It has been said on the Net Epic Discussion Group many times that the flyer rules are one of the most revolutionary aspects of the game. It not only simulates flyer missions better, it adds a whole layer of decision making during an epic battle.
After two years of constant playtesting we have isolated the systems difficulties and present to you, the player, several options to enhance the flyers phase. We hope that it improves your gaming experience.
The main complaint expressed was what we have dubbed the "first turn anomaly". This is the excessive benefit flyers obtain in strafing on the first turn, after deployment but before they have moved.
The anomaly permits thrusters to destroy transports laden with troops and maximize their barrage weapons kill factor by targeting masses of deployed troops. This simulates a "surprise attack" rather nicely, but is inappropriate for a set piece battle.
Another complaint about the current system is that armies with smaller thruster forces are at a significant disadvantage when facing armies with larger thruster forces. No provision for effective defensive air cover is given.
It has also been voiced as a complaint that infantry can not effectively attack thrusters in the current rules.
The Net Epic Discussion Group has put two main solutions forth:
1) To change when the flyer phase occurs.
2) Design another system that addresses these concerns.
The first is relatively simple, and recommended for those who are accustomed to the current flyer rules and desire little change. Using the first option the Flyer Phase now comes AFTER deployment and movement of all forces but BEFORE the Combat Phase.
This change will soon become official, since it has been playtested and has found to effectively eliminate the "first turn anomaly". It also has the further advantage of not requiring learning a new set of rules. Unfortunately, it does not address the other complaints.
The second alternative (and the main feature of this article) is a new system that addresses all the problems faced in the current system.
Thrusters are typically part of separate organization supporting the ground troops. The player (in the role of the ground force commander) is concerned more with the targets the thrusters should be attacking than the method they should be using to do the job. Thus thrusters have slightly different orders than other troops to reflect that fact.
Orders are given for each detachment for each turn during the Orders phase with face down order counters (just as for ground troops).
The orders:
Air Attack (AA)
The unit is ordered to intercept the enemys thrusters in order to gain air superiority.
Order Counter - Use a Charge counter.Ground Attack (GA)
The aircraft are ordered to engage the enemy ground forces
Order Counter Use an Advance counterSelf Defence (SD)
The unit is ordered to hang back, keeping some distance to the battlefield. They lurk near their base/mothership or fly high around the battlefield in defensive formation and won't fight unless they are intercepted. Demon engines cant take this order as they dont have or need a base or mothership but have to stay close to the greater demons on the battlefield to stay powered.
Use First Fire counter.Regroup (RG)
Thrusters that fail to keep their formation have to regroup to attack later. This is identical to SD order but without the combat benefits. This order is never chosen by player but may be forced by failed morale rolls.
Use Fall Back counter.
Reveal thruster orders at the start of this phase. Then proceed with air combat segment and then with ground attack segment.
Choose one thruster from both sides for air-combat and then resolve the
combat between those two thrusters immediately. Then choose another thrusters and resolve
combat between them.
Continue resolving combats one by one until all thruster units with Air Attack orders have fought at least once. If no thrusters are on AA orders, there will be no air combat at all. If only one player has thrusters on AA orders that have not fought yet he has the option of ending the air combat segment rather than resolving another air combat.
Choosing Combatants for Air Combat
Both players choose their thruster unit that is going to be involved in the air combat.The player who lost Initiative has to choose first.
A Player has to choose a thruster that is on Air Attack orders and has not fought yet this turn if available and can't choose a thruster that's on Self Defense or Regroup orders if they have any other thrusters left alive.
Resolving Air Combat
Both players roll 2d6 and add:
- +CAF (of the thruster involved in the combat)
- +1 of the thruster is on Air Attack (Charge) orders,
- +3 if the thruster is on Self Defense (First Fire) orders,
- +2 for each air-combat the opposing thruster has fought earlier this turn. (Note: Not +d6 like in close combat!)
Each flyers total is then compared, with the flyer with the lower total losing the engagement. If the difference in scores is greater then three, the losing fighter is shot down and destroyed.
What follows is a comprehensive example of how a full air to air combat turn is played.
