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Post by icebearmk2 on Mar 3, 2023 9:23:54 GMT
Hello,I'm not a English speaker, And not understand about helicopter's Land and take-off can be split over 2 turn. Is that mean i can use 2 turn to Land or take-off and use 1 action each turn?
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Post by NKL AeroTom on Mar 4, 2023 1:53:17 GMT
Hi icebearmk2 - you are correct. The landing or take-off can be done over 2 turns, using 1 action each turn.
But the landing / take off actions must be "subsequent" - so they must be done one after the other.
For example:
Turn 1 : Helicopter makes 1 action, then makes a second action which is landing. Turn 2: If the helicopter still wants to land, the helicopter must then continue landing, using 1 action. It would now be considered landed, and could make any second action it likes.
Second example: Turn 4: Helicopter is landed. It makes 1 action then starts taking off (1 action) Turn 5: The helicopter must then continue taking off (1 action) after which it can make any other second action
Hope that helps!
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Post by icebearmk2 on Mar 4, 2023 4:58:13 GMT
Hi icebearmk2 - you are correct. The landing or take-off can be done over 2 turns, using 1 action each turn. But the landing / take off actions must be "subsequent" - so they must be done one after the other. For example: Turn 1 : Helicopter makes 1 action, then makes a second action which is landing. Turn 2: If the helicopter still wants to land, the helicopter must then continue landing, using 1 action. It would now be considered landed, and could make any second action it likes. Second example: Turn 4: Helicopter is landed. It makes 1 action then starts taking off (1 action) Turn 5: The helicopter must then continue taking off (1 action) after which it can make any other second action Hope that helps! Thanks for your quickly reply! It's very helpful.
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Post by NKL AeroTom on Mar 4, 2023 6:49:51 GMT
Hi icebearmk2 - you are correct. The landing or take-off can be done over 2 turns, using 1 action each turn. But the landing / take off actions must be "subsequent" - so they must be done one after the other. For example: Turn 1 : Helicopter makes 1 action, then makes a second action which is landing. Turn 2: If the helicopter still wants to land, the helicopter must then continue landing, using 1 action. It would now be considered landed, and could make any second action it likes. Second example: Turn 4: Helicopter is landed. It makes 1 action then starts taking off (1 action) Turn 5: The helicopter must then continue taking off (1 action) after which it can make any other second action Hope that helps! Thanks for your quickly reply! It's very helpful. No worries! glad to help
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Post by icebearmk2 on Mar 16, 2023 7:57:14 GMT
Hi, I have some another question: 1. If a missile contact my aircraft and aircraft was successful to make a defensive maneuver, Can i use steep dive to get more damage modify? 2. The powerful aircraft get -1 extra damage need the aircraft was 1 speed before the missile hit it, Or can I get damage reduction after reducing speed to 1 through defensive maneuver? 3. The Shaking a Missile's Defensive Break how to defeate a missile? I don't see any descript on this rule. 4. Some missiles were very advanced in his development period, but they could not keep up with the times as time went on. I must pay 8 point in late or have some another modify to take lower ptr on later conflict? 5. Custom weapons rules require a minimum flight range of more than 4, but provide points for aircraft with a range of 3 and below. Other rules mention that the hardpoint of the aircraft is a multiple of 2 because it will mount additional fuel tanks, but there are also 9 hardpoint aircraft in the aircraft list provided like Super Étendard from Falkland War. What principles should I follow when designing the aircraft to determine its data?
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Post by NKL AeroTom on Mar 17, 2023 8:15:15 GMT
Hi icebearmk2 1. If a missile contact my aircraft and aircraft was successful to make a defensive maneuver, Can i use steep dive to get more damage modify? You can only sacrifice 1 altitude via diving during a last ditch missile defense (and only if the missile is rear aspect).
2. The powerful aircraft get -1 extra damage need the aircraft was 1 speed before the missile hit it, Or can I get damage reduction after reducing speed to 1 through defensive maneuver? Powerful and Powerful(2) aircraft only have an effect on defensive maneuvers when at speed 1. It allows them to get negatives to damage at this point without going into a stall.
3. The Shaking a Missile's Defensive Break how to defeate a missile? I don't see any descript on this rule. The missile is removed after the missile defense is resolved -as this includes rolling damage. If you're rolling damage, that means the missile has exploded and is removed from play. You're right, this could be clearer in the rules.
4. Some missiles were very advanced in his development period, but they could not keep up with the times as time went on. I must pay 8 point in late or have some another modify to take lower ptr on later conflict? The ordnance listed for a conflict should be balanced, and should include all the ordnance needed for the conflict, but feel free to alter points values if you feel things are unfair.
5. Custom weapons rules require a minimum flight range of more than 4, but provide points for aircraft with a range of 3 and below. Other rules mention that the hardpoint of the aircraft is a multiple of 2 because it will mount additional fuel tanks, but there are also 9 hardpoint aircraft in the aircraft list provided like Super Étendard from Falkland War. What principles should I follow when designing the aircraft to determine its data? You can round ranges to 3 if you like, yes you're right, looks like quite a few aircraft with range 3. Ignore central hardpoints. The Super Etendard in Falklands can only take 1x Exocet missile, but it should have 6 hardpoints, as it does in the Iraq war. This is probably a typo
Hope this helps!
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Post by icebearmk2 on Mar 20, 2023 6:53:50 GMT
Hi icebearmk2 1. If a missile contact my aircraft and aircraft was successful to make a defensive maneuver, Can i use steep dive to get more damage modify?
