Switch Theme:

Flyers moving in both players' turns  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in si
Foxy Wildborne







An idea I've had that might help with the "second guy to fly in from reserves wins every dogfight" issue is having both players move their flyers each turn, with the non-active player going after the active player. This would force both sides to put more thought into their positioning if they wanted to dogfight, possibly at the expense of their ground attack capacity.

It also helps with an aesthetic problem I have with jet aircraft just hanging frozen in place for two full player turns at a time when even basic infantry often gets to move two, three or more times in that same timeframe.

To prevent Reserves shenanigans, aircraft would not be allowed to leave the table in the enemy turn.


The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in us
Using Object Source Lighting





Portland

Fun idea, what limitations would you put on it?

(I actually think it would be a lot of fun to figure out some rules using X-wing's dials etc.)


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

I wholly approve of this idea. You should think about how Vector Dancer will interact with this rule.

Sieg Zeon!

Selling TGG2! 
   
Made in si
Foxy Wildborne







The way we're playing right now, flyers can make one 45 degree turn after every 12" of forward movement (speed stays 18-36") and Vector Dancer gives one free turn before movement.

This has worked okay so far, but we haven't tried moving on both turns yet.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 lord_blackfang wrote:
To prevent Reserves shenanigans, aircraft would not be allowed to leave the table in the enemy turn.



What if it is forced to?

Like, being very close to a corner, facing it.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in si
Foxy Wildborne







 Ashiraya wrote:
 lord_blackfang wrote:
To prevent Reserves shenanigans, aircraft would not be allowed to leave the table in the enemy turn.



What if it is forced to?

Like, being very close to a corner, facing it.


Stop at the edge, probably fly off in your own turn unless you can enter Hover mode or whatever.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

I don't like that. Reserves shenanigans could be troublesome, but suddenly stopping at the edge brings us back to the problem of fliers getting frozen in midair for a while. It also presents a rear armour trap that wouldn't otherwise happen.

Sieg Zeon!

Selling TGG2! 
   
 
Forum Index » 40K Proposed Rules
Go to: