Hi!
Thoughts on flier system for NEP (love that abreviation by the way Mattman!
).
Magnus's idea sparked some interesting ideas which I have attempted to combine into a workable system.
In the past many systems were proposed, but most only made fliers more powerful, or the system had more bookkeeping than feasible.
My ideas are mainly to extend the ideas of "zones" which would require no bookkeeping, additional complex rules nor additional stats, etc.
First let us define the three orders that are distinct to fliers.
1. Strafe/bomb runs
The goal is to attack ground targets. Fliers on these orders will designate a target(s) of the strafe/bomb run when it is activated. You can use a die or any spare counter for this (or we'll just provide one). Fliers with this order will move in a straight line from its origin point to its intended target(s). Note the player could designate multiple targets that were more or less in a straight line of its projected bombing/strafing run.
The fliers with this order may fire its weapons at any point along its movement amongst the designated targets. Once the flier has reached the end point of its bombing/strafing run, if it has movement left remaining it may turn up to 90 degrees and leave the bomb/strafe run path to whatever path the player decides.
Elements without AA ability targets of the strafe/bomb run may return first only if they are on first fire orders, however they do so at a -2 to hit penalty. Non-AA elements may NOT fire at fliers unless they are targets of the strafe/bomb run.
Elements with the AA ability on first fire may "snap fire" at fliers with such orders with no penalty. Notes on interdiction zones below.
Dogfights and fliers on bomb/strafe runs.
Fliers on bomb/strafe orders are vulnerable to being intercepted by fliers on dogfight orders and receive to special defense against them.
However fliers on dogfight orders may provide "escort" to them if within range of their escort zone. Described under digfight orders.
2. Dogfight Orders
The purpose is air superiority and escorting.
A flier with dogfight orders may engage an enemy flier formation and precipitate dogfight combat.
Fliers on dogfight orders project an "escort/intercept" zone. This means that other fliers in this zone are "protected" from being engaged in dogfight combat as long as there are formations with elements on dogfight orders.
This means if a formation on bomb/strafe and Landing zone orders is within the intercept zone of a friendly formation on dogfight orders the attacker MUST engage that formation INSTEAD of the formation with strafe/bomb/landing zone orders.
Formations not within a friendly intercept zone may be engaged in dogfight combat. Also if the formation providing the friendly zone is destroyed or driven off, then attacker may attack other targets (since in effect the friendly zone is no longer in effect).
Fliers on dogfight orders may move or may take as many turns as desired.
Non-AA elements may never fire at fliers on dogfight orders.
AA elements may fire at fliers with dogfight orders normally.
Fliers on dogfight orders may not fire at ground targets.
3. Landing Zone orders
The purpose is to achieve insertion of elements carried into a desired landing zone.
Fliers with landing zone orders may move and turn as desired to the extent of their movement. At any point of their movement they may land the aircraft.
Upon landing. transported elements may disembark on charge or advance orders.
If carried elements can fly or have jump packs they may exit the flier at any point of movement.
Landed fliers may fire weapons as if on first fire orders to provide support.
A landed flier may not become airborne until one turn after the turn it landed (land one turn take off the next turn)
Fliers on landing zone orders may not fire at ground targets.
However they may fire at fliers that are incoming and attempting to engage in dogfight combat (and ONLY at fliers whom attempt to engage them)
Fliers on landing zone orders are flying in an evasive manner and deploying counter measures to avoid ground and AA fire, thus:
a. AA elements receive a -1 to hit penalty a flier on landing zone orders (unless ability counteracts this).
b. Non-AA elements may fire at fliers on landing zone orders if within 25cm of the flier with a -2 penalty to hit.
4. AA elements
An element with the AA ability projects an interdiction zone or a size according to its technology level:
a. primitive AA (Orks, PDF, etc): 35cm
b. Guided AA (Imperial guard, space marines, etc): 50cm
c. Advanced AA (eldar, necrons, etc): 75cm
The interdiction zone of an AA element is passive and is always "on", except if the AA element uses its weapons on ground targets the zone will be inactive for that turn. In other words AA elements must either "interdict" or fire on ground targets, it cannot do both in a same turn.
Interdiction zones cause flier movement cost to double while moving in the zone (or in other words the fliers remaining movement is HALVED while moving in the zone).
Interdiction zones do NOT stack when they overlap.
Fliers with landing zone orders CAN NOT land within the interdiction zone of an AA element (it must be neutralized prior to landing).
AA elements can fire according to their weapons and stats (no stat changes necessary).
Thoughts?
Primarch