FearFactory and I were playing a game that included Aerospace support for the first time. This brought up a few questions.
AND it was the worst game I ever played. Totally slaughtered. :D
3. Should stacking make a return for hex play in AS?
I second this, only because hex play is essentially down-scaled and a hybrid of TW and AS hex play.
4. Is there displacement of units for charging and DFA attacks? We had a situation where a Spider charged a Jagermech on top of a mountain. In TW, the successful charge would have knocked the Jagermech down for a three level fall, but nothing seems written in AS about displacement. Was it kept out to simplify rules?
For me, in AS miniature rules (or core rules, I guess) I understand why it was omitted.
Hex play is a little shady.
I was thinking that in hex play the charging unit needs to be able to occupy the target hex at the end of movement (like in TW hex play). The target is then pushed back. I was totally wrong, it's a hard habit to kill because I was HUGE on physicals in BattleTech. Give me a Banshee, Cicada, Charger, Assassin...
I was thinking that the spider would take the hex and the Jager would have fallen 3 hexes. The issue was damage. The way it stands, you don't take the hex and the target is not displaced. That was a nice surprise. Way after the game, I was looking at the Collision/Charging chart, and figured that a suitable way to come up with it would be to go off of Size 3 - 6" (2 damage). SO, the Spider caused 1 damage on his hit, occupied the hex, took 1 damage from the Jager, then the Jager would have suffered another 2 damage from the fall (level 6 to level 3 - 6" fall).
Being able to "push" units like this could be really useful in AS. I don't think it overly complicates anything since this situation only comes up when you charge your target off a cliff, into water, etc.