You can only sacrifice 1 altitude via diving during a last ditch missile defense (and only if the missile is rear aspect). Thanks, And if my aircraft have Fast Climb(2) and hit by a missile (it's count as Fast Climb from rule) from front aspect, I can climb 2 altitude or 1? 2. The powerful aircraft get -1 extra damage need the aircraft was 1 speed before the missile hit it, Or can I get damage reduction after reducing speed to 1 through defensive maneuver?Powerful and Powerful(2) aircraft only have an effect on defensive maneuvers when at speed 1. It allows them to get negatives to damage at this point without going into a stall. If i have a aircraft for Powerful(2) and 2 speed was hit by enemy, This aircraft can get -3 damage from sacrifice speed, Or only can get -1 damage? 3. The Shaking a Missile's Defensive Break how to defeate a missile? I don't see any descript on this rule.The missile is removed after the missile defense is resolved -as this includes rolling damage. If you're rolling damage, that means the missile has exploded and is removed from play. You're right, this could be clearer in the rules. Your description may be Last Ditch Missile Defense?Defensive Break was made when the missile had flown but had not yet reached the target. 4. Some missiles were very advanced in his development period, but they could not keep up with the times as time went on. I must pay 8 point in late or have some another modify to take lower ptr on later conflict?The ordnance listed for a conflict should be balanced, and should include all the ordnance needed for the conflict, but feel free to alter points values if you feel things are unfair. Thanks, I have no another problem for this question. 5. Custom weapons rules require a minimum flight range of more than 4, but provide points for aircraft with a range of 3 and below. Other rules mention that the hardpoint of the aircraft is a multiple of 2 because it will mount additional fuel tanks, but there are also 9 hardpoint aircraft in the aircraft list provided like Super Étendard from Falkland War. What principles should I follow when designing the aircraft to determine its data?You can round ranges to 3 if you like, yes you're right, looks like quite a few aircraft with range 3. Ignore central hardpoints. The Super Etendard in Falklands can only take 1x Exocet missile, but it should have 6 hardpoints, as it does in the Iraq war. This is probably a typo Thanks, I have no another problem for this question. We are making a fighter and they had only 130km(70.1nmi) combat range. Hope this helps! OK maybe i'm not understand how to use the reply, And I have another some question: For question 1, If my aircraft have Fast Climb(2) and hit by a missile (it's count as Fast Climb from rule) from front aspect, I can climb 2 altitude or 1? For question 2, If i have a aircraft for Powerful(2) and 2 speed was hit by enemy, This aircraft can get -3 damage from sacrifice speed, Or only can get -1 damage? For question 3, Your description may be Last Ditch Missile Defense?Defensive Break was made when the missile had flown but had not yet reached the target. And thanks again for reply and help.
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Post by NKL AeroTom on May 13, 2023 1:31:43 GMT
Hi icebearmk2 - sorry for the very late reply, things have been a bit busy recently!
For question 1, If my aircraft have Fast Climb(2) and hit by a missile (it's count as Fast Climb from rule) from front aspect, I can climb 2 altitude or 1? If your aircraft has a higher Fast Climb rating, you can climb to get a negative to damage. In your case, you have a higher fast climb rating than the missile, so you can climb up to your aircraft's service ceiling. Each point of altitude will reduce the damage caused by the missile by 1.
This is described in the Cannon Defense section, under Vertical Defense: Climbing.
For question 2, If i have a aircraft for Powerful(2) and 2 speed was hit by enemy, This aircraft can get -3 damage from sacrifice speed, Or only can get -1 damage? A Powerful(2) aircraft at speed 2 could sacrifice 1 speed, and then still get a -2 do damage without going into a stall. This would be a total of -3.
For question 3, Your description may be Last Ditch Missile Defense?Defensive Break was made when the missile had flown but had not yet reached the target. And thanks again for reply and help. If a missile has no targets inside it's tracking area, or reaches 0 speed, it counts as defeated and is removed. This is specified under IR (Infra Red) missiles, but applies to all missiles.
Hope that helps and sorry again for the late reply!
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Post by icebearmk2 on May 31, 2023 2:20:37 GMT
Hi icebearmk2 - sorry for the very late reply, things have been a bit busy recently! For question 1, If my aircraft have Fast Climb(2) and hit by a missile (it's count as Fast Climb from rule) from front aspect, I can climb 2 altitude or 1? If your aircraft has a higher Fast Climb rating, you can climb to get a negative to damage. In your case, you have a higher fast climb rating than the missile, so you can climb up to your aircraft's service ceiling. Each point of altitude will reduce the damage caused by the missile by 1. This is described in the Cannon Defense section, under Vertical Defense: Climbing. For question 2, If i have a aircraft for Powerful(2) and 2 speed was hit by enemy, This aircraft can get -3 damage from sacrifice speed, Or only can get -1 damage? A Powerful(2) aircraft at speed 2 could sacrifice 1 speed, and then still get a -2 do damage without going into a stall. This would be a total of -3. For question 3, Your description may be Last Ditch Missile Defense?Defensive Break was made when the missile had flown but had not yet reached the target. And thanks again for reply and help. If a missile has no targets inside it's tracking area, or reaches 0 speed, it counts as defeated and is removed. This is specified under IR (Infra Red) missiles, but applies to all missiles. Hope that helps and sorry again for the late reply! Thanks for you help! No more question on there.
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