Air Combat Example
Marine player has 3 Thunderbolts and a Thundereagle. Chaos player has 6 Doomwings and a Firelord.The Imperial player chooses to wimp out and puts all his crafts on Self Defense. The Chaos player puts his Doomwings on Air Attack and the Firelord on Ground Attack. Now, right at the beginning of the turn only the Chaos player has thrusters on AA that have not fought yet and thus has the option of ending the air-combats. He does not use it and selects one of his Doomwings as a combatant. The Marine player responds by choosing the Thundereagle.
Both roll 2 dice: the Marine player rolls 7 and the Chaos player rolls 8. The Marine player adds +8 for the Thundereagles CAF and +3 for SD orders for total of 6+8+3=20 while the Chaos player adds +6 for CAF and +1 for orders for a total of 15. 20-15=5 is greater than 3 the Doomwing dies to the Thundereagle's powerful laser defenses.
Now, the Chaos player is still the only player with thrusters on AA who has not fought yet and he could end the combat but he chooses to press on and picks another Doomwing. This time the Marine player chooses a Thunderbolt. Thunderbolt has a CAF of +4 against the Doomwing's +6 but the +3 for SD against the +1 from AA brings the Doomwing's bonus to eight. The Marine player rolls 5 and the Chaos player rolls 8, the modified roll is 13 for the Thunderbolt and 14 for the Doomwing. The difference in the score is not greater than 3 thus the Thunderbolt survives.
Chaos does not give up yet but chooses another Doomwing while the Imperial navy pits in another of its Thunderbolts. Dice are rolled, modified scores are Chaos 13, Imperium 15 both survive again. Another Doomwing and Thunderbolt are cast into the fire. This time the Imperials roll high enough to destroy the Doomwing. Chaos begins to wonder if he should have backed off right at the beginning. Still he could back down now but that would make the loss of the two Doomwings in vain.
He pits another Doomwing. All Imperial crafts have fought at least once, the Marine player chooses one of the Thunderbolts. This time the Chaos player gets +2 because the Thunderbolt has fought before this turn. Chaos rolls 8, Imperials 4 for modified scores of 16 and 12, the Thunderbolt goes down. Now Chaos has fought with all but one of the Doomwings. He must choose the last one or end the round, Chaos wishes to continue. Imperial commander thinks a while and decides that the higher CAF of the Thundereagle is worth the risk of losing it. Chaos rolls 9 and the imperial commander 5 for a modified score of 17 to 16. The Thundereagle survives. Now all thrusters on AA orders have fought - the air combat for this round is over.
The Firelord begins his ground attack without resistance from the Imperial navy. At the end phase the Imperial player loads a detachment of Space Marine veterans from his reserves to the Thundereagle.
Next turn. Chaos wins the initiative. At the beginning of the turn 2 flyer phase, the orders are revealed. This time the Imperials go for it, putting the TB squadron, with two remaining fighters, on AA and the Thundereagle on GA to deploy the troops. Tzeentch must have predicted this as the Chaos player has this time put the Firelord on AA as well as his 4 remaining Doomwings. Air combat starts.
For the first two combats Marine player has no choice but to choose first one of the Thunderbolts then the other. No casualties are inflicted in these two first combats. As all Imperials with AA have fought, the Chaos player could end the combats if he/she/it wished but decides to continue instead. Marine commander doesnt wish to risk the Thundereagle with its precious cargo just yet but orders a Thunderbolt pilot to fight a second time instead. This time the Chaos player is sneaky and pits the Firelord instead of one of the remaining Doomwings. The Firelord has only +3 for CAF but on the other hand the Thunderbolt has fought earlier this round, the Firelord has a slight edge. Chaos rolls 10 and the Imperial commander 7, the modified score is 15 to 11 - the Thunderbolt is destroyed.
The Thunderbolt squadron just dropped under its breakpoint - a morale roll is required. Imperial commander rolls 2, failing the roll. The Marine commander curses loudly as the last remaining Thunderbolt breaks from combat (it is put on the regroup order) he swears never to trust those navy cowards again!
