Many rules questions
Posted: Tue Jan 22, 2008 11:22 pm
Let's start:
3.2.2 "Modifiers to the players roll" are also for the NPO rivals roll ?
4.1 "Equipment that is fired, dropped or expended is removed from play."
What about miscellaneous equipment like ALE-45/Fuel tanks/leaflet pod/etc. - are they removed from play after use like a fired missile ? what if they are only partially used ?
4.2 Is it possible to change altitude in a band even if there is no encounter ?
4.2.2 If a RADAR sweep is successful and reveals an encounter or nothing, must the wing check again normal when it enters the band ?
Is wing movement simultaneous ? Can I choose every turn new which wing moves first ?
If wing 2 enters a band where wing 1 already is (no encounter), must there be an encounter check ?
Is it possible to fly back to a former band (for example to help the following bomber wing) if you expend fuel for every additional band you enter ?
If wing 2 enters an existing encounter of wing 1 how exactly is the new initiative order determined ?
4.3 "If the group passes all of the mission bands to the target area, .."
group = all wings ?
4.4.2.1 / 4.4.3 Engage:
To fire a long range missile at long distance 1 (not in a dogfight) is only allowed if you are in the "Long area" and not in the "Close area" ? Your target can be in the "Long" or "Close area" ?
If you try to bring the opponent to close range and you fail, is your aircraft placed in the "Long" or the "Close area" ? What if you are the only aircraft in the "Close area" and all other own and enemy aircraft are in the "Long areas " ?
If you are in the "Close area" can you try to dogfight only other aircrafts in the "Close area" or can you try to bring an aircraft in the "Long area" to the "Close area" ?
4.4.2.2 "Climb/Dive: may engage same altitide or higher/lower aircraft"
Example: A F4 is climbing from low to medium. It can now engage an aircraft at medium or high altitide. Is this correct ?
Same example: The F4 can now engage an enemy at long distance at medium or high altitude (not low) or can try to engage at close range (= dogfight) only at medium altitude. Is this correct ?
If an aircraft uses Climb/Evasion/Maneuver/Dive or Afterburner the corresponding modifier from the aircraft panel is used for all purposes until a new action is chosen in the next turn ?
4.4.4.2.1 What's the damage of light/medium/heavy/extreme cannons against ground targets ?
4.4.4.2.3 Ripple attack: Must the number of dropped weapons be declared before the first dice roll ?
4.4.5 What's the aircraft damage roll modifier of an extreme cannon ?
4.4.6.2 Is the following correct if the "Bug out" - objective is chosen:
Aircraft in "Long area" >> every action is possible >> not engaged + not fired >> bug out at the end of turn (no dice roll)
Aircraft in "Close area" >> only afterburner-action is possible >> roll a 7 or higher >> if 7 or higher bug out immediately
I think the example is confusing.
4.4.8 "If the aircraft below zero fuel is forced to loiter , ..."
You mean "at" zero fuel ?
Page 28 Mission three "We are next"
"We deploy any defences, and put our planes in the Target area. The Mercantile works it's way to us."
How do you play this exactly in game terms ? What defences are deployed ? There are no pre-set Mercantile-fighters, so who works his way to us ?
Page 35 NPO Caveats
What about low fuel ? It would be more realistic if there is a rule for the NPO's to withdraw/bug out if their fuel is down to - let's say - 50% or 3 fuel.
It would be very usefull if vbam publish a mission and combat turn summary in addition to the campaign turn summary.
I hope there is no misunderstanding - I like the idea, the components and the rulesystem very much (finally: Strike Commander The Boardgame ) but I like also to understand all facets of the rules to fully enjoy the game.
Thank you very much.
Frank
3.2.2 "Modifiers to the players roll" are also for the NPO rivals roll ?
4.1 "Equipment that is fired, dropped or expended is removed from play."
What about miscellaneous equipment like ALE-45/Fuel tanks/leaflet pod/etc. - are they removed from play after use like a fired missile ? what if they are only partially used ?
4.2 Is it possible to change altitude in a band even if there is no encounter ?
4.2.2 If a RADAR sweep is successful and reveals an encounter or nothing, must the wing check again normal when it enters the band ?
Is wing movement simultaneous ? Can I choose every turn new which wing moves first ?
If wing 2 enters a band where wing 1 already is (no encounter), must there be an encounter check ?
Is it possible to fly back to a former band (for example to help the following bomber wing) if you expend fuel for every additional band you enter ?
If wing 2 enters an existing encounter of wing 1 how exactly is the new initiative order determined ?
4.3 "If the group passes all of the mission bands to the target area, .."
group = all wings ?
4.4.2.1 / 4.4.3 Engage:
To fire a long range missile at long distance 1 (not in a dogfight) is only allowed if you are in the "Long area" and not in the "Close area" ? Your target can be in the "Long" or "Close area" ?
If you try to bring the opponent to close range and you fail, is your aircraft placed in the "Long" or the "Close area" ? What if you are the only aircraft in the "Close area" and all other own and enemy aircraft are in the "Long areas " ?
If you are in the "Close area" can you try to dogfight only other aircrafts in the "Close area" or can you try to bring an aircraft in the "Long area" to the "Close area" ?
4.4.2.2 "Climb/Dive: may engage same altitide or higher/lower aircraft"
Example: A F4 is climbing from low to medium. It can now engage an aircraft at medium or high altitide. Is this correct ?
Same example: The F4 can now engage an enemy at long distance at medium or high altitude (not low) or can try to engage at close range (= dogfight) only at medium altitude. Is this correct ?
If an aircraft uses Climb/Evasion/Maneuver/Dive or Afterburner the corresponding modifier from the aircraft panel is used for all purposes until a new action is chosen in the next turn ?
4.4.4.2.1 What's the damage of light/medium/heavy/extreme cannons against ground targets ?
4.4.4.2.3 Ripple attack: Must the number of dropped weapons be declared before the first dice roll ?
4.4.5 What's the aircraft damage roll modifier of an extreme cannon ?
4.4.6.2 Is the following correct if the "Bug out" - objective is chosen:
Aircraft in "Long area" >> every action is possible >> not engaged + not fired >> bug out at the end of turn (no dice roll)
Aircraft in "Close area" >> only afterburner-action is possible >> roll a 7 or higher >> if 7 or higher bug out immediately
I think the example is confusing.
4.4.8 "If the aircraft below zero fuel is forced to loiter , ..."
You mean "at" zero fuel ?
Page 28 Mission three "We are next"
"We deploy any defences, and put our planes in the Target area. The Mercantile works it's way to us."
How do you play this exactly in game terms ? What defences are deployed ? There are no pre-set Mercantile-fighters, so who works his way to us ?
Page 35 NPO Caveats
What about low fuel ? It would be more realistic if there is a rule for the NPO's to withdraw/bug out if their fuel is down to - let's say - 50% or 3 fuel.
It would be very usefull if vbam publish a mission and combat turn summary in addition to the campaign turn summary.
I hope there is no misunderstanding - I like the idea, the components and the rulesystem very much (finally: Strike Commander The Boardgame ) but I like also to understand all facets of the rules to fully enjoy the game.
Thank you very much.
Frank