Hey folks
Ok so I'm still trying to wrap my head around the aerospace rules (CF, specifically) and I *think* I may have a grasp on it...but wanted to verify.
If operating on a "low altitude map", with only targeting ground forces (no dogfights, etc) then the fighter moves around on the std hex map like any other unit. Granted, this an abstract of it hauling arse much higher up but since we're not splitting the two words appart for purposes of air to air resolution, they can be treated like a single map -- yes/no?
No. Low Altitude operations use *a* ground mapsheet, but very much NOT the same one as the ground battle. As Daryk mentioned, each Low Altitude hex is roughly 500 meters across, and corresponds to an entire mapsheet of the ground battlefield. The default setup is that the center hexes of the Low Altitude map each correspond to a mapsheet of the ground battle - you must end your movement in that hex if you want to attack any ground units in the corresponding mapsheet on that turn, otherwise you spend the weapons phase miles away from that patch of ground, too far away to shoot at anything there.
Movement wise, thrust spent = total movement, with a minimum of 1 hex move before a direction change. Elevation acts similar to the VTOL -- be high enough so you don't crash into a mountain, but it also is used to calculate distance for fire/return fire... yes/no?
You're close, but movement is a bit more complex than that, because part of your velocity carries over from turn to turn, and the faster you're going, the more hexes you have to move before any facing changes. You've pretty much got the gist of Altitude, so long as you remember that Altitude levels and Elevation levels are not and never will be the same - ALL Elevation levels fit underneath Altitude level 1.
What else am I missing? I really *really* want to use fighters in a future game but the general feedback from my local group is aero is far too complicated. For just CF's I think the complexity is getting overblown but I want to make sure I understand all of it before I try to sell the idea further.
Aero rules are more complex than ground ones, but only by a little bit. Certainly not nearly as bad as some folks would have you believe, who probably only skimmed the rules, saw the differences, and decided to skip the whole thing. My advice is to take roughly an hour sometime before the game to read the movement rules in detail, set out a mapsheet, and spend a bit of time actually pushing a fighter around the board while reading the rules. It'll seem daunting at first, but I'm pretty sure you'll get the hang of it quickly, at which point it becomes second nature.
