I’d like for the official (and semi-official) tourney rules to stop banning Aeros and LAMs. They expressly permit superheavies, protos, precision/semi-guided ammo, and formation bonuses but not air support just because some people don’t like to deal with them? Weak… no-holds-barred Alpha Strike is what our group plays, and it’s great. The Aero rules aren’t that unbalanced, they just don’t make sense in some circumstances and their logic needs to be communicated better by the rulebook - the rules themselves are actually fairly well balanced and fun in practice.
Examples of rules that don’t make sense:
1) Other airborne units like VTOLs and WiGEs as well as LAMs in Aerofighter mode, can shoot in the front arc normally but for some reason Aeros can only shoot straight down.
2) Effective weapon ranges aren’t equivalent to other atmospheric weapons. Aerofighters get 7 inches for short, 13 inches for medium, and 37 inches for long range.
3) VTOLs and WiGEs can routinely push 4-5TMM and can fly low enough to get cover from terrain but the maximum attainable by an Aerofighter (despite being fast enough to cover the entire table in a turn) is 0TMM + 2 (for being an aerofighter) and cannot fly low enough to benefit from terrain.
4) The rules are written to suggest that as long as the aerofighter is proceeding into its front hex facet, that can be the flight path, when in reality the flight path is always a straight line edge-to-edge (I don’t hate the movement restriction, but at least make the rulebook SAY that).
5) Calculating TMM (or modified to-hit numbers because TMM is weird for some reason with LAMs) for LAMs in aerofighter mode seems like it works one way in the rules-as-written, but the clarifying explanations from the CGL team say something different entirely. This just needs to be clarified.
6) FUEL is listed as a stat on the cards for aerospace fighters and has no function in the game.
Still, even with these quirks, Aeros are fun to play in Alpha (way more fun than artillery or protos or dealing with the terrain blocking issues of superheavies). They help you see the battlefield in three dimensions and once you can see it that way, it’s a let-down to go back to a flat, ground-locked-only version of the game.