft and play a game. Reports are that a small game can be played in just over an hour. All the rules stack up to a 'huge' 19 pages. Scenarios and reference sheets add a few more to that number, but phases such as movement take three pages to cover everything.

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