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Ok, the most obvious hint is in the header: I have little real-world experience with fighters, dogfighting and the technology and physics behind it. I do not intend to make this a discussion about real-life simulations in the game because frankly I could do little to contribute to this.
But I would like to add another layer to this game some years in the future, perhaps with the introduction of the Raven Alliance. These are just some ideas, feel free to comment or criticize. Pease bear in mind that English is not my native tongue. I try my best but mistakes happen.
So, here are my ideas for aerospace fighters in MW:
1) The Base: I would probably pick the standard vehicle base to which a "CLIMB/DIVE" dial is added which looks like a standard Mech heat dial.
2) The Unit: First, there is no heat dial or similar item. The dial has the same information as a standard vehicle dial with the addition of one value: "MAXIMUM TURN RADIUS" (represented similar although not necessarily identical to the front arc of a unit). Additionally, most fighters would come with two "STRAFE" tokens with various values on them, similar to the arty pogs in design. For their use, see below in the rules.
RULES:
1) All units with the "FIGHTER" movement type can change between two levels at which they interact with the rest of the game pieces, cruising level, which is the same as for VTOLs, and HIGH-ALTITUDE. Units at HIGH-ALTITUDE can only attack and be attacked by other units at HIGH-ALTITUDE. Changing between levels can be done as part of a regular movement order for a "FIGHTER". For simplicities sake we will assume that an aerospace fighter will be unable to land during regular game.
2) To climb or dive from one level to the other a "FIGHTER" turns his "CLIMB/DIVE" dial until it shows the level to which the unit moved, either clockwise or counter-clockwise depending upon whether the unit wishes to climb to High-Altitude or dive towards cruising level. Each turn of the dial reduces this unit's maximum movement for the turn by 2" to a minimum of 0". A Unit can always change between levels even if it does not have sufficient movement as long as it is not salvaged.
3) Every turn, a "FIGHTER" must move a number of inches equal to his Movement value. This does not cause the unit to receive an order token. If it has one Order token and only makes its required movement, it loses one order token at the end of the turn. A "FIGHTER" with two order tokens cannot be given any orders during this turn and he is cleared of both tokens at the end of the turn. He still must make its required movement, but cannot make a turn and has to move in a straight line.
4) A "FIGHTER" can be given a Movement order to change its facing, but only within the limits of his "MAXIMUM TURN RADIUS". This must be done before moving the unit. A unit receiving a Movement Order can also double its Speed value for this order but is still required to move at least its regular Movement value during the turn.
5) While at cruising levels, a "FIGHTER" can be attacked both by other units at cruising level and units at NOE, although he does receive the height-advantage modifier. AA units double their range against "FIGHTERS" at cruising level as usual. He can only make attacks against other units at cruising level, not against targets at NOE level. At "HIGH-ALTITUDE" the unit can only attack and be attacked by other units at "HIGH-ALTITUDE".
6) To attack targets at NOE, the "FIGHTER" can be given a special Strafe action. Only "FIGHTER" that come with STRAFE tokens can be given a STRAFE action To be given this action, the FIGHTER" must be at "HIGH-ALTITUDE" and be no further from one of the playing field borders than his Speed value in inch. Remove the "FIGHTER" from the playing field and place it besides it, still marked with the order token it received for the STRAFE action. Do not clear this unit of order tokens while it is removed from the playing field.
At the beginning of your next turn, place the "STRAFE" tokens of the "FIGHTER" on two different borders of the playing field. One of these borders must be the one at which the unit left the playing field. The maximum distance between the STRAFE tokens is written upon them, normally preventing them from being placed at the two opposing borders.
At the end of your opponent's Order Stage, after he has completed his orders, the STRAFE action takes place. Every unit, both friendly and hostile, which is at NOE and whose center is within the STRAFE radius ( a corridor of varying width as written on the STRAFE token and measured at this time) is dealt Damage equal to the damage value of the "FIGHTER" unit. The only Damage Special Equipment that can be used with this attack is Armor Piercing. Remove the STRAFE tokens after resolving this action.
At the beginning of your next Command Stage, place the "FIGHTER" within your Deployment Zone, facing away from your border of the playing field, with all Order tokens he had and at cruising level. It cannot be given a Movement Order this turn.
There it is, the first draft. What do you think, can this be turned into something useful and fun or should I scrap this idea for good? If anything remains unclear, please say so and I will try to explain what I mean (or at least meant to say).
If you haven't already you might want to check out Crimson Skies, which is Wizkids fighter combat game. (though currently out of print) The basic rules should be on their website I think.
The problem with any fighter combat in the jet age, especially with fusion powered space/aircraft, is that even on the size and scale of the current Mechwarrior table the aircraft will be on the board for a turn at most before screaming off the other side. Unless you want to make a game specifically about aircombat I'd just suggest rules for a model/dial that sits off the board and can only be shot at when it makes a bombing/strafing run. Perhaps only targetable by AA units.
I like the idea of Aerospace fighters (and pilots and gear). The combat is what I think needs improving. For strafing you have to be at 2" height or less, for bombing 2" or more. Use the back (blank) side of an old Battletech game board as the Aerospace board with four tokens in a square as the MechWarrior battle site. Aerospace fighters could fight other Aerospace fighters anywhere on the Battletech board but could only combat the Mechwarrior force if the unit's movement placed it on or through one or more or the tokens on the Battletech map. Unless you are a very good pilot you will get one shot at the Mechwarrior battle site in a game and use the rest of the time trying to line up a second run.
The other downside would be that fighters would be one to a booster although I would prefer them in pairs like the Sylph Battle Armor.
the only problem i have is what was posted already. fighters move so fast, that they cant fit in the scale of MW, i think that is why we haven't seen them already, although a second board of some kind to work out the whole "air supperiority" thing might be fun. it wouldn't matter in the game mechanics, because the battles are not a large enough scale to worry about fighter assets, but as a stand alone game, i like it, what about making so that if you both are going in the same direction, the board just continues on.... you only have to worry about slowing/speeding up. and turns at that point, unless someone executed a radical manuever of some kind..... that coud be cool with the clicks enviroment, but i havent seen how crimson skies plays out, so you should check that for ideas....