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Originally posted by Nonecool I voted yes, but only if the Riflemans gets AA next to their name!!!! Say how bout a Dragon's Fury LE Rifleman with, dare I say it, "AA" in the name???
Dragon's Fury has the only Artillery Mech, why shouldn't they get the only AA Rifleman?
Oh, wait, this is about Aerospace fighters..... If they have Armor piercing, will they be able to damage Dropships???
No, the 'fighters armour pierceing will not be able to work on the Dropship as per the dropship rules (the armour on those things is way to tough. However, Dropship vs. Dropship shooting should be able to work, if the question comes up)
I voted undecided, while I love the idea of aerospace fighters, under the current rules I don't think they would work(to small of a playing field to start). On the other hand as a separate game they could be fun.
@Crazy_Phil
Aerospace fighters should be able to pierce dropship armor, part of their job is to intercept the dropships before they land.
All you would have to do is make make Aerospace fighters only able to hit things that have not moved for a turn or two. In other words it would be very hard to hit something that has mov ed.
Hard to hit inf, and damage would be minimal to them if hit
Easy to hit slow moving tanks and
easy to hit slow moving mechs
average to hit something with a average movement
and so forth
And each player only gets to use them once per game.
it would work believe me. We have played with such rules at my game club i run. It works good.
Some more random ruminations and cautionary tales.
GamesWorkshop put out Battlefleet Gothic as a seperate game because everyone wanted ship to ship combat for 40K. It ran okay for a while, then tanked. The have repeatedly stated that there was no balanced, uncomplicated way to introduce air assets into the tabletop tactical game.
Now, I'm not saying that's the final word, but GW is the only existing applicable model to base speculation on. Plus they tend to be more cautious about tossing in random rules and elements, as they have a longer track record, and have much more to lose if the game loses players due to balance issues.
I've not heard them say this dirrectly mind you, but WK seems to have the 'let's pump this out, copy other established games, tweek things enough to avoid the pitchfork and torch crowd, and if it goes legs up, we'll just make some other game' additude. Witness the cutting back of pins, participation LEs, more reprints per set, retirement, reduction of supported events, etc, etc.
Now they're putting out generic card games. They're playing it safe after a couple of losing innings, hoping to find something to put them back in the black. I'm hoping they realise that MW is still very viable, and increase the support, but I fear they might do a fire and forget 'Aerotech' expansion.
This game (and to a lesser extent HC) have been very good for WK, unlike all they're other launch failures. They killed off Mage Knight for all extent and purposes by alienating the player base. 2.0 is fun, but mostly it's being played by newcomers and is not nearly as successful as it's progeninator. A wise business plan would proceed strongly, but cautiously, so as not to fall into the same pitfalls. (Does anyone see evidence of a learning curve yet? I'm hopeful, but haven't seen enough in the plus column to balance the doh!s yet.)
Would I like to see Aerospace fighters? You bet! Is MW:DA ready for further rules? Unquestionably, no. Don't waste time putting another storey on this house until you fix its foundation.
Originally posted by topgun505 The section of battlefield that is portrayed in this game is so small that you would have to use aero units in passes basically travelling from one end of the field to the other in a straight line to do a bombing/straffing run and then go off the board for a set number of turns before doing it again (needs time to pull around for another pass).
I came up with a rough draft of rules to follow simulate this. The fighter has a speed value of 1 to 6. The unit starts off the playing field. During your turn, you can choose to place the aero unit on the board. Roll 1d6 and multiply the result by the speed of the unit. Place the unit that distance from your side of the board, measuring in a straight line at any angle, facing the same way. The unit can then fire at any unit within its (very limited) front arc and range.
At the beginning of your next turn, remove the unit from the board. It cannot be placed on the board again until your following turn and must return from the same side of the board it left last turn.
Essentially, during your first turn, the fighter is called in, shoots at any targets of opportunity, gets shot at itself, and then is gone again while it lines up for another run.
the roll adds a random element to the units (decreasing their power). Maybe the pilot came in too slow or too fast to hit his intended target.
Give them average low damage, low attack values, high defense values, average ranges, and short dials with no salvage (a shot down fighter is considered blown to hell).
Height modifier applies to aero units as well as the AA ability of other units.
So, for example, my unit has a speed of 4. I roll a 3 on the dice. I measure out 12 inches at 45 degrees(my choice) from the center (again, my choice) of my side of the playing field. If possible, I shoot at an enemy unit within range.
My opponent then has the chance to shoot my fighter during his turn.
My second turn, I remove the fighter, noting that it would continue off the side of the playing field.
My third turn, I place the fighter after the dice roll, measuring from the side of the playing field it left last turn.
This gives aero units the chance to reach distant targets (like artillery) almost immediately while making themselves vulnerable at the same time.
As I said, a rough draft and completely unplaytested, but a good start I think.
@Crazy_Phil No if you have 2 dropships side by side they still cant pierce each others armor. The Dropship armor nullifies ALL AP.
@corrosion: Actually GW does have flyer rules in IA/VDR, however they usually dont allow them for tournies (The rules amount to fly on, get shot at, take your shots, fly off, wait for a turn or two to do it again.
However both E40k & E:A have great flyer rules based on combat missions, at a scale more appropriate for MWDA. E:A rules are available for free download at the specialist games website, you might want to check them out (both for the flyer rules and for the fact that GW finally put out a DECENT rules set. Their second one (MoW was the first))
I voted no- I just dont trust WK to do it right (though the styrene card/ single use "Arty strike" concept of Link_76 does sound interesting)
IMHO, Aerospace fighters are out of the scope of game. There are still some rules areas that need to be addressed before adding further complication. I think some marketing choices on WK's part have done in play and interest. Perhaps people just end up buying whatever the unit-de-jour is, and forgetting the
I came from a wargaming background, and I was happy with systems that included an air option, but that really wasn't the focus of the game. A huge difference is that games such as Squad Leader, Russian Campaign, etc. weren't collectable, "choose your battleforce units", (other than special scenarios)
In this collectable-type of game, Someone would be bound to field an entire force of Whatzit Mk2 fighters, or as many as whatever lame fix would allow, (eg. you're allowed 2 fighters per 450 points of build), and then Mechs would be pushed further into the backseat. You think no? When arty came out, I think few people envisioned running into 4 Arrow IVs, but it happens, or at least it's possible.
I'm lucky, the venues I play at generally run a mixed force with at least a mech, and usually two mechs. Problem is, if more types of units / rules kill interest, the venue will die too. And then the game will follow.
If you like the concept, play the genre in some other game. (I can't imagine merging Air War with Squad Leader.)
Keep in mind folks. If you talk about rules suggestions for aero units here WK can NOT use them! If you are going to post them here then be sure to go to doppelgangers thread link and post them there as well so WK has the option to use them if they see something they like.
Anyway ... I don't remember the rules I had cooked up earlier ... but I will try to remember them best I can.
Quote
All aero units come with a pog much like arty. The base does not have the (x) arty range printed on it however and it isn't considered to be an arty piece. Aero units are always considered to be at cruising. Aero units never take pushing damage.
A player with aero units declares that he is calling in aero support. For each aero unit he wants to call in he must spend 1 action. For each aero unit called in he rolls 1d6. On a result of 5 or 6 the player the call-in is successfull and the player places the unit anywhere within 3" of his board edge. Before the player resolves the attack he must first declare if he is doing a straffing run or a bombing run.
Straffing. The aero unit moves straight across the board towards the opponents side of the board for its full movement distance. Any aero unit MUST move its full movement indicated on its dial during its turn. At any point during this move the aero unit may make 1 attack against any unit within its range/arc and then completes the remainder of its move if the attack did not occur at its endpoint. Your opponent may fire on the aero unit as normal during his turn (the +1 bonus for elevation always applies). AA units can attack from double their printed range just like attacking VTOLS. If, at the start of your turn, you have a surviving aero unit already on the board you must expend 1 action to move it again (you may make another attack before it flies off the board). If you do not have enough actions to move all of your aero units that are on the board then you must destroy any you cannot move.
Bombing. The aero unit moves straight across the board towards the opponents side of the board for its full movement distance. Any aero unit MUST move its full movement indicated on its dial during its turn. At any point during this move the aero unit may make 1 attack by placing its pog(s) directly on its line of travel. If the aero unit has more than 1 pog it must drop them unit so the pogs are physically touching one another. Roll for the attack IMMEDIATELY. Damage is applied the same as artillery (no stacking). The aero unit then completes the remainder of its move if the attack did not occur at its endpoint. Your opponent may fire on the aero unit as normal during his turn (the +1 bonus for elevation always applies). AA units can attack from double their printed range just like attacking VTOLS. If, at the start of your turn, you have a surviving aero unit already on the board you must expend 1 action to move it again (you may make another attack before it flies off the board). If you do not have enough actions to move all of your aero units that are on the board then you must destroy any you cannot move.
Generally the aero units would have a very short range (6" or so) and a narrow arc and the pog will always be able to drift in all 6 directions and generally will have a high drift rate (generally needing a 12 or 13 to hit something right on the flight path otherwise it drifts). They can either attack like a normal unit ... or they can attack like artillery (the difference being that the attack lands on the same turn but it typically is far less accurate and any units with multiple attacks have to target one specific area). The aero units should have a high defense but shallow health dial (4-5 clicks) and NO salvage clicks. Their speed will be very high so generally you will only have 2 uses before they fly off the board. The damage they cause will be moderate-to-considerable but they will cost a pretty penny as well (probably on the order of 60-70 points). The 'if do not have enough actions to move all your aero units on the board then those aero units are destroyed' clause is in there to prevent people from trying to take all aero-unit armies. Note ... that may not make any sense from a fluff standpoint ... it is merely for playbalance.
The question is ... are they one shot wonders where you get one pass and then they are gone? Or should they be reusable? I would think they should be reusable ... but can't be called back in for several turns. I would say once a aero unit moves off the board put 2 tokens on it to indicate it is 'pushed' (but does not take damage from it). On your next turn you have to let it clear. On the following turn you can attempt to call it in again (again needing a 5 or 6 to call it in). If the aero unit is alive but not on the board you do NOT get the points for surviving VC2 but your opponent gets no points for it either. This is another discouragment from taking a majority of aero units in your army.
Note: I have not playtested this. This is just a rough draft. Let me know what you think.
Aerospace fighters would be nice addition to this game. In CBT and real life fighters are important part of warfare and least that WK could give us would be conventional fighters that were also includes in AT2(CBT's aerospace suplement).
Bring on the LAMS. Areotech only thing that will kill Arty armies.
Something this game need. Air cover. Poor Mechs getting chew up by Arties. This game needs something that should be immune to POGS attacks.
Mechwarrior raise and join the CapCon House. House that believes in Mechs.