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       #Post#: 180--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 19, 2018, 6:04 am
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       One possible path to take would be to treat ALL pods and
       abilities as replacing the printed firepower in the appropriate
       circumstances.
       For regular gun pods, this might mean rendering the gun pod
       ability in the form Gun Pod 3, which has the advantage of having
       the combat value appear on the face of the card.
       The downside of this is that it would not be backwards
       compatible with existing ADCs.
       #Post#: 181--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 19, 2018, 9:22 am
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       I understand the compatibility issue, but it would indeed make
       things a little less confusing. A firepower table could also
       help with the current situation.
       #Post#: 185--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 21, 2018, 2:47 pm
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       After thinking on the problem I probably cannot go with the
       solution I outlined above. I think I have to respect backward
       compatibility, on the ADCs at least. So must go with the least
       disruptive solution.
       #Post#: 188--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 22, 2018, 2:04 am
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       Okay, my first step is to break the Heavy Gun and AT Gun rules
       for strafing out into a separate sub-rule, numbered 13.5.7.1. By
       doing this it will hopefully clarify the differences in which
       values are applied.
       The new rule says:
       [quote]15.3.7.1   Strafing Abilities
       A squadron with a Heavy Gun or AT Gun ability uses its ability
       value instead of its firepower as the strafing bomb value. Heavy
       Gun abilities can be used against all targets; AT Gun abilities
       are used only against tank, truck, train or ship units. AT Pods
       [13.5.6] grant an AT Gun 5 ability.[/quote]
       As you can see, I've added the AT Gun value in there.
       #Post#: 223--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 26, 2018, 1:26 am
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       I'm still considering the next step on the guns. There are two
       things I am considering here:
       (a) An increase of the Gun Pod bonus from +1 to +2 firepower.
       This would be more consistent with the amount of extra firepower
       the MG 151/20s or MK 108s represent and provide a greater
       incentive to using them.
       (b) I am trying to decide what to do about AT pods. Currently
       they provide a +1 bonus to air combat firepower. This is not
       because of any historical; example or precedent, but because a
       playtester suggested it. It's one of those 'it makes sense'
       'just so' stories, that if you have an extra gun aboard it must
       have an effect, amirite?
       However, I'm considering putting clear separation between Gun
       Pods (for anti-bomber work) and AT Pods (for air-to-ground work)
       by removing the air combat firepower bonus for AT Pods
       completely. This would at least make the differences more stark.
       The alternative is to keep the AT Pods' +1 bonus, in contrast to
       a new +2 bonus for gun pods.
       Any thoughts from the peanut gallery?
       #Post#: 224--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 26, 2018, 1:52 am
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       Having no FP bonus for AT Pods would make sense to me, as it
       would put AT pods in line with the AT gun ability. I would also
       assume that the whole point of differentiating between AT Guns
       and Heavy guns to begin with is that AT Guns has a low rate of
       fire or other characteristics that makes it unsuitable for air
       combat.
       #Post#: 227--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 26, 2018, 2:01 am
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       Low RoF is true of all the heavy guns, which is why we only give
       the benefits against bombers, which are unlikely to be
       manoeuvring. However, it's certainly the came that the RoF is
       sufficiently low that we shouldn't really be counting them
       against, say, fighter targets. So I'm happy to drop the bonus
       for AT Pods completely.
       #Post#: 235--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Peter_Wagner Date: September 26, 2018, 2:54 pm
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       I say drop the bonus for AT completely.
       #Post#: 268--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 29, 2018, 4:21 pm
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       Okay, let's do that.
       #Post#: 441--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: November 1, 2018, 1:25 pm
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       I still had to flip back and forth a bit to figure out the FP
       values for strafing with an AT gun. It would help if a) the
       sidebar had rules references, and b) 13.5.6 referred correctly
       to to 15.3.7.1 instead of 15.3.7.
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