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#Post#: 1153--------------------------------------------------
Re: Examples of Play
By: pilotofficerprune Date: January 24, 2019, 1:04 am
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It's not additional. That's the total cost of climbing into the
new square, so it would be 1 MP to perform that first climb.
It's intersting that the rules weren't communicating that
clearly.
#Post#: 1161--------------------------------------------------
Re: Examples of Play
By: Peter_Wagner Date: January 24, 2019, 9:25 am
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I would have to say that I never struggled grasping the rules
for climb. I think they are well written to communicate the
intent.
#Post#: 1162--------------------------------------------------
Re: Examples of Play
By: pilotofficerprune Date: January 24, 2019, 9:27 am
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Having an illustrated example of play will be a big help though.
#Post#: 1163--------------------------------------------------
Re: Examples of Play
By: Elias Nordling Date: January 24, 2019, 9:41 am
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[quote]It's intersting that the rules weren't communicating that
clearly.[/quote]
I think I had the same question when learning the game, but
rather than checking exactly what the rules said, I looked at
the numbers on the ADC which only allowed for one of the
possibilities.
#Post#: 1164--------------------------------------------------
Re: Examples of Play
By: Vincent Lefavrais Date: January 24, 2019, 9:55 am
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[quote author=Elias Nordling link=topic=62.msg1163#msg1163
date=1548344515]
[quote]It's intersting that the rules weren't communicating that
clearly.[/quote]
I think I had the same question when learning the game, but
rather than checking exactly what the rules said, I looked at
the numbers on the ADC which only allowed for one of the
possibilities.
[/quote]
Well, I'm just a lowly proofreader who has never pushed a WL
counter in anger, but the rule seems clear to me, if wordy (to
spell everything out). The Movement Costs section of the playaid
is even clearer I think.
#Post#: 1165--------------------------------------------------
Re: Examples of Play
By: chief2000 Date: January 24, 2019, 9:56 am
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As I will point out in my AAR, sometimes experience with other
games (especially tactical ground combat games such as ASL or
ATS) can interfere with learning other systems. For example,
the cost of moving into a hedge hex in ASL is one plus the cost
of terrain. As you said, Lee, some examples of play would be
helpful. There are some excellent examples of play in the
current edition of the rules that have helped me with other
sticky areas.
I'm going to try it again and do it right this time.
One more question - When splitting flights following their
tally, only one maintains the tally after the split. I am sure
there is a rationale behind this one. I am just not sure what
it is. Could you enlighten me on this one?
#Post#: 1166--------------------------------------------------
Re: Examples of Play
By: pilotofficerprune Date: January 24, 2019, 9:59 am
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The assumption is that you are splitting because part of the
squadron is tasked to deal with one enemy and the rest of the
squadron, the remaining flight, is going to do something else.
#Post#: 1168--------------------------------------------------
Re: Examples of Play
By: Vincent Lefavrais Date: January 24, 2019, 10:09 am
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To add to Lee's answer, the Design Note page 15 of the rulebook
states that a Tally means a squadron has successfully spotted an
enemy AND has committed to attack. If you decide to split your
squadron upon a successful tally, that doesn't mean the flight
that doesn't keep a Tally hasn't seen the enemy (my... how many
negative can you cram into one sentence?), just that it will
stay away of the engagement, ready for something else.
#Post#: 1173--------------------------------------------------
Re: Examples of Play
By: chief2000 Date: January 24, 2019, 10:57 am
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Makes perfect sense.
#Post#: 1176--------------------------------------------------
Re: Examples of Play
By: Elias Nordling Date: January 24, 2019, 1:38 pm
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It is important important and not intuitive that when you roll a
tally and split, the other flight cannot also roll for a tally
the same turn but has to wait until the next turn. This can
create situations that aren't entirely intuitive. I haven't read
your example, but it might be a good idea to show a sweep
splitting, and the other half being alerted so it can choose to
follow the tallying flight instead of just moving ahead 2
squares.
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