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Author Topic: AC/2 and AC/5 bonus against air units -- location of rules?  (Read 6302 times)

GOTHIK

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #60 on: 23 April 2012, 15:54:15 »
how do you handle the rules that state the ASF must travel straight across the entire map that it strikes or strafes on, when you're playing on 2 maps x 2 maps?
The only way I've found around this is to allow the ASF to turn on the map edge, but I don't believe that to be legal.

Weirdo

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #61 on: 23 April 2012, 15:56:14 »
That straight across the map bit is in standard rules, not the Aero Unit on Ground Maps rules. For those, you simply need to overfly the hex(es) you intend to attack. Fly any weird pattern you want.
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"It's just that the Hegemony had one answer to every naval problem. 'I kills it with my battleships.'" - Liam's Ghost
"...finally, giant space panties don't seem so strange." - Whistler
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GOTHIK

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #62 on: 23 April 2012, 16:43:10 »
wait a second .... if that doesn't apply to ASFs on ground maps, when DOES it apply?

Weirdo

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #63 on: 23 April 2012, 16:50:22 »
When using the standard rules. Y'know, the ones that keep fighters on the Low Altitude Map, assigned ground mapsheet to specific low-altitude hexes, and you only plot that straightline path when a fighter ends its movement in a hex corresponding to a ground map.
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"It's just that the Hegemony had one answer to every naval problem. 'I kills it with my battleships.'" - Liam's Ghost
"...finally, giant space panties don't seem so strange." - Whistler
"The BT universe is startlingly deficient in both wisdom and hindsight." - Cray
"Damn you, Weirdo... Damn you for being right!" - Paul
There's no shame in designing customs, so long as you keep them private and wash your hands afterwards.

GOTHIK

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #64 on: 23 April 2012, 17:19:04 »
no way!  OMFgz0rz!!!1!  that makes things SOOOO much easier!!!
Thanks, Weirdo!

Weirdo

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #65 on: 23 April 2012, 17:41:32 »
I've seen a lot of strange reactions to my sayings around here, but I do believe that's a new one... ;D
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"It's just that the Hegemony had one answer to every naval problem. 'I kills it with my battleships.'" - Liam's Ghost
"...finally, giant space panties don't seem so strange." - Whistler
"The BT universe is startlingly deficient in both wisdom and hindsight." - Cray
"Damn you, Weirdo... Damn you for being right!" - Paul
There's no shame in designing customs, so long as you keep them private and wash your hands afterwards.

Shatara

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #66 on: 23 April 2012, 19:48:19 »
The thing that bugs me about the ground map rules (as implemented in MM anyway) is the whole 'all movement must be divisible by 8' thing. Maybe that's less of an issue with power turns and such, but it makes runing CFs and trying to land aerodyne DS a pain in the plot.

Weirdo

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #67 on: 23 April 2012, 19:50:38 »
That's probably an issue with the way MM implements pwoer turns. I've never seen any rule in TW that demands that.

It makes sense for CFs though, since they are incapable of power turns. Those guys need much bigger maps to operate over.
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"It's just that the Hegemony had one answer to every naval problem. 'I kills it with my battleships.'" - Liam's Ghost
"...finally, giant space panties don't seem so strange." - Whistler
"The BT universe is startlingly deficient in both wisdom and hindsight." - Cray
"Damn you, Weirdo... Damn you for being right!" - Paul
There's no shame in designing customs, so long as you keep them private and wash your hands afterwards.

Goose

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #68 on: 23 April 2012, 23:12:32 »
IIRC, 8 hexes was a minimum for very slow fighters to get "free" facing changes, and the number grew according to some table.

Power turns could bend that rule; I forget if the special maneuvers had to "wait' for a 'brake point" to be done.
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Weirdo

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Re: AC/2 and AC/5 bonus against air units -- location of rules?
« Reply #69 on: 23 April 2012, 23:14:18 »
Special maneuvers can only be done at the beginning of movement. And power turns cost thrust equal to your velocity. And so if your fighters rarely break velocity 2 because you're trying to keep them on a small map...

Dance, my pretties! NYAHAHAHA!!!
"Thanks to Megamek, I can finally play BattleTech the way it was meant to be played--pantsless!"   -Neko Bijin
"It's just that the Hegemony had one answer to every naval problem. 'I kills it with my battleships.'" - Liam's Ghost
"...finally, giant space panties don't seem so strange." - Whistler
"The BT universe is startlingly deficient in both wisdom and hindsight." - Cray
"Damn you, Weirdo... Damn you for being right!" - Paul
There's no shame in designing customs, so long as you keep them private and wash your hands afterwards.

 

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