Now theres two Doomwings on AA yet to fight this round and the Thundereagle is on GA and carrying full detachment of veterans. Marine player prays to the Emperor that the Thundereagles gunners perform better than the wimpy navy pilot For the first combat Chaos rolls a 7 and the Marines roll 6, modified scores of 13 to 15 - enough for the Thundereagle to survive. The second combat - Chaos rolls 9 and this time the Doomwing has +2 against the Thundereagle since it has been engaged once before. Also the Doomwing gains a +1 for the AA orders in addition to its very good CAF of +6 (for a total modified score of 18) while the Thundereagle only has its CAF of +8 and no other bonuses. The Marine player rolls the dice .
This illustrates one of the many tactical situations possible with these rules.
The surviving thrusters with Ground Attack orders can continue with ground attacks. The players take turns resolving a ground attack with one of their thruster detachment at a time.
Resolving Ground Attacks
Start the attack by placing a targeting marker (use anything you like - one thruster model from the attacking detachment would be fine) within the thruster detachment's move range from the base of the thrusters. Assume that the base is on the centre of the thruster players side unless determined otherwise. Scatter the marker 2d6cm (use scatter dice exactly as if you were rolling scatter for artillery).OPTIONAL: The scatter is reduced to 1d6cm if the marker is placed within direct line of sight of an artillery observer, but increased to 3d6 if the marker is not placed on the LOS of any troops. Command units and Praetorians with command functions can function as observers for the purpose of this resolution.
After scatter is determined, enemy ground units may then attempt to shoot at the thrusters on the attacking detachment. After that the attacking thrusters can fire at the ground troops. When the attack is resolved remove the targeting marker from the board.
For the purpose of determining weapon range for these attacks, all the thrusters in the attacking detachment are considered to be exactly on the targeting marker (with thruster template weapons the template must be completely within the given range). For purposes of determining LOS the thrusters are considered to be 15cm above the targeting marker (for simplicities sake ignore intervening terrain unless the ground troops are somehow "inside" the terrain). The thrusters are considered to be on the targeting marker for purposes of determining attack angle as well but if the attack would seem to be coming from the back, count as it is coming from side instead. Thrusters on the other hand, always possess "all around" armor (no modifiers for side or back shots).
Command units and "stealthy" troops (those that can't be shot from over 25cm range) can be targeted only on roll of 6 on d6 (roll once for each attacking thruster to spot each command unit or "stealthy" detachment in the target area.) This rule works even if the command units are the closest units to the targeting marker and works for template weapons too (if the 6 is not rolled the command/stealthy units under a barrage template are just mysteriously missed somehow).
Notes: The targeting marker represents more the point the thrusters are aiming their attack runs at, rather than their actual position - thrusters have very low weapon range stats (10cm usually) to represents that and ground troops range against the thrusters is modified too. The flight path of the attacking thrusters is purposefully left abstract, following a logic that in Net Epic the player is in the role of an ground force commander and will only worry about the targets of airstrikes leaving the method (strafe, dive bomb ) to the squadron leaders.
The scatter roll will rarely make the attack miss totally (the thrusters still have some weapon range to compensate) but should prevent the players trying to optimise the target points too much.
Anit-Aircraft Fire
The very high speed of the thrusters make it difficult for most troops to fire at them. Thus not all units fire at them in the same way or as effectively.Vehicles and titans can't usually shoot at thrusters at all. Only vehicle/titan weapons designated as AA capable may fire at thrusters. A titan/vehicle with multiple weapons with some of them AA decides which AA weapons to fire against an air attack before rolling to hit and which to save for later use. A weapon with multiple attack dice is still a single weapon unless noted otherwise it cant use some and save some off its attack dice for use against later airstrikes or ground targets, but must use all its attack dice against the thrusters off the attacking detachment. A battery of multiple AA guns will also fire together like a weapon with multiple attack dice rather than separate weapons thus if an AA battery fires against an air attack they all count as fired even if part of them were out of range or LOS. Some AA weapons however can fire more than once each turn, and some are able to fire unlimited times ie attack against each airstrike in range (see below).
AA weapons that are no more than 10cm away from the attacking thrusters detachment targeting marker get a +1 to hit.
Infantry count their range at one-fifth value (1/5) when shooting at the thrusters (they must be close enough to the target point of thrusters attack for the angular speed to be manageable).
