Air going last is super important during the turn they make an attack run. So long as attack paths are declared as part of an aerospace unit's movement, it doesn't matter if it's going last via how initiative plays out or by there being separate subphases of the movement phase. All that does matter is that ground units don't get to move with the knowledge of where the attack path lies. They'll be able GTFO and/or move themselves into perfect firing ranges, and it's already hard enough for an ASF to damage a target (or survive an attack run) as is.
Whether attack paths are laid down at the end of the movement phase (like Scotty's house rule) or movement phases are broken up into subphases, either way it's a house rule. Are these ideas on the table as possible errata? I hope so.
That's an interesting way to interpret the rule, and tbh it never occurred to me to look at it that way. Obviously, I've been understanding the rule as the response is in of itself being the next prompt for what has to be moved next. Breaking the move sequence into binary pairs instead of one continuous chain is something I'll have to think about.
Otherwise the chain would never end. Once somebody moved either an aero or a ground unit, all of that type would have to move. I moved an air unit, you must move an air unit. Since you moved an air unit, I'd have to move an air unit. So on until there were no air units left (or no ground units).
Other than repeat what's listed in the book, I'm not sure how the recommendation is supposed to work, that's why I'm in this discussion (along with everybody else). What does the recommendation mean? If it's "only" a recommendation, how should it be decided if/when it's used?
I believe the intent is that ASF should move as much as possible like other units. Generally the first unit(s) moved are not in a great position. But with aerospace, it's generally even worse. It's not difficult to avoid a 2" wide flight path if you move after. All the issues are arising from the flight path "forcing" aero to move last. And then how does that affect the overall force initiative. Aero are like the ultimate 3025 Charger. You have to move it last to have any hope of hitting anything, but being forced to use your init just to position the Charger feels like a waste of winning initiative. If you have to move your aero last in order to make them effective, they don't feel like they're worth bringing along. A Locust at least has the option of hitting a target at 24". Even if that's not the best use for it and you'd rather have it move last and hit something in the back at short range.
Brainstorming options
1) Separate phases: All ground move, all air move. Unequal forces calculated separately for each phase. Init swings can be even more pronounced than before depending on force composition (earlier example where init winner got to move three units last).
2) Init winner picks air/ground for each set of moves. As long as the Init Winner has a mix of forces available, they pick air or ground for each set of moves. When the Init Winner only has one type left, the Init loser is then free to move whichever units they want. Drawback here is in the delay in having the Init winner declare each set of moves.
3) Ignore unit type. You want your air to have a flight path that crosses something, save it for after your target moves. My hesitation on this one is that you pretty much have to move air late, making them feel like (if not actually being) a drawback to have. Your ground forces will hate it.
4) Ignore unit type. Flight path declaration separate phase after movement. Hesitation here is that it makes air init sinks, move them first, it doesn't matter because the flight path won't be declared until later. So there's little reason not to have them be free init sinks.
5) Ignore unit type, make attacks from a flight path an arc. So flight path is the line, but then the strike can be a template drawn from the flight path. Ie. make them even more like normal units where their movement isn't as directly tied to their attack. Flight path is here, attack is drawn from the flight path but doesn't have to be exactly on it. Drop bomb within 12" of flight path, strike at unit within 12" of flight path, etc. Problem here is number of new rules/changes, and would players accept a "strafe" line that is not directly on the flight path line?. Or a bomb being dropped away form the flight path (it was lobbed, or aero did a quick adjustment?)
6) I don't have a 6.