In addition they can only shoot if they roll 6 on 1d6 (roll for each stand individually). However, this attack does not count as their shooting for the turn, it is a "free bonus shot" (you don't have to record which stands shoot they may even fire against multiple air attacks if they are lucky).
No penalty is attached to the to hit roll. Dreadnoughts and other walkers count as infantry for purposes of this rule.
Psykers can attack normally (but only powers that do damage work.) Line of sight is automatic and range is counted to the targeting counter. This does count as their power use for the turn.
Transports can be used to quickly carry reserves to the battlefield.
Transports on Self Defense orders can, during the end phase, pick up a load of troops from the reserves if reserves are used in the scenario. They may also transfer troops currently carried to the reserves (and take new troops onboard in the same turn). If the scenario does not have reserves this option is unavailable but transports may start the game with troops onboard instead.
Transports on Ground Attack orders have the option to land. After shooting place the landing thruster(s) within 5 cm of the targeting marker. If there are troops inside the transport they may move out immediately, with full move for their orders. When landed the transport can be attacked or entered by friendly troops like any ground transport. You may remove the transport from the table during the end phase of any turn. Following which it will act as a normal thruster the next turn (with any troops it had inside still inside), or leave it landed, in which case it can be given normal ground troop orders the next turn.
Transports with jump pack equipped troops don't have to land in order to deploy them. Just move them out from the targeting point after ground attack.
Imperial Navy
Imperial navy thrusters have a morale value of 3. These
may be purchased as support cards for Marine, IG, and Tech-Guard companies.
Troop Type |
Save |
CAF |
Weapons |
Range |
Attack |
To Hit Roll |
Target |
Notes |
Cost |
Thunderbolt |
4+ |
+4 |
Autocannon |
10cm |
2 |
5+ |
-1 |
250 per |
|
Marauder |
3+ |
+3 |
Autocannon Rockets* Frag Bombs* Melta Bombs* |
10cm 10cm 10cm 6cm |
2 2 2BP 2BP |
5+ 5+ 6+ 6+ |
-1 -2 0 -2 |
Marauder squadron must choose which of the * marked weapons to use before rolling for scatter of the airstrike. |
300 per |
*Frag bombs use the larger 12cm template. Melta bombs ignore to hit modifiers from cover.
Space Marine Transports
Space marines traditionally have their own transports
capable of delivering troops right into combat. Space marine transports can only be bought
as a support troops for SM companies.
They have a morale value of 2.
Troop Type |
Save |
CAF |
Weapons |
Range |
Attack |
To Hit |
Target |
Notes |
Cost |
Thunderhawk |
3+ (4+) |
+2 (+0) |
Autocannon Missiles Bolters |
10cm/50cm 10cm/0 0/15cm |
2 2 3 |
5+ 4+ 6+ |
-1 -2 0 |
Can carry 3 SM stands or 2 Terminator stands. |
200 per |
Thundereagle Assaultship |
1+ (2+) |
+8 (+3) |
Assault cannon Missiles Lascannons Aft-lasers* |
10cm/50cm 10cm/0 10cm/75cm 0/75cm |
2 2 2 2 |
4+ 4+ 5+ 5+ |
0 -2 -1 -1 |
Can carry a whole detachment, plus the HQ unit of that company. May not be given Air Attack orders. |
250 per |
* Aft-lasers work only when landed and the firing arc are towards the back of the craft (not forward like most vehicle weapons). Thundereagle's lascannons and aft-lasers are AA capable weapons when TE is landed.
Save and CAF values in parentheses refer to values while landed.
Ranges given with a dividing slash refer to range to the airstrike counter during a ground attack (first value) and ranges when the aircraft has landed (second value). 0 range for either mode means that the weapon cannot be used in that mode at all.
Chaos Marine forces may also use the Thunderhawk and Thundereagle.
Chaos Renegades may use a similar landing craft as the Thundereagle. Use the same stats.
As an optional unit, IG companies can take a special card that includes all the infantry stands from one Space Marine support card and one Thundereagle. This unit costs as much as the corresponding Marine support card + 200 points. It has the same morale and break point as the support card and losing the Thundereagle will count as two points (not one) against the break point.
We recommend the use of older smaller Thunderhawks for the standard transport and the large (current model) for the Thundereagle.
Some have raised the possibility of regarding the Thundereagle as a super heavy flyer. A damage table is underway to address that option.
Eldar Skyhunter Host
Eldar thrusters have a morale of 3. They are taken as
Eldar support cards.
Troop Type |
Save |
CAF |
Weapons |
Range |
Attack |
To Hit |
Target |
Notes |
Cost |
Nightwing |
4+ |
+5 |
Lascannon Shuriken |
10cm 10cm |
1 2 |
4+ 5+ |
-1 0 |
300 per |
|
Phoenix |
2+ |
+6 |
Sonic cannon Lascannon Plasma Bombs |
15cm 10cm 6cm |
1 2 8BP |
3+ 4+ 3+ |
-2 -1 -3 |
300 per |
|
Vampyre |
3+ (4+) |
+3 (+0) |
Lascannon Shuriken |
10cm/75cm 10cm/25cm |
1 3 |
4+ 5+ |
-1 0 |
Can carry 4 troop stands |
150 per |
Ork Air Kult
Ork flyboys have a morale of 4.
Troop Type |
Save |
CAF |
Weapons |
Range |
Attack |
To Hit |
Target |
Notes |
Cost |
Fighta-Bomma |
3+ |
+3 |
Kustom Kannon Rokkits |
10cm 10cm |
1-5 4BP |
5+ 5+ |
-2 -2 |
Rokkits scatter |
250 per |
When Fighta-Bommas commit to an airstrike roll d6 for each (after resolving
any AA fire). If the roll comes up as a 6 the fighta-bomma has experienced
some kind of catastrophe it is destroyed before the attack is completed. Otherwise
the score is the amount of attack dice it's Kustom Kannon gets.
Fighta-Bommas do not combine their barrages. Roll for scatter dice and a regular dice for each template. if the regular die comes up 1 the Rokkits wont fire at all, otherwise the dice value is the amount of cm's the barrage scatters unless a "hit" is rolled on the scatter dice. This scatter is automatic and not affected by spotters.
Fighta-Bommas are orky in dogfights too: Whenever they roll doubles for their dogfight score they get to roll an extra dice to add to their dogfight score. However if that die comes up 6, it destroys itself regardless of the other results of the dogfight.
Each Fighta-Bomma squadron is a separate unit. They dont combine into a single mob. Fighta-Bommas are not affected by the Ork Command Rule.
Daemonic Engines of Tzeentch
These thrusters follow the special Chaos morale rules. They count as
always being in view of their patron daemon. If their patron daemon is destroyed they test
for morale with a value of 2.
Troop Type |
Save |
CAF |
Weapons |
Range |
Attack |
To Hit |
Target |
Notes |
Cost |
Doomwing |
4+ |
+6 |
Flame cannon |
10cm |
1 |
4+ |
0 |
Ignores cover |
300 per |
Firelord |
2+ |
+3 |
Flame cannon Lascannon Fire eggs |
10cm 10cm 6cm |
2 1 6BP* |
4+ 5+ 4+ |
0 -1 -2 |
Flamer cannon ignores cover. Fire eggs use TWO templates |
200 per |
The Firelord has two separate template attacks. if a unit or a building is under both, roll two attacks rather than combine BPs. As daemon engines, these can't take the Self Defense orders but they get the +1 bonus for all dice roll when Chaos is ahead in VP's (Note, air combat is not the same as close combat thus the Daemon Engine bonus is only +1 not +d6).
Of all flyers, Doomwings have the best CAF/cost ratio and Firelords the worst. Very Tzeentchian. I made the Doomwings very lousy against ground troops and the Firelords very good, but on the other hand Firelords won't survive without the Doomwings so it should balance out.
In general I put most weight on CAF when deciding costs. The Eldar air force is the most reliable. The Imperial Navy is the most versatile (the Marauders might be too good). Orks will have to trust their numbers as usual (but with those on their side they could be really deadly). Chaos air force can be very powerful with the right balance of Doomwings and Firelords (which depends entirely on what the opponent has), especially if the daemon engine bonuses